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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). Rendering: Fix uninitialized value in Tonemap ( GH-103092 ). Rendering: Fix incorrect parameters passed to VMA ( GH-103730 ).

Render 87
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Release candidate: Godot 4.4.1 RC 1

Mircosoft Game Dev

Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). Rendering: Fix uninitialized value in Tonemap ( GH-103092 ). Rendering: Fix incorrect parameters passed to VMA ( GH-103730 ).

Shaders 74
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Add 2D shader instance uniforms Previously, Godot only supported shader instance uniforms in Spatial shaders. Highlights Many features originally intended for 4.3 meaning that Godot 4.4

Beta 106
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Powerful Shader Insights: Using Shader Debug Info with NVIDIA Nsight Graphics

Nvidia

As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a. To manage this level of complexity, it becomes necessary to observe a decomposition of shader performance at the HLSL or GLSL source-code level.

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I got distracted and built a Physically-Based Renderer

Harold Serrano

I was completely immersed in rewriting my game engine when I stumbled upon these captivating images. The author experimented with the properties of various metals and demonstrated how to create them in a Physically-Based Renderer through renderings. See, there were several things that I needed to change in my engine.

Render 71
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Dev snapshot: Godot 4.5 dev 2

Mircosoft Game Dev

Reorganized shader editor UI The editor experience for shaders and visual shaders got some TLC in GH-100287. Godot already supports using the Vulkan Fragment Shading Rate extension to render the outside of the viewport at a lower resolution, leading to performance improvements with little noticeable decrease in quality.

Dev 63
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Dev snapshot: Godot 4.5 dev 1

Mircosoft Game Dev

Rendering: Clean up more dynamic allocations in the RD renderers with a focus on 2D ( GH-103889 ). Rendering: Optimize _fill_instance_data function in Forward+ renderer ( GH-103547 ). Rendering: Significantly reduce per-frame memory allocations from the heap in the Mobile renderer ( GH-103794 ).

Dev 76