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(+1)

The atmosphere is incredible! 🌅 🏰

How did you create the "Alpenglow" (red/orange shine on the building)?
Which light setup did you need for that? 

Thank you ;). It is done using additional spot light with orange color.

(-1)

Really shows the flaws of the Godot engine my computer that can get 60fps raytraced cyberpunk 2077 can't run this at more than 20fps but thats godot for you its just not built for 3D

(+2)(-1)

If you would turn off DLSS and frame-gen on cyberpunk, you will have a fair comparison. Generally godot's GI options runs WAY faster than even unreal engine's lumen, and I would guess that cyberpunk is using a technique very similar to it. This is definitely a problem with your hardware specifically, because on my machine runs the demo at around 70 fps on max settings and 4x msaa, but with cyberpunk 2077 on lowest raytracing settings WITH DLSS ENABLED, it runs at around 80 fps. This demo doesn't have any upscaling techniques like DLSS, TSR, or FSR.

(-1)

Godot is rasterized and can render a tenth of the triangles something like unreal engine or unity can it has terrible GPU optimization the lighting is slower than unity's DXR RTX and looks like shit

(-1)

Good you Godot defenders just need to admit your cult engine is hot garbage it can't do 3D it is worse than last gen because it requires current gen hardware to get something that looks like a xbox 360 game 

I don't think godot is a cult game engine when unity dev got the runtime fee news, and there were unity devs who stayed even though they knew that the fee would harm them, and unreal devs are genuinely the most cult like I've ever seen, they are even at the same level as tech bro status. They will get excited over smallest updates, acting like it is next gen, and they will showcase it even though there is no big differences in the engine that are visible. Also godot can look good, and it can do 3D, it requires skill, and not just a click of a button to turn on performance heavy real time UE5 lumen or whatever unity is trying to make with their "you need to install a plugin to do this basic thing" game engine. I used to be a unity dev, but I left because unity boot up was slow asf and the engine needed tons of space, but it still needed plugins to be a functional game engine. Since I have left unity, I have probably made more beautiful and realistic scenes in godot than I have in unity. Also remember that godot's 3D has only been mainstream for about 2 years, so of course it isn't going to be the greatest at 3D in some cases, but it is getting there. Also since godot is open source, if you are so worried about something not looking like fully path traced with fully real time everything, then make a PR and implement it yourself, but if you hate open source that much or you are too lazy then choose unreal, and stop complaining about godot because it won't help it.

Interesting tech, but there are some blocky glitches in certain places and I'm not sure if that's a driver thing or some quirk in one of the shaders. I must say though that the artistic side of this demo is much more impressive to me than anything else and pragmatism just begs for baking all this fancy lighting instead of melting people's PCs.

haha! i wanted to originally use the baked lighting but the editor simply colapsed after every attempt. It is probably too complex scene for it as my tests on buildings inside isolated scene was working fine :)

Beautiful demo! Love it! 

I'm on Intel Arc a750 GPU and I'm suprised you got global illumination to work since SDFGI and Voxel GI in Godot 4.x is broken with intel drivers. May I ask what technique you used here? Baked lighting?


Also, when I changed the texture settings from high to lower, my fps dropped a lot for some reason.  

It's Voxel GI

Ah.. that's interesting. Thanks!

the texture quality issue is weird, only thing it does is it clamps the maximum resolution..

hi, can you update the latest version of Godot?

Oh wow, just found out about this. "Dutch outskirts" so more about this at Indigo? 😁

(+2)

This is amazing! Will you open source it? Would help tremendously.

(+2)

I would like to have a Mac port :) 

(+2)

A MacOS build would be great.

I believe you need a Mac to compile to Mac, so I wouldn’t count on that

(1 edit)

I'm happy to sign an NDA if you want me to compile this for you to share a Mac Executable. I've run the Windows version under CrossoverMac (WINE) and it's really good, but there are graphical glitches.

