Making AAA graphics in GODOT is SIMPLE

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 120

  • @tomargamedev
    @tomargamedev  10 หลายเดือนก่อน +36

    I noticed that my video doesn't get the best response from some people, so I just want to clarify that this video was meant to show some features of godot that will improve the graphics, meant more for godot beginners it is also clear that this video is click bait, for AAA graphics you need much more than SDFGI and Antialiasing so you can't take this video 100% seriously and I would also like to thank everyone who watches and supports my videos my channel has grown a lot in the last 2 months and I thank you very much for all the support ❤

    • @tomargamedev
      @tomargamedev  10 หลายเดือนก่อน +2

      I've also noticed a lot of great comments here and I'd like to apologize for being inactive on this channel both in terms of responding to comments and posting videos I haven't had the time and motivation to create something lately but I'll try to come up with something over time

    • @AndyAndrewEntertaiment
      @AndyAndrewEntertaiment 9 หลายเดือนก่อน +1

      @@tomargamedevGreat video. The only reason I clicked on this video was because I wanted to see an general look of the environment. It may be a click bait, but I knew from beginning that Godot doesn't support AAA games.

    • @WeirdWimp
      @WeirdWimp 4 หลายเดือนก่อน +1

      You can use antialiasing in Godot, can’t you

    • @kevenbouchard7973
      @kevenbouchard7973 25 วันที่ผ่านมา

      Click bait is dishonesty. It might be a common practice and you may say it is necessary but in the end, you make a choice. A lie is a lie and deserves to be recognized as such

    • @orwinsen4510
      @orwinsen4510 17 วันที่ผ่านมา

      @@kevenbouchard7973 to be honest if you think that you can achieve AAA graphics , alone , in godot , you deserve to be clickbaited

  • @Mempler
    @Mempler 11 หลายเดือนก่อน +87

    fun fact, every game engine can be AAA quality, just in some its easier and in others its harder.

    • @w3ryfrate535
      @w3ryfrate535 11 หลายเดือนก่อน +6

      @Tonypec1974 You cannot efficiently create triple A games with Godot.

    • @xenoxia
      @xenoxia 10 หลายเดือนก่อน +10

      @@w3ryfrate535 A triple A game by definition is just a game with a high budget. the graphics don't really matter.

    • @w3ryfrate535
      @w3ryfrate535 10 หลายเดือนก่อน +3

      @@xenoxia pretty sure it means games published from big names of the gaming industry like Activision, Rockstar, etc.

    • @xenoxia
      @xenoxia 10 หลายเดือนก่อน +5

      @w3ryfrate535 well known companies are associated with AAA games because they generally have a higher budget, but there is no limitation on how big your company has to be to create an AAA game.

    • @gruntaxeman3740
      @gruntaxeman3740 10 หลายเดือนก่อน +2

      It is not the game engine that matters, it is assets you put there and set lighting and shaders.

  • @Goebschae
    @Goebschae 10 หลายเดือนก่อน +12

    i don't understand the complaints in this comment section. personally i am pretty satisfied if a game looks like it does in this example, which i don't find to be a given. standards these days sure are different than what i grew up with

    • @JohnnyThund3r
      @JohnnyThund3r 5 หลายเดือนก่อน +3

      Right... sure your game might not have the greatest graphics, but graphics kinda stopped being so important after Mass Effect 3 for me anyway, Godot will improve in time but I would rather have bigger and more dynamic gameplay over the worlds greatest graphics at this point.

  • @NoSoyMako
    @NoSoyMako 11 หลายเดือนก่อน +76

    I mean, if you mean AAA from 10 years ago then this example is realistic as heck

    • @jesperpersson9388
      @jesperpersson9388 11 หลายเดือนก่อน +2

      Yeah, I think (very close to) photorealistic humans as well as large open worlds are two things that AAA games do these days that you simply cannot achieve in Godot.

    • @oracuda
      @oracuda 10 หลายเดือนก่อน

      the engine provides all the resources to achieve this, including low level pipeline manipulation. it just doesn't do it for you. @@jesperpersson9388
      there already exists tokisan/terrain3d and some particle implementations that can achieve well optimized results.

