Thank you for finding my mistake. It's my fault actually. I am not good at creating procedural materials. And it's not "Ray tracing" it's "SDFGI". I'm happy that you thought it's ray tracing😁.
almost as if english aint the world's first language. a monkey could deduce he meant the lighting & shading. i was also unaware they just hand out verification marks to low sub counts, the point is to mitigate imposter accounts. no one is ever pretending to be you lol
I love your approach to constractive and not so much critique. I just hope you maintain this high spirit outside of the comments. Most of haters wouldn't be capable to create something like this. And those who have the skills to do even better - would rather encourage you to reach new heights, that is if they are not ill-minded. In any way - this does look impressive for me, I do not know much about Gadot but the fact that you are able to do stuff like that without ray-tracing there is very cool.
HIDEROUS, godot looks as bad as ue5 and unity now, Ive been a graphics dev for 20 years I dont know how ugly effects like TAA and fake motion blur became accepted they look SO BAD. Also WTF was all that loading time? this scene is trivial, quite a disgrace godot.
I just tweaked some graphic settings and changed some material. Everything else is from assetlib that's why it's taking too much time. And yes that motion blur is fake. But it's good or bad is up to player. Like for fps games motion blur and A.A. is big no🙅. Even I turn it off when playing fps games. But if the game is like genshin impact where high precision ain't important, then I apply motion blur and msaa, fxaa for more smooth illusion of frame rate 👍.
it is up to device man. That's why I always release 3 versions with different graphics levels so players don't have to struggle adjusting graphics. web , mobile , pc@@gordon7936
@@gordon7936 There's plenty of ways to calculate coverage which don't cost you anything, I'm not sure why these are so rarely used in modern games (except that they don't work with low quality 2d lighting approximations like deferred) its like once you accept one shitty screenspace approximation before long EVERTHING has to be done at the same low quality. I know most people cant see these things but for the perceptive graphics expert this looks nightmare inducing. (note im high end PC graphics dev not a barely working console type graphics dev) Peace
Nothing about this is realistic at all, there aren’t materials that look that way. “Ray traced” does not mean realistic.
Thank you for finding my mistake. It's my fault actually. I am not good at creating procedural materials. And it's not "Ray tracing" it's "SDFGI". I'm happy that you thought it's ray tracing😁.
almost as if english aint the world's first language. a monkey could deduce he meant the lighting & shading. i was also unaware they just hand out verification marks to low sub counts, the point is to mitigate imposter accounts. no one is ever pretending to be you lol
He never said that the materials look realistic. What a negative comment, look at yourself typing away.
Pin of shame
Textures are good and lighting is awesome
Damn Godot is getting better and better !
I love your approach to constractive and not so much critique. I just hope you maintain this high spirit outside of the comments. Most of haters wouldn't be capable to create something like this. And those who have the skills to do even better - would rather encourage you to reach new heights, that is if they are not ill-minded.
In any way - this does look impressive for me, I do not know much about Gadot but the fact that you are able to do stuff like that without ray-tracing there is very cool.
Thanks man, these comments give me new energy to keep making stuff.
so which part of this is realistic?
Light
not really, light in real life dont shine like that lmao, way too bright and white
@@sanketsbrush
why yall so negative in comments, looks good, keep going brother man
Thanks man, Don't worry about negative comments. They are just telling what they felt watching demo.
That's precisely why youtube comments exist, for communicating your opinions and discourse.
You can solve the motion blur glitch 😂
how did you add motion blur and material based footsteps?
This is addon in asset library. Which won't work if you don't have knowledge of shader script 😅. I'm going to make quick guide video on this addon.
th-cam.com/video/bUtaEPyD3kM/w-d-xo.htmlsi=sQL5iF-FDiN3WlCs
Nobody in there right mind plays with motion blur anyways
Depends on game type.
enviroment settings?
In the world environment node. It's all default effects on.
The pixel textures are taking away my immersion 😨
I don't understand. Can you explain briefly ? You can join us on discord.
discord.com/invite/qAyrBFqRwt
they just did
"Realistic"
Es como un sueño 🤯
Realistic Minecraft 😂
modded Minecraft looks way better than this but is significantly more performance intensive
Yes, this video is giving the vibes of Minecraft 😂
hello
world
HIDEROUS, godot looks as bad as ue5 and unity now,
Ive been a graphics dev for 20 years I dont know how ugly effects like TAA and fake motion blur became accepted they look SO BAD.
Also WTF was all that loading time? this scene is trivial, quite a disgrace godot.
I just tweaked some graphic settings and changed some material. Everything else is from assetlib that's why it's taking too much time. And yes that motion blur is fake. But it's good or bad is up to player. Like for fps games motion blur and A.A. is big no🙅. Even I turn it off when playing fps games. But if the game is like genshin impact where high precision ain't important, then I apply motion blur and msaa, fxaa for more smooth illusion of frame rate 👍.
So you prefer jagged edges looking like shit or what? Other aa methods that kill performance?
it is up to device man. That's why I always release 3 versions with different graphics levels so players don't have to struggle adjusting graphics. web , mobile , pc@@gordon7936
@@sanketsbrush Giving players the decision is best option, but there will always be a trade-off. Either performance or visual fidelity.
@@gordon7936 There's plenty of ways to calculate coverage which don't cost you anything, I'm not sure why these are so rarely used in modern games (except that they don't work with low quality 2d lighting approximations like deferred) its like once you accept one shitty screenspace approximation before long EVERTHING has to be done at the same low quality.
I know most people cant see these things but for the perceptive graphics expert this looks nightmare inducing. (note im high end PC graphics dev not a barely working console type graphics dev)
Peace