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 ❤
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
@@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.
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
@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.
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
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.
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.
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.
@@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.
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
@@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!!
Meanwhile Unity : No "Jump" function in Character Controller. Graphics pipeline cannot inter-changable. Always fixing bug without updating any new features.
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.
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.
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 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.
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
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
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?
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
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
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.
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.
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.
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
@@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.
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.
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
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)
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 ❤
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
@@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.
You can use antialiasing in Godot, can’t you
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
@@kevenbouchard7973 to be honest if you think that you can achieve AAA graphics , alone , in godot , you deserve to be clickbaited
fun fact, every game engine can be AAA quality, just in some its easier and in others its harder.
@Tonypec1974 You cannot efficiently create triple A games with Godot.
@@w3ryfrate535 A triple A game by definition is just a game with a high budget. the graphics don't really matter.
@@xenoxia pretty sure it means games published from big names of the gaming industry like Activision, Rockstar, etc.
@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.
It is not the game engine that matters, it is assets you put there and set lighting and shaders.
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
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.
I mean, if you mean AAA from 10 years ago then this example is realistic as heck
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.
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.
@@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.
There is nothing that prevents that in Godot, if you can make photorealistic human models you can put them in Godot.@@jesperpersson9388
nah its more like AAA from 2007
the sdfgi actually saved me so much time and frustration. thank you and the yt algorithm for drawing this to my attention
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
agree
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
@@theminecraft4202this is not enough, you also need incredible performance.
@@theminecraft4202or the size of the team
@@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!!
Tonemapping: ACES should be used if you have some bright lights in the scene. It will handle those more realistically than the other tonemappers.
Meanwhile Unity :
No "Jump" function in Character Controller.
Graphics pipeline cannot inter-changable.
Always fixing bug without updating any new features.
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.
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.
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.
@@gruntaxeman3740 I wasn't talking about stencil shadows. I was talking about the dynamic shadow resolution.
@@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.
Then try to finish the develop game, maybe you will find out if is posible.
Road to Vostok
@yourmajesty9025 everything seems like smooth sailing so far? or? :P
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
Good vid. Maybe not AAA but useful tips. Who wants to make AAA anyway?
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!
You pronounce roboh????
@@RenderingUserhe pronounce "godoT" :DD
@@RenderingUser nice
HUGE thanks!
-1 ai voice
I made a realistic baldi basics game on mobile😎😎😎 it looked great but Idk how to publish
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
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?
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
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
how about making playable scene and showing your requirements and fps?
You deserve a like and sub!!!
@3:11 ... yup, I feel ya... LOL
annoying robot voice
brainrot braindeads like you can only focus on that
3. Using Normal Maps from AmbientCG - DirectX or OpenGL?!
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.
Which engine is more optimized for creating a weapon survival type game on PC? Godot or Unity?
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.
try them both and see for yourself.
Thank you!
What version of Godot is this?
I think it was in version 4.1
@@tomargamedev Thanks. That will be why I can't find the options in my 3.5 version! :)
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.
This was amazing
Whats The point of having AAA graphics and the game will runs at 15 fps....
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
I was thinking about doing a video on optimization
@@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.
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.
There are no AAA games on mobile.
I love go-do
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
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
this looks like fucking roblox
😂 Sorry, this wasn't the best example of graphics in godot
It only looks like Roblox because of the grid
Great video buddy!
But can anyone tell me what shift, shift+W, shift+A does at 2:28 ?
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
@@tomargamedev woo, man thanks for this.
You are hella fast in replying. I got your answer here faster than discord buddies 😅
Please project files github link
0:59 both have AA on.
No, I just blurred the left one a little bit for the showcase
Bandicam > Debut
👍 obrigado senhor :)
What’s Go Dough?
Its how you pronounce Godot, take it up with the French.
pog thx man
was kinda a useless video but nice none the less
PS3 not aaa
Please read the pinned comment
Just use UE or Unity or O3DE
The UI is awful
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)
Gooo Dou!