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Use Compressed Textures : Textured images can be saved with lower resolutions while compressed formats such as ASTC and DXT1 and DXT5 reduce memory usage without quality reduction. Texture Atlasing combines multiple textures into one atlas to lower the number of texture switches that occur.
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). The most common types of streaming are: Texture streaming : All textures are loaded in a tiny size by default.
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 ). The new NavigationServer supports fully dynamic environments and on-the-fly navigation mesh baking. Similarly support for AMD’s Fidelity FX Super Resolution 1.0 (FSR
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