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The features offered are also a lot more reminiscent of AAA games, such as far more material options and advanced visual effects (including circle DOF , volumetric fog, AMD FSR, etc.). Creating games this way is, as a result, more challenging. Additionally, Godot 4.0 Screen space GI can be used to enhance the realism even more.
No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Visual scripting is ideal for non-programmers, or for programmers exposing behaviors to gamedesigners, artists, etc.
In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, gamedesign and development, and directors working with virtual cameras. This basically means you can only bake lightmaps using a single machine. What Is Unity Cinemachine? If this sounds like a foreign language to you, don’t worry.
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