(1 edit) (+1)

You don’t. I have a github action that does all exports for my game (windows, linux and also macos).

i am using this image for that: barichello/godot-ci:4.4

is all you need (and you must disable notarization and set code-design to built-in in godot macos export setts)

Didn’t know you could do that

btw https://github.com/zemda/Trials/blob/github/.github/workflows/deploy.yml if ur interested

(+13)

congrats on being featured on the Godot 4.4 release page. Instantly recognized your level.

soo idk if this is an issue with linux, godot, or the game but the performance is absolutely horrendous tried both linux and windows version through wine.

there's mouse acceleration for some reason, no i dont have mouse acceleration on.

game freezes alot no matter the settings, even at low res everything on low

no it's not a hardware problem, i use a gtx1070ti which has never failed me in running any game before.

i make godot games as a hobby, sometimes even using rust and i haven't experienced this slow performance before, not even in unity which i have had horrible experiences with both the engine and the performance of games made in it.

so yeah not entirely sure why in the world its performing like this.

Kind of a strange thing then, people here either are either getting stuttery or just fine performance. It seemed to ran alright on my laptop with a 4050 mobile, which isn't much more powerful than a 1070 ti. 

What framerate are you getting for a given set of graphical settings? Also, what CPU and RAM (main RAM not VRAM) do you have paired with the 1070Ti?

gpu: gtx1070ti 8gb vram
cpu: i7-7820X
ram: 64GB
i'm too lazy to download the game again and get the exact fps but its something like 10fps, only instance where it works kinda well is when the graphics settings are at low and res at its lowest

Very nice work. Would it be possible to provide a aarch64 linux build? I would like to test the native performance on Asahi Linux - so far I have only been able to run it using FEXEmu which has very low performance.

It looks very nice and the sound effects make it even more immersive. I played it with all settings on high and FSR without MSAx3 for 3D on a Geforce 4070 TI and it was breathtaking.

Beautiful work!!

(+1)

Looks amazing! The performance leaves a bit to be desired, but this shows that Godot is a tool, and proper art direction and quality assets (especially textures are important) really makes it look good. Hats off, your skill is clearly visible.


Some questions though; what do the gi options actually do? To me it seems like lightmaps are being used, at all settings, but do the higher settings mean? Ssao? Ssgi?

Also, how did you get the texture quality setting to work? Godot doesn't have texture streaming. 


Anyways, thank you for creating this. 

- WrobotGames

hello!
- GI options switch the resolution and rendering quality of voxel GI. Lightmaps are not used. It's not very notable visually, but there is big difference in performance especially on older GPUs


- Texture quality settings  simply cap maximum texture resolution. Let's say you have a 1024px texture - if you set textures to low resolution it is only sampled as 256x256.

(2 edits) (+1)

It's incredible but what about the performance on my rx7600 only 32 frames with freezes. Although this game perfectly shows the capabilities of the godot engine. The author is probably a genius

I never knew Godot games could look so good!

(1 edit) (-2)

Beauty is in the eye of the beholder

Strangely enough this runs poorly in fullscreen, but it's perfectly fine in windowed mode, even at max settings. 

Perhaps it's a bug worth signaling to the Godot devs.

It looks really nice. But the performance is bad (I blame Godot, not the creator).

GeForce 2070 RTX Super in 4k gives me ~ 24 fps. Maxing out settings ~3fps. 

(+1)

Godot has excellent performance ... the project is probably not optimized well

Are you sure? I tried some things and also some 3d demos of Godot projects and they all ran pretty bad. I tested some tiny projects in Godot and Unity (same models and gameplay) and in Unity it looked better and the performance was at least 2-3x better. 

Hi
Just passing by...
I'm using a macbook pro 16 with m1 max.
It actually runs pretty good with everything I made and others made with Godot. ( and some passed via Wine )
Remember that even Unity has its limits.. we just need to know how to make something work better.

4k on a GeForce 2070 RTX Super. I would be surprised to see this tech demo run any faster. Please tell me, what games with 2024 and 2025 requirements are you running at a stable 30 fps in 4k and with this kind of assets and real time lights?

I checked it out with a 4080S and a 7600X at 1440p, beautiful at 95-125fps with a few hiccups. 3, maybe 4 hiccups that were jarring but over all awesome!

(+1)

Hey, just tested it. Wanted let you know that it is a really good demo for Godot, one of the best I've seen. I also have a fairly low-end PC (Intel UHD 630 Graphics) and yet I'm able to get pretty decent performance. Around 12-15 FPS on max settings and 30-40 FPS on low settings and 0.5 resolution scale.

Happy to say that Godot is a decent option for budget gamers like me. I wonder what the performance would be like with GI turned off and with resolution scaling via window scale. Regardless, it seems to perform SO MUCH better than Godot 4.0, so this is quite exciting!

