@@godnyx117 lol bro I'm graphic programmer, and you guys arguing just wasting time many people on TH-cam are mostly having Big Pc(by big i mean good spec) stop talking about tell you that you know without .... install all engines and try them I've been switching engines since 2013 and i can tell you they are all same(talking about system requirement) (about 2D unity and Godot can compete , but about 3D both 3 are similar(they need your PC to be stable and most game dev need smooth workflow, not a laggy workflow, ) (same as Godot)
@@ferdinandkasangati5089 Yeah but the things is that Godot is getting better (at least based on what people reviewing it saying). I don't have a good PC so I cannot try it out with the current trashy (at least for my system) OpenGL. Have you compared UE and Unity (with Vulkan) vs Godot (OpenGL)? If yes, then Godot should be worse and if they are the same then that says a lot about how amazing Godot will be once Godot 4 is released and gets stable! I'm not saying that it will be like 2-3 times faster but even a 20% improvement will be enough!
@@godnyx117 yeah that's true, i've seen many gogot Devs using it on twitch and i enjoyed watching their live stream, i can say, when people understand and live a game engine, they work more faster than new beginner, and about openGL and Vulkan sure yes unity use many render engines but talking about openGL, Godot is using is really good, waiting to see the Gotot4 for improvement and i can say 90% of gogot user are 2D dev so, to really feel the power of game engines, nowadays people aim more 3D Power, about your computer 👀 don't underestimate it, you can't use nowadays tech but, you can still use Unreal 4.20 or lower, unity 2019 or lower, Godot 3 or lower
Hahahaha! Wyszło naprawdę wspaniale! Poprzedni las był łatwy do odtworzenia, a tutaj to już czarna magia. Takich demonstracji godot właśnie potrzebuje! Doskonała robota!
PS: If you want to significantly reduce compression artifacts on the video, consider upscaling it to 4K before uploading it to TH-cam. This will only affect people watching the video with 1440p or 2160p quality settings, but it helps a lot.
@@cenullum Upscaling quality is secondary here. You could use a nice filter like Anime4K, but bilinear scaling will get the point across. I recommend avoiding solutions that require multiple steps of lossy encoding though. What we care about is TH-cam giving us a more generous bitrate for the 1440p and 2160p encodings of the video, even if the video content is 1080p or even lower. You could go extra mile and upscale to 4320p (8K) too, which will make TH-cam automatically provide an AV1 version of the video. IIRC, this can happen on 4K videos too, but only if they reach 1 million views (and it may require HDR to be used too).
exporting should make it faster not slower, because you wont be running the editor alongside the project. definitely there is either an bug or configuration issue, but hey, its an alpha!
@@sasaha8389 "Proof of concept" does not mean "concept". It means a working demonstration, in this case that Godot 4 alpha 6 was reasonably developed enough to allow devs of big Godot 3 projects to begin porting to Godot 4.
I've just moved my project to Godot 4 and quite pleased with a few changes, especially the SSAO. Going to explore auto LOD soon as it should have a big impact on my scenes. Thanks for the walkthrough.
Thank you. How to use Reinhardt Filtering in Godot 3.5 and 4.0. Control to darker area and high light area. SSAO very dark. Maybe shadow catching for masking in composting. Local control on the only shadow area.
nice place to overlay your hw info its not distracting nor invisible to the point of people asking for an info that is already on screen... its still hard to believe that godot 4 can look so good
Awesome work! But engine needs built-in tools for things you are tackling with addons and you own solutions, IMO. Hopefully we will get built-in terrain editor and other quality of life 3d features in further iterations of the engine.
One improvement about audio that could be made is change the ambient sounds based on the time of the day. At 1:40 when you transision from day to night (?) we still hear the day birds, but it wouldn't make sense any more at that time of day.
Hi thanks for suggestion. It makes perfect sense, but I need to confess that I added audio as a post processing effect in video editor :D Still I could give different audio in night time.
