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supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, openworld GI solution). Mesh streaming : Models are loaded as low detail (few vertices). Mesh resource for each pass of the particle.
This new technique was developed entirely in the open and implemented under our MIT license, so anyone is welcome to use it in their own engines and games. SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). What can it do? How do you use it? How does it work?
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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