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Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. These test do culling on 10k objects. CPU Optimization.

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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 and UE4.26.1,

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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). mbedtls 2.16.11.

Beta 52
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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.

Beta 105
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Dev snapshot: Godot 3.4 beta 4

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ).

Beta 52
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.

Shaders 53