Can you give some more details on how you do the subdivision of the map for occlusion culling? From the animation I assume the smaller squares contain more details than the bigger squares and you load them dynamically at runtime depending on the camera position?
looks great! I'm trying something similar here, yours really came out nice. In future versions, maybe you could try some vines/roots threading through the upper ground and nearby tree trunks. Then Godot can set your GPU on fire, but it might be fun anyways. Thanks
looks pretty amazing. So performance becomes lower after exorting? like, it runs faster when running with an editor binary ? have you tried running a release executable from the project directory? (without packing to pck). if it's opening files all the time as the player moves, maybe it's an issue related to streaming from a pck instead of normal files
Hi I had a conversation with developers, problem could be a bit more complex, somewhere in cpu-gpu synchronization but its too early to say. Godot 4 is still in alpha stage and there are no official performance benchmarks yet
i too have been messing around with modeled terrain though because im working with 4km² terrain, i settled on 256m tiles, since anything smaller will end up with drawcalls in the upper hundreds lmao
For me 64m^2 was the limit as its probably the largest safest single work group size in compute shaders (which I still did not use). Otherwise I would have problem with buffers synchronization. My terrain is pretty big too, actually I treat my heightmap size as terrain size in meters. I think the resolution of 1m is actually pretty low tbh. But my visibility range is not that big ~400m. For things further away I would probably try to use something like hierarchical LOD with multiple objects aggregated into one thing. But draw calls are a lot cheaper in Godot 4. And I think its a lot more "intelligent" in aggregating objects by materials etc than Godot 3.
Do you think you could animate a camera fly-by and use the Godot's Movie exporter to render a high-res, high-bitrate flyby of this scene? This video suffers from less than ideal capture bitrate :)
Probably in the future when Godot 4 will be closer to RC. This scene was created in alpha 4 and doesn't load anymore. I would probably need to recreate it. But yeah it's definitely worth thinking about it.
You are right. What I meant is frustum culling... I divided the terrain mesh into smaller chunks so when they are not visible in the camera frustum they are not rendered.
Hi bigger trees are around 10k trees, but they are replaced by impostors pretty close to camera. For this dense environment I think tris count should be a bit lower but that's the model I already had.
You had to turn off shadows of the terrain because... splatmaps? I dont understand, the version of the shader used for shadow mapping should not compute anything about splatmaps
All this is good but what then? I dont believe making games with such integrated visual editors possible. You end up with some level with moving though it and that's all, dead end. Game logic must be dynamic and separated from the 3d engine, there is battle tested concept called "separation of concerns".
Or, make different optional prices, if people can't afford more than 10 dollars, that's fine, if they wanted to support, 20 dollars . . You could do it in a really nice way, and, help the entire community, people could make horror game, ATV game in that forest, ton, of stuff . . . If you don't have any big ideas, for projects, like a video - game, this might be a way to help the entire community, and, make bit money, so on . . . .
And one more thing, everybody go for Godot 4, yes its nice, better rendering from GLES, but on vulkan api itself have lot of work to be done, no only on godot 4 engine, now is good time to use stable and LTS Godot 3.5.1, and lot of thinks is backported....yes Godot 4 is exelent, but lot thinks it must be done on vulkan itself....i realy don see if some make production game in godot 4, ok its early but we see....and direct3d for windows users is the big stuff for godot, how that work i dont know....we levee in time where company force graphicks api, like metal direct 3d, but free and open source vulkan have best performance and lot stuff must be done....for linux users (it me) direct 3d meaning nothing, for android, also just vulkan or openGLES...and story is too long.....
Yeah, after watching video on youtube it looks really stutter at some video clips. I can tell that it's definitely a bit stuttery in game engine too, but it's not as bad as on video. There could be a lot of reasons for this, for sure camera movement is making it visible. Maybe enabling v-sync could help but in engine it did not bother me so much.
@@wojtek_pe If you want to make stuttering less noticeable, you should disable V-Sync (it's enabled by default). This will cause tearing though, and some platforms like Android, iOS and HTML5 enforce V-Sync at a system level.
@@saul8510 This kind of stuttering is difficult to pinpoint, and there is probably nothing we can do on our end to fix it. (The video recording stuttering can't be fixed; look into using a GPU-based video recorder like ShadowPlay or ReLive, or use a hardware capture card instead.)