    • @gruntaxeman3740
      @gruntaxeman3740 10 หลายเดือนก่อน +3

      @@jesperpersson9388
      I don't see that there is any real obstacle that prevents that. Human is photorealistic as you model it and trick to creating large open is how you cull things out that are not visible in scene so they are not rendered or their code is not run.

    • @CALndStuff
      @CALndStuff 9 หลายเดือนก่อน +1

      There is nothing that prevents that in Godot, if you can make photorealistic human models you can put them in Godot.@@jesperpersson9388

    • @highwaywarrior0
      @highwaywarrior0 2 หลายเดือนก่อน

      nah its more like AAA from 2007

  • @clock_work1
    @clock_work1 6 หลายเดือนก่อน +6

    the sdfgi actually saved me so much time and frustration. thank you and the yt algorithm for drawing this to my attention

  • @DelahayeChristophe
    @DelahayeChristophe ปีที่แล้ว +115

    You showed basic features of any 3d engine yet call it AAA ... Of course Godot is capable of AAA graphics but you don't show anything near that sadly

    • @angrychompski
      @angrychompski ปีที่แล้ว +2

      agree

    • @theminecraft4202
      @theminecraft4202 ปีที่แล้ว +26

      godot is capable of:
      post processing effects/custom shaders
      pbr worklflow
      volumetrics
      LOD
      what else do you need for AAA graphics? the rest is up to the talent of the artists

    • @charlieking7600
      @charlieking7600 ปีที่แล้ว +7

      ​@@theminecraft4202this is not enough, you also need incredible performance.

    • @mmmMindo
      @mmmMindo 11 หลายเดือนก่อน +3

      ​@@theminecraft4202or the size of the team

    • @krisitof3
      @krisitof3 11 หลายเดือนก่อน +14

      ​@@theminecraft4202
      godot is capable of:
      Very basic and rudamentary post processing effects/custom shaders (Not even GLSL let alone HLSL/CG)
      Simplified and roughly approximated pbr worklflow (Not even GGX scattering for example)
      just because you can render a volume it doesn't mean "volumetrics"
      LOD is not a AAA feature, it's a must have event the most basic engines have it.
      "What else do you need for AAA graphics?"
      For starters, Physically accurate PBR, HDR, Physical light units and lighting, GGX multiscattering, fast renderer, DX12/Vulkan async compute, multithreaded rendering, hardware accelerated raytracing etc...
      Have you seen any AAA engine like Unreal?
      A lot!!

  • @vast634
    @vast634 6 หลายเดือนก่อน +2

    Tonemapping: ACES should be used if you have some bright lights in the scene. It will handle those more realistically than the other tonemappers.

  • @crim3522
    @crim3522 10 หลายเดือนก่อน +4

    Meanwhile Unity :
    No "Jump" function in Character Controller.
    Graphics pipeline cannot inter-changable.
    Always fixing bug without updating any new features.

  • @jesusmora9379
    @jesusmora9379 หลายเดือนก่อน

    okay, so:
    1 - SDFGI is bad. they are replacing it. it is best for open areas and has good performance at lower settings, but increasing the settings doesn't increase quality. for closed spaces voxelGI or reflection probes are better. there's no reason not to have SSAO active at all times, performance is very good. with SDFGI you would want to enable SSR for shinny reflections. SSIL also adds some good GI, but has an additional cost in performance for barely noticeable changes.
    2 - dude MSAA and FXAA do the exact same thing. you are supposed to choose one. MSAA is higher quality, FXAA is a screen space shader and is faster. MSAA at 2x or 4x tends to be good enough. higher requires a good GPU.

  • @You-tube-two
    @You-tube-two 10 หลายเดือนก่อน +9

    SDFGI and Dynamic Shadows are very expensive on most hardware. If you are really telling us how to make AAA game graphics, you should talk about optimizing those graphics.

