Remove Alpha Remove Debug Remove Shaders
article thumbnail

Dev snapshot: Godot 4.0 alpha 14

Mircosoft Game Dev

While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Add often used built-ins to spatial shaders ( NODE_POSITION_WORLD , CAMERA_POSITION_WORLD , CAMERA_DIRECTION_WORLD , NODE_POSITION_VIEW ) ( GH-63597 ). Be aware that during the alpha stage the engine is still not feature-complete or stable.

Alpha 52
article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ).

Beta 99
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

Portal’s next-generation lighting rebuilt with path-traced direct and indirect illumination and shader execution re-ordering The RTX Path Tracing SDK accurately re-creates the physics of all light sources in a scene to reproduce what the eye sees in real life. Watch the demo video to learn more. Video 2.

article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). Rendering: Take alpha antialising options into account when setting up materials ( GH-71261 ). Visual Shader: Add few improvements for VisualShaderNodeParticleRandomness ( GH-71123 ).

Beta 110
article thumbnail

Maintenance release: Godot 3.4.4

Mircosoft Game Dev

In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: GLES2: Fix VersionKey comparison in shader binding ( GH-58855 ). Rendering: GLES3: Fix shader state caching when blend shapes used ( GH-58808 ) [regression fix].

Render 52
article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). Re-written most shaders to reduce VGPR usage, thus improve occupancy. Did general optimization in most shaders to improve performance. These test do culling on 10k objects.

Culling 52
article thumbnail

Godot 3's renderer design explained

Mircosoft Game Dev

For example: On GLES3+ we can use UBOs to optimize shader parameters. Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). Shader abstraction.

Render 52