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Dev snapshot: Godot 4.4 beta 3

Mircosoft Game Dev

Lightmap baking improvements Clay John changed the logic for baking direct lighting in LightmapGI to spread it over multiple frames, avoiding a spike of computation that can lead the OS to trigger TDR , resulting in a crash of the GPU context ( GH-102257 ). Core: Add explicit error messages to Multimesh functions ( GH-101109 ).

Beta 75
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

Beta 106
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How to Create a Game-Ready AAA asset

Logic Simplified

At Logic Simplified , a leading game development company , we created an FPS game Mr. 45. With that I have to create a low poly model of the gun on which we will bake the high poly details. Baking (Transfer high poly details in low poly model) The next step is extremely important. I have always been fond of guns as a child.

Asset 78
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Webinar: Top 11 Questions from “Ray Tracing with Unity’s High Definition Render Pipeline”

Nvidia

Performance is great when using ray traced shadows and ambient occlusion (60+ fps), or only ray-traced reflections in the Performance mode. Nevertheless, the frame rate may dip under 30 fps at 1080p when combining high quality ray traced global illumination , reflections , ambient occlusion , and shadows.

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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? In my case I had terrible FPS with just some thousand mesh instances. Batching on runtime. That’s it. When

Mesh 52
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene. and gpu-mobiles.ts.

Code 52
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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

It does not require raytracing , and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings.