This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. One of the fundamental challenges in real-time rendering is reducing GPU latency to improve frame rate. Another important consideration is transparency.
I quickly felt at home and I started focusing on 3D editor and rendering contributions. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.
His work focuses on the rendering engine in Justice, specifically GPU features enabled by DirectX 12. Our first thought is to render some highly detailed models which may need insane number of triangles. It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. And we decided to try it out.
Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).
Lots of rendering changes. Our rendering contributors keep working on finalizing the implementation of all expected features for Godot 4.0, notably with the following major changes by Clay John ( clayjohn ) and Bastiaan Olij ( BastiaanOlij ): Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE ( GH-66178 ).
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. As the GLES3 renderer is being deprecated by Vulkan in Godot 4.0,
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. As the GLES3 renderer is being deprecated by Vulkan in Godot 4.0,
This order of events can't be escaped, as logic affects physics and rendering needs both information from logic and physics to display. Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists.
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. As the GLES3 renderer is being deprecated by Vulkan in Godot 4.0,
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ).
Especially in hybrid rendering, where G-buffer or shadow maps are rasterized, it’s potentially beneficial to execute AS building on async compute. It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation.
NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. DLSS pairs perfectly with computationally intensive rendering algorithms such as real-time ray tracing. Access the NVIDIA DLSS plugin for UE4 here.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).
2D batching for the GLES2 renderer. While most rendering work was postponed for the 4.0 release with its new Vulkan-based renderer, our contributors lawnjelly and Clay ( clayjohn ) decided to give some more attention to the 3.2 Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. feature set.
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ).
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Add a new high quality tonemapper: ACES Fitted ( GH-52477 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).
Rendering: Portal occlusion culling. More rendering improvements. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Portal occlusion culling. and Godot 3.3.
Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Mono: Various bug fixes ( GH-35372 , GH-35407 , GH-35472 , GH-35478 ). The features.
2D batching for the GLES2 renderer , thanks to lawnjelly and Clay ( clayjohn ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ).
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Jump to the Downloads section.
Thanks to all pre-release testers who help us find and debug regressions! Note that the project settings from the rendering/quality/2d section have now been moved to rendering/2d , so if you used any of those, you will need to re-enable them under the new section in 3.2.4. Rendering: New dynamic BVH ( GH-44901 ).
You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. Anything behind the polygon will be culled from view. and backported to 3.5.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. and backported to 3.5.
rendering may be slower for a second or two, but the slowdown will not be nearly as bad as the typical hiccup caused by classic synchronous compilation. This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter.
This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. and backported to 3.5.
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Raise errors when accessing deleted objects in debug. Rendering: Unified 2D batching. New CPU lightmapper.
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ).
New dynamic BVH for rendering and the GodotPhysics backends. If you experience a regression in either physics or rendering, you can try these Project Settings to revert back to the previous Octree-based approach and possibly fix the issue. Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ).
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content