    • @gruntaxeman3740
      @gruntaxeman3740 10 หลายเดือนก่อน +4

      Almost every optimization happens in assets. Up to three LOD levels in mesh and make sure that every triangle is at least 10px size in screen and using texture compression is way to get things fast. And asset optimization does not mean bad graphics, idea is to keep things photoreal while still having technical standards to assets.
      Dynamic shadows are not issue. Stencil shadow for one light source + polygon shadows below objects are something like 25 year old thing.
      Xbox 360 era hardware we got proper shadow maps but and theory we got something like 5 light sources at time creating dynamic shadows but shadow atlas had to be small. Less dynamic lights means more details on shadows.
      In Godot using modern hardware dynamic shadows are not issue and you can do lighting without SDFGI.

    • @You-tube-two
      @You-tube-two 10 หลายเดือนก่อน

      @@gruntaxeman3740 I wasn't talking about stencil shadows. I was talking about the dynamic shadow resolution.

    • @gruntaxeman3740
      @gruntaxeman3740 10 หลายเดือนก่อน +3

      @@You-tube-two
      Well, stencil shadows are dynamic. Their issue is that they are actually expensive so in PS2/Xbox era you got only one dynamic shadow casting light. PS3 / Xbox 360 made possible to increase multiple shadow casting lights.
      Godot makes easy to optimize that. Basicly you just bake everything that is not dynamic. On outdoor scenes maybe put only sun casting shadows and cloud shadows can be added in shader.

  • @cristianinujazznight3044
    @cristianinujazznight3044 ปีที่แล้ว +15

    Then try to finish the develop game, maybe you will find out if is posible.

    • @chris_gamedev
      @chris_gamedev 11 หลายเดือนก่อน +3

      Road to Vostok

    • @chris_gamedev
      @chris_gamedev 11 หลายเดือนก่อน +1

      @yourmajesty9025 everything seems like smooth sailing so far? or? :P

    • @CALndStuff
      @CALndStuff 9 หลายเดือนก่อน

      You are making shit up my man, the dev that is making an entire game obviously knows more about game development than you, also he made levels and the game performs fine@yourmajesty9025

  • @steve16384
    @steve16384 8 หลายเดือนก่อน +2

    Good vid. Maybe not AAA but useful tips. Who wants to make AAA anyway?

  • @StaredownGames
    @StaredownGames 11 หลายเดือนก่อน +3

    Graphics don't matter, only can we FISH?!
    Fun Fact: Godot rhymes with Robot, hence the logo.
    Seriously though, didn't know about SDFGI, thanks!

    • @RenderingUser
      @RenderingUser 11 หลายเดือนก่อน +5

      You pronounce roboh????

    • @миииц
      @миииц 11 หลายเดือนก่อน

      ​@@RenderingUserhe pronounce "godoT" :DD

    • @StaredownGames
      @StaredownGames 11 หลายเดือนก่อน

      @@RenderingUser nice

  • @Josh-op6dl
    @Josh-op6dl 10 หลายเดือนก่อน +2

    HUGE thanks!

  • @rileyjones7231
    @rileyjones7231 11 หลายเดือนก่อน +14

    -1 ai voice

  • @EldariOfficial
    @EldariOfficial หลายเดือนก่อน +1

    I made a realistic baldi basics game on mobile😎😎😎 it looked great but Idk how to publish

    • @tomargamedev
      @tomargamedev  หลายเดือนก่อน

      Here are two links that might help you.
      th-cam.com/video/c9l8KD7ui1U/w-d-xo.htmlsi=qSr7ejEyO9MsZ64c
      th-cam.com/video/EgS0HCOzj7c/w-d-xo.htmlsi=ecpu6zYqjPQCYHc1

  • @FPSGAMES77
    @FPSGAMES77 หลายเดือนก่อน +1

    Hi bro I want to develop a mobile fps game with a story. But I'm stuck between godot and unityi. What is your suggestion. Has a mobile game been made with godot before?

    • @tomargamedev
      @tomargamedev  หลายเดือนก่อน

      I think Unity has a large number of tutorials and slightly better performance. On the other hand, Godot is getting better and better with support for creating mobile games, and I think Godot's performance has also improved recently. Then, of course, a 3D fps game would require higher optimization, but I don't think it would be a problem. But in the end, it's more about the preference of the engine, because in both unity and godot you are able to create good fps games, it just depends on your skill

  • @cholasimmons
    @cholasimmons 11 หลายเดือนก่อน +3

    Any chance of sharing this project file?
    Most engines today are capable of "AAA" graphics, what lazy people expect is that one person can create GTA 6 in a month, that's what AAA means to them

  • @favkisnexerade
    @favkisnexerade 10 หลายเดือนก่อน +4

    how about making playable scene and showing your requirements and fps?