Dude You are really talented and I am grateful that you present these techniques, I am really profiting and learning from it, but pleaaaaaaaaase for the love of god make a script for your videos or prepare some form of presentation. The animation and footage are good but that bored 4 AM freestyle and "uhmmmm" on top of that thick polish accent is hard to listen to broooo, it unnecessarily undermines your porfessionality and credibility, please 🙏🙏🙏🙏. still subscribed though
if you made some different one's, one could download, say even pay 10 dollars, for each map, since it's nice quality . . people could buy them, make stuff in them, and, you could make bit money . . . I'd have no problem paying 10 - 20 dollars, for a map, it's exactly the quality I hope for, can't make this stuff . . I make horror, or adventure games, it'd be an amazing way to help the Godot community, and, getting a modest, also fair pay for it, might make it easier . . you could even make a plug-in, where one could paint some, of the maps . . at very least, it'd be worth some money, 40 dollars for such a plug-in, no problem, or 20 dollars, think about it, community needs help of pro people, or artists, that's all . . .
Hi thanks for the idea. I still think this scene is more like a tech demo than something usable right now. There are no collisions and exported version is not working properly so I think this solution is still not ready for real in game usage. Unstable API of Godot 4 is also a huge problem for me, because supporting this would be really painful. So its the idea worth consideration but probably I would wait for official Godot 4 release first :)
you must be insane to say this bruh Godot 4 is already on 4.3 i have a forest scene with over 1300 trees and over 25000 grass (yes literally 25k on Proton Scatter) and for a 2gb vram fps is over 60 you kidding me???
It would be irrelevant for game dev anyway. There are hundreds of different things affecting performance from one game to another even if they are made in the same engine.
Godot is less heavy, small file size and the graphics are awesome! Perfect combo I would say.
it's just same as Unreal or Unity,
the important thing is just PC spec 😐
without a big PC, everything is useless
@@ferdinandkasangati5089 Tell me you have no idea how things work without telling me that you have no idea how things work...
@@godnyx117 lol bro I'm graphic programmer, and you guys arguing just wasting time
many people on TH-cam are mostly having Big Pc(by big i mean good spec)
stop talking about tell you that you know without ....
install all engines and try them
I've been switching engines since 2013 and i can tell you they are all same(talking about system requirement) (about 2D unity and Godot can compete , but about 3D both 3 are similar(they need your PC to be stable and most game dev need smooth workflow, not a laggy workflow, )
(same as Godot)
@@ferdinandkasangati5089 Yeah but the things is that Godot is getting better (at least based on what people reviewing it saying). I don't have a good PC so I cannot try it out with the current trashy (at least for my system) OpenGL.
Have you compared UE and Unity (with Vulkan) vs Godot (OpenGL)? If yes, then Godot should be worse and if they are the same then that says a lot about how amazing Godot will be once Godot 4 is released and gets stable! I'm not saying that it will be like 2-3 times faster but even a 20% improvement will be enough!
@@godnyx117 yeah that's true, i've seen many gogot Devs using it on twitch and i enjoyed watching their live stream, i can say, when people understand and live a game engine, they work more faster than new beginner,
and about openGL and Vulkan sure yes unity use many render engines but talking about openGL, Godot is using is really good, waiting to see the Gotot4 for improvement
and i can say 90% of gogot user are 2D dev so, to really feel the power of game engines, nowadays people aim more 3D Power,
about your computer 👀 don't underestimate it, you can't use nowadays tech but, you can still use Unreal 4.20 or lower, unity 2019 or lower, Godot 3 or lower
Best nature visualization in Godot so far (at least that I know).
wow...this is truly a Masterpiece❤...never imagined Godot 4 could do this level....You are the guiding light🙏
Hahahaha! Wyszło naprawdę wspaniale! Poprzedni las był łatwy do odtworzenia, a tutaj to już czarna magia. Takich demonstracji godot właśnie potrzebuje! Doskonała robota!
it looks amazing, I recently met godot and there were doubts that suddenly this is some kind of flawed engine. but such videos inspire confidence
this is the best looking scene i saw in Godot so far
Awesome result, the overall quality and Your skills - hats off!
