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Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Volumetric fog is making its first appearance in Godot 4, balancing a realistic look and fast performance, thanks to the use of temporal reprojection.
Prioritize the scene to use lightmap to bake AO so that even if HBAO is turned off, the effect is still not bad. Do a good job of managing high, medium, and low-end models, and turn on corresponding combinations of after-effects on different grades of models to ensure a balance between performance and effect.
Too much can make the game look washed out or fake, so aim for a balance that fits the game’s overall artistic vision. Balance Realism and Performance. Aim to balance amazing lighting with smooth gameplay. Capture lighting at specific points to realistically light moving objects. Additional Techniques Real-time Lighting.
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