  • @sonicpro9
    @sonicpro9 หลายเดือนก่อน

    You deserve a like and sub!!!

  • @randomjimbitz512
    @randomjimbitz512 หลายเดือนก่อน

    @3:11 ... yup, I feel ya... LOL

  • @KorathiHeatwave
    @KorathiHeatwave ปีที่แล้ว +20

    annoying robot voice

    • @shujin6600
      @shujin6600 หลายเดือนก่อน

      brainrot braindeads like you can only focus on that

  • @ojisan4220
    @ojisan4220 ปีที่แล้ว +1

    3. Using Normal Maps from AmbientCG - DirectX or OpenGL?!

    • @AdelHaiba78
      @AdelHaiba78 ปีที่แล้ว +2

      Godot always uses OpenGL normal map, you can flip the green channel on any DirectX normal map, and it'll become an OpenGL Normal Map, Use Gimp or any image processing software to do that.

  • @malitver
    @malitver 9 หลายเดือนก่อน +1

    Which engine is more optimized for creating a weapon survival type game on PC? Godot or Unity?

    • @gruntaxeman3740
      @gruntaxeman3740 9 หลายเดือนก่อน +2

      Both can be used for that. But if I like to do that kind of game, I would use Godot but and there should be strong arguments to choose Unity. I found Godot to be easier to develop.

    • @CluTrading
      @CluTrading 8 หลายเดือนก่อน +1

      try them both and see for yourself.

  • @BlendFin
    @BlendFin 11 หลายเดือนก่อน +1

    Thank you!

  • @steve16384
    @steve16384 8 หลายเดือนก่อน +2

    What version of Godot is this?

    • @tomargamedev
      @tomargamedev  8 หลายเดือนก่อน +2

      I think it was in version 4.1

    • @steve16384
      @steve16384 8 หลายเดือนก่อน +1

      @@tomargamedev Thanks. That will be why I can't find the options in my 3.5 version! :)

  • @magusonline
    @magusonline 11 หลายเดือนก่อน +5

    This was a pretty cringe video. Nothing about it is about magic AAA graphics, it's about post-processing effects. You can slap on all the post processing you want on the ugliest models, and it will still look like shovelware.

  • @portalpony477
    @portalpony477 4 หลายเดือนก่อน

    This was amazing

  • @0CutieCat0
    @0CutieCat0 11 หลายเดือนก่อน +2

    Whats The point of having AAA graphics and the game will runs at 15 fps....

    • @liblast
      @liblast 11 หลายเดือนก่อน +4

      Exactly. You can drop a bunch of AAA-quality assets into a Godot scene and make it look great, but the hard part is making that run smoothly.
      Occlusion culling and auto-LOD will help, but Godot has no built-in asset streaming so you'll need to have everything in memory at all times, making
      traversing larger levels impossible without having to stop for a loadscreen often.
      This is of course a bottleneck in all game engines but if you can stream in textures and models of higher quality progressively, you can manage to render a large and detailed scene as your character travels through it without requiring 64 GB of RAM, 32 GB of VRAM (I making these numbers up). Asset streaming hopefully is coming to Godot 4 in 2024, so it's worth keeping an eye out.
      For now - you need to design your environments with a limited set of textures in geometry in mind to limit the memory requirements. In theory you could load in unique assets on a separate thread, but this will require a lot of work and you'd also need to have separate meshes and textures for multiple LOD levels of your assets to be able to maintain a reasonable memory use.
      And that's a lot of work, and a lot of storage needed to keep that, so depending on the size of the assets, you might need to run the game off of an SSD to even have this work.
      Anyway - AAA is overrated and the bane of the game development. AAA is where the worst monetization and user abuse come from.
      Go indie or go home!
      - unfa

    • @tomargamedev
      @tomargamedev  10 หลายเดือนก่อน

      I was thinking about doing a video on optimization

    • @gruntaxeman3740
      @gruntaxeman3740 10 หลายเดือนก่อน +1

      @@liblast
      Up to three LOD levels per mesh, keep all triangles at least 10px size in screen, limit texture size that there is 16 texels in direction (x,y) in detailed part for one vertex. That will do the trick.
      It is all about asset optimization and it is artists responsibility to create them to match requirements, those are vertex and texel density in different parts of scene.
      Game engine will render them blazingly fast if assets are properly done.