Looks incredible. Good work!
Excellent showcase illustrating the power coming with Godot 4.
PS: If you want to significantly reduce compression artifacts on the video, consider upscaling it to 4K before uploading it to TH-cam. This will only affect people watching the video with 1440p or 2160p quality settings, but it helps a lot.
@@cenullum Upscaling quality is secondary here. You could use a nice filter like Anime4K, but bilinear scaling will get the point across. I recommend avoiding solutions that require multiple steps of lossy encoding though. What we care about is TH-cam giving us a more generous bitrate for the 1440p and 2160p encodings of the video, even if the video content is 1080p or even lower.
You could go extra mile and upscale to 4320p (8K) too, which will make TH-cam automatically provide an AV1 version of the video. IIRC, this can happen on 4K videos too, but only if they reach 1 million views (and it may require HDR to be used too).
exporting should make it faster not slower, because you wont be running the editor alongside the project.
definitely there is either an bug or configuration issue, but hey, its an alpha!
Thanks for this proof of concept. Seeing this makes it feasible for us to begin a gradual process of porting over.
These concepts are universal in all engines
@@sasaha8389 "Proof of concept" does not mean "concept". It means a working demonstration, in this case that Godot 4 alpha 6 was reasonably developed enough to allow devs of big Godot 3 projects to begin porting to Godot 4.
I didn't think Godot could pull a scene like this off - really nice!
I've just moved my project to Godot 4 and quite pleased with a few changes, especially the SSAO. Going to explore auto LOD soon as it should have a big impact on my scenes. Thanks for the walkthrough.
You should visit the scene again with the movie recorder feature to make cinematic shots of your beautiful forest with fully locked 60 FPS video!
+1
Best looking Godot scene I ever saw.
Looking close to Witcher 3 level of quality. Awesome!
This is incredible. Nice work!
You put godot 4 to his limits 😂
Wow! Great looking and optimized. Great work!
This looks really great!
Thank you.
How to use Reinhardt Filtering in Godot 3.5 and 4.0.
Control to darker area and high light area.
SSAO very dark.
Maybe shadow catching for masking in composting.
Local control on the only shadow
area.
Godot, the New BGE from all times
Highly inspiring - given Godot 4 RC is close, I hope some of the performance issues are lessened by now :-)
Perfect job!
amazing work!
nice place to overlay your hw info
its not distracting nor invisible to the point of people asking for an info that is already on screen...
its still hard to believe that godot 4 can look so good
Breaking news: Godot Engine reaches beta phase after Alpha 137.
Xd
Awesome work! But engine needs built-in tools for things you are tackling with addons and you own solutions, IMO. Hopefully we will get built-in terrain editor and other quality of life 3d features in further iterations of the engine.
I believe a lot of this exists in the form of plugins for Godot 3.x, but I would expect most haven't been ported yet since Godot 4 is still in alpha.
wow it looking awesome my guy.
wow this is wonderful, I already signed up just for your performance friend
Great Wojtek Pe!
damn , after watching this im getting even more excited for godot 4
One improvement about audio that could be made is change the ambient sounds based on the time of the day. At 1:40 when you transision from day to night (?) we still hear the day birds, but it wouldn't make sense any more at that time of day.
Hi thanks for suggestion. It makes perfect sense, but I need to confess that I added audio as a post processing effect in video editor :D Still I could give different audio in night time.
Good work! Perfect shaders! Love it so much!
Can you give some more details on how you do the subdivision of the map for occlusion culling? From the animation I assume the smaller squares contain more details than the bigger squares and you load them dynamically at runtime depending on the camera position?
This is really great work!
Dobre. Przydałby się tutorial z heightmaps. Tak tylko mówię:)
Nice!!!
Very, very, nice! Keep going!
Can this scene can run on mobile device after exporting it 🤔
Please reply !...
looks great! I'm trying something similar here, yours really came out nice. In future versions, maybe you could try some vines/roots threading through the upper ground and nearby tree trunks. Then Godot can set your GPU on fire, but it might be fun anyways. Thanks
Hello. Did you share this work on GitLab or somewhere? Is there any way to get this project?
