Godot Game Engine- Road to Version 4.0, Story So far
Godot Engine which is an open source game engine, is heading towards version 4.0 and the biggest change that it would bring is adding Vulkan Support.
We have already reported that the Vulkan Branch has almost reached with feature parity with OpenGL and is merged as the master branch. Juan Linietsky, the lead developer has now posted additional features in a new blog post and series of tweets. so let’s dig in.
A new Post-Process Stack
The post-process stack was rewritten and modernized.
Rewritten Auto-Exposure
Auto-exposure was rewritten and now uses GPU compute (Vulkan based) for parallel execution. This results in faster and more accurate luminance determination from the scene.
New Glow / Bloom Effect
The glow and bloom code was rewritten and adds new Mix mode.
New Depth of Field
There is a new depth of field (DOF) effect which is considerably faster and better looking than the existing solution. By default, it uses an approximated hexagonal Bokeh shape, with an optional (but more expensive) circular one for higher end devices.
New Screen Space AO
The screen space ambient occlusion (SSAO) is now readded and uses Compute. It also supports rendering to half resolution. When this is enabled, the occlusion is upscaled using a smart filter that preserves edges, so the quality loss is much less noticeable.
Specular Anti-Aliasing
This is achieved with a smart hack where it is now possible to associate a roughness texture with a normal texture, which will adjust roughness based on normal mipmap variance. Godot auto-detects the use of both textures in a shader and it automatically fixes the roughness texture (although it can be done manually too).
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