  • @catafest
    @catafest 11 หลายเดือนก่อน

    These depend on the game and device, this is for Forward setting and not mobile. I think the Godot team needs to improve this engine. For example, I don't test for mobile devices many resolutions ... maybe will come up with a feature to be sure this issue works. But is fast developing for me and this is good.

    • @CALndStuff
      @CALndStuff 9 หลายเดือนก่อน +1

      There are no AAA games on mobile.

  • @DudeBroVideos
    @DudeBroVideos 10 หลายเดือนก่อน +1

    I love go-do

  • @anandsuralkar2947
    @anandsuralkar2947 11 หลายเดือนก่อน +1

    So u can make a game in gadot cool.
    I knew that what about AAA games.
    There's nothing in the video about a AAA game

    • @tomargamedev
      @tomargamedev  10 หลายเดือนก่อน

      I wasn't talking about AAA games, I was talking about AAA graphics and of course even that can't be taken 100% seriously in this video

  • @oracuda
    @oracuda 10 หลายเดือนก่อน +3

    this looks like fucking roblox

    • @tomargamedev
      @tomargamedev  10 หลายเดือนก่อน

      😂 Sorry, this wasn't the best example of graphics in godot

    • @CALndStuff
      @CALndStuff 9 หลายเดือนก่อน

      It only looks like Roblox because of the grid

  • @tejaswithme3713
    @tejaswithme3713 9 หลายเดือนก่อน +1

    Great video buddy!
    But can anyone tell me what shift, shift+W, shift+A does at 2:28 ?

    • @tomargamedev
      @tomargamedev  9 หลายเดือนก่อน +1

      I don't know, it's just the program I used to record it showed the keys I pressed, so when you move the camera in Godot, you use shift and W,
      S, A or D

    • @tejaswithme3713
      @tejaswithme3713 9 หลายเดือนก่อน

      @@tomargamedev woo, man thanks for this.
      You are hella fast in replying. I got your answer here faster than discord buddies 😅

  • @linovermac
    @linovermac ปีที่แล้ว +5

    Please project files github link

  • @ДимаК-в7е
    @ДимаК-в7е 5 หลายเดือนก่อน +1

    0:59 both have AA on.

    • @tomargamedev
      @tomargamedev  5 หลายเดือนก่อน +1

      No, I just blurred the left one a little bit for the showcase

  • @RonicTheEgg
    @RonicTheEgg 10 หลายเดือนก่อน +1

    Bandicam > Debut

  • @tcreftBr
    @tcreftBr 8 หลายเดือนก่อน

    👍 obrigado senhor :)

  • @haruruben
    @haruruben 10 หลายเดือนก่อน

    What’s Go Dough?

    • @CALndStuff
      @CALndStuff 9 หลายเดือนก่อน +5

      Its how you pronounce Godot, take it up with the French.

  • @BBX-REKT
    @BBX-REKT 8 หลายเดือนก่อน

    pog thx man

  • @seepsoda
    @seepsoda 11 หลายเดือนก่อน

    was kinda a useless video but nice none the less

  • @oo--7714
    @oo--7714 6 หลายเดือนก่อน

    PS3 not aaa

    • @tomargamedev
      @tomargamedev  5 หลายเดือนก่อน

      Please read the pinned comment

  • @ArksideGames
    @ArksideGames 4 หลายเดือนก่อน

    Just use UE or Unity or O3DE
    The UI is awful

    • @tomargamedev
      @tomargamedev  4 หลายเดือนก่อน +2

      I disagree, for me godot has one of the best UIs, when I tried unity or unreal, I didn't like it very much (I understand that not everyone has the same opinion)

  • @Mosopia
    @Mosopia 11 หลายเดือนก่อน

    Gooo Dou!