Wooooooooow soo cool!
A bit laggy , because its in alpha phase i guess , but overall it's fascinating. good job man.
Awesome 👍👍
as for gpu placment i think you could hack/repurpose the new gpu particels for grass
That's amazing!
Nice mind blowing
can we expect a full tutorial? 🥺
Can I download the project or buy it anywhere?
hey, it's been a year, but can you tell me how to do that procedural triplanar thing?
Inspiring
And people think godot cant compete with unity and unreal
looks pretty amazing. So performance becomes lower after exorting? like, it runs faster when running with an editor binary ? have you tried running a release executable from the project directory? (without packing to pck). if it's opening files all the time as the player moves, maybe it's an issue related to streaming from a pck instead of normal files
Hi I had a conversation with developers, problem could be a bit more complex, somewhere in cpu-gpu synchronization but its too early to say. Godot 4 is still in alpha stage and there are no official performance benchmarks yet
i too have been messing around with modeled terrain though because im working with 4km² terrain, i settled on 256m tiles, since anything smaller will end up with drawcalls in the upper hundreds lmao
For me 64m^2 was the limit as its probably the largest safest single work group size in compute shaders (which I still did not use). Otherwise I would have problem with buffers synchronization. My terrain is pretty big too, actually I treat my heightmap size as terrain size in meters. I think the resolution of 1m is actually pretty low tbh. But my visibility range is not that big ~400m. For things further away I would probably try to use something like hierarchical LOD with multiple objects aggregated into one thing. But draw calls are a lot cheaper in Godot 4. And I think its a lot more "intelligent" in aggregating objects by materials etc than Godot 3.
what terrain plugin are you using ? The scene looks great by the way.
None. He describes the process in the video
I am not using any plugin currently, because there is no such a plugin for Godot 4 yet :)
@@wojtek_pe zylann's terrain plugin doesn't work?
@@charlieking7600 there is no version of Zyllan plugin for Godot 4 yet.
Do you think you could animate a camera fly-by and use the Godot's Movie exporter to render a high-res, high-bitrate flyby of this scene?
This video suffers from less than ideal capture bitrate :)
Probably in the future when Godot 4 will be closer to RC. This scene was created in alpha 4 and doesn't load anymore. I would probably need to recreate it. But yeah it's definitely worth thinking about it.
sir can you please describe the part of 2:31. how exactly you did it.?
Hold on though. Occlusion culling does not simplify the mesh, it only hides it when another object is in front.
You are right. What I meant is frustum culling... I divided the terrain mesh into smaller chunks so when they are not visible in the camera frustum they are not rendered.
🤔 exported game lags worse than in editor. Usually it's the opposite..
PogChamp
This looks really good, like something off of Unreal Engine, just one question though: how many tris are the trees in the scene?
Hi bigger trees are around 10k trees, but they are replaced by impostors pretty close to camera. For this dense environment I think tris count should be a bit lower but that's the model I already had.
Put the project on github so we can follow along with you and put the fps so we can see the performance.
is there a download for the environment?
You had to turn off shadows of the terrain because... splatmaps? I dont understand, the version of the shader used for shadow mapping should not compute anything about splatmaps
Hi maybe I misunderstood something but I think there is even proposal to fix that: github.com/godotengine/godot-proposals/issues/4443
All this is good but what then? I dont believe making games with such integrated visual editors possible. You end up with some level with moving though it and that's all, dead end. Game logic must be dynamic and separated from the 3d engine, there is battle tested concept called "separation of concerns".
could i buy for it,i need it plz
Nice work but no tutorials? 🤔
Hi can i get this project zip file
2:07 style "7 Days to Die" xddd is coming zombie hordes! run! hurry up, is dangerous during mist!
can you make this same video, keep in mind beginers... I want to make a map like gta vicety. not too high quality but big place / city...
Se ve demasiado bien para que funcione en una pc cualquiera
Or, make different optional prices, if people can't afford more than 10 dollars, that's fine, if they wanted to support, 20 dollars . . You could do it in a really nice way, and, help the entire community, people could make horror game, ATV game in that forest, ton, of stuff . . . If you don't have any big ideas, for projects, like a video - game, this might be a way to help the entire community, and, make bit money, so on . . . .
