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Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems. The use of simple colliders should include box and sphere types instead of complex mesh colliders to minimize processing requirements.
Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. Introduction Video: Very large, openworld scene with real-time GI: Future. SDFGI is mostly leak free, unlike VCT techniques which are the most common in use today (like SVOGI/GIProbe/etc). How do you use it?
Well, Unreal Engine has 2 different lighting methods: baked (static) lighting and dynamic lighting. But if a character passes in front of baked light it will not display his shadow at all. Static and Stationary Movable options are for baked lights, and Movable is for dynamic lights.
For the first time ever, Godot also comes with a GI technique that can be used with large openworlds — signed distance field global illumination ( SDFGI ). Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Similarly support for AMD’s Fidelity FX Super Resolution 1.0 (FSR
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