What tool did you use to create the "terrain"? Here in my godot 4 there is no native "terrain".
Its mesh with custom shader described in video. There is no built in terrain editor in Godot 4.
Anything changed/broke with Alpha 7?
I didn't have time to test it yet. But I will let you know when I do.
Better than Unity 3d? Its getting close tho
And one more thing, everybody go for Godot 4, yes its nice, better rendering from GLES, but on vulkan api itself have lot of work to be done, no only on godot 4 engine, now is good time to use stable and LTS Godot 3.5.1, and lot of thinks is backported....yes Godot 4 is exelent, but lot thinks it must be done on vulkan itself....i realy don see if some make production game in godot 4, ok its early but we see....and direct3d for windows users is the big stuff for godot, how that work i dont know....we levee in time where company force graphicks api, like metal direct 3d, but free and open source vulkan have best performance and lot stuff must be done....for linux users (it me) direct 3d meaning nothing, for android, also just vulkan or openGLES...and story is too long.....
Why its feel really stutter.
It may be the auto lod.
Yeah, after watching video on youtube it looks really stutter at some video clips. I can tell that it's definitely a bit stuttery in game engine too, but it's not as bad as on video. There could be a lot of reasons for this, for sure camera movement is making it visible. Maybe enabling v-sync could help but in engine it did not bother me so much.
@@wojtek_pe If you want to make stuttering less noticeable, you should disable V-Sync (it's enabled by default). This will cause tearing though, and some platforms like Android, iOS and HTML5 enforce V-Sync at a system level.
@@Calinou will it get fixed soon?
@@saul8510 This kind of stuttering is difficult to pinpoint, and there is probably nothing we can do on our end to fix it.
(The video recording stuttering can't be fixed; look into using a GPU-based video recorder like ShadowPlay or ReLive, or use a hardware capture card instead.)
the frame rate of that scene looks soo bad
Graphics PUBG 🥲✌🏾😹
really nice...but fix those damn bug...jesus there's a lot of them(probably just one repeating) :)
I tried Godot but i find Unity easier to work with, godot is for people who know a lot about games already
Dude You are really talented and I am grateful that you present these techniques, I am really profiting and learning from it, but pleaaaaaaaaase for the love of god make a script for your videos or prepare some form of presentation. The animation and footage are good but that bored 4 AM freestyle and "uhmmmm" on top of that thick polish accent is hard to listen to broooo, it unnecessarily undermines your porfessionality and credibility, please 🙏🙏🙏🙏. still subscribed though
Pc characters
if you made some different one's, one could download, say even pay 10 dollars, for each map, since it's nice quality . .
people could buy them, make stuff in them, and, you could make bit money . . . I'd have no problem paying 10 - 20 dollars, for a map, it's exactly the quality I hope for, can't make this stuff . . I make horror, or adventure games, it'd be an amazing way to help the Godot community, and, getting a modest, also fair pay for it, might make it easier . . you could even make a plug-in, where one could paint some, of the maps . . at very least, it'd be worth some money, 40 dollars for such a plug-in, no problem, or 20 dollars, think about it, community needs help of pro people, or artists, that's all . . .
A plug-in would be great. I’d also love a detailed tutorial. Probably have to wait for stable v4 tho
Hi thanks for the idea. I still think this scene is more like a tech demo than something usable right now. There are no collisions and exported version is not working properly so I think this solution is still not ready for real in game usage. Unstable API of Godot 4 is also a huge problem for me, because supporting this would be really painful. So its the idea worth consideration but probably I would wait for official Godot 4 release first :)
30-50 fps is really bad.. godot still not ready for AAA game dev
you must be insane to say this bruh Godot 4 is already on 4.3 i have a forest scene with over 1300 trees and over 25000 grass (yes literally 25k on Proton Scatter) and for a 2gb vram fps is over 60 you kidding me???
if you dont post the FPS this video is irrelevant for real game dev
It would be irrelevant for game dev anyway. There are hundreds of different things affecting performance from one game to another even if they are made in the same engine.