I do want to report that the 'back' button on the settings and credits screens seem to disappear when the resolution scale is set to 1280x720. Just wanted to let you know.

Would love to see how this looks and performs in Godot 4.4 since that's right around the corner. Will you be updating the project to 4.4?

Really beautiful, very glad to know that Godot can make this possible.

I experienced some motion sickness moving through the world but only with the mouse movement, not keyboard movement, which does not usually happen to me in 3d movement games. It might just be me (having a weird day neurologically) but I wanted to let you know about it in case others experience it and you have the ability to tweak the movement speeds.

I was very interested in exploring the environment and I accidentally fell through the world trying to move on the back of the house in the small fenced area near the water close to the back gate. I figured I would let you know about it.

Sorry most of the words are about negative things. The demo really is a beautify and I would like to have seen more, it was very engaging visually and conceptually. I hope this is just the start of something even bigger for you and if so I look forward to seeing what it is. 

Thank you.

(+1)

Fantastic place ! Bravo ! Could it be Mac compatible ?

(+1)

Yes! I've been searching a comment like this!
I have a mac too and I'm super curious to test it

Great,  It would be better if we can go into one of the houses.

(+1)

Really nice looking demo! Any chance for better performance?Is it optimized or it's really at its limit of the engine? I can achieve 60+ fps on my PC but with small compromises.
What GI solution does it use and is it planned to make it open source in the future?
Really good to see Godot games can look great!

Nice 😺

Beautiful! 

Crashed at i5-2400, 24GB, GTX 950

What are the requirements for this demo game?

u need atleast RTX 1060 i think

It took me 5GB of VRAM, there is noway GTX950 can have that much.

(+1)

wow well done! really pushing godot, visually at least!

(2 edits) (+1)

Any chance of open source? I’d love to add some more things on top of this and release mine as open source to demo things like character controllers, UIs, a main menu, a save system, etc

This very cool though! It looks incredible

(+1)

Superb. Did you make whole enviroment from skratch? How long did it take you?

(+1)(-28)

Indeed - looks good... but what else? Basic player controller, no HUD, no equipment, no inventory, no story at all... no optimization...  only big, fat textures :P nothing more.... at the moment, I hope so ;-) so keep working, will see how you progress. Best!

(+20)

This project was done to explore and showcase 3D game capabilities of Godot Engine.

(+4)

Because its not a game with gameplay. Its just to explore the scenary.

(2 edits) (+3)

Insane  👏👏👏

(1 edit) (+2)

Very nice showcase Jan! For more immersion snow displacement (leaving footsteps ion the snow) would be really nice and actually quite easy to implement in Godot. Heres a good tutorial video where a separate texture keeps track of snowy vs non snowy pixels + a decent shader for a gradation. 

edit: Also happy to make a mac m1 build if that's helpful in any way. Really appreciate you taking the time to make a really good looking Godot 3D show case!! 

(+3)

really nice piece, Jan. Now I would love to know more about your art pipeline. :-)

(+5)

It is quite simple - terrain is 3D mesh made in blender, material uses vertex blend and paralax.


 Materials in most of the scene actually uses vertex blend, only couple of props have unique textures. For lighting there are couple of spot lights instead of one sun light.

Fog is combination of distance fog and planes with fog material that uses mask and tiling noise to add movement - volumetric fog was too costly :)

(+3)

how could I forget about good ol' vertex blending! Very nice. I'm afraid your explanation still only makes me wanna know more details. If you post a kind of making of video to your yt channel I will hopefully get my curiosity satisfied. Either way great work!

Hi, great work! After seeing it, I'm more interested in Godot. I do have a question though. What is vertex blend? Is it a function of blender specifically or a general 3D modelling term?

Each vertex can be assigned color. You can then use that color information as mask to blend between tiling textures - this is what term vertex color blend stands for :)

Deleted 196 days ago
(+3)

Incredible work! Are the main models your own? They're fantastic, and I love how the glimmer of warmth from the sunset acts as a focal point and makes the town feel even colder. Nailed the snow particles as well. And the lighting. Everything, really.

I don't think Godot is quite there yet for this sort of thing though, running on my 3080ti at a target of 2K, I'm getting around 60fps with 100% utilization. What did you see was taking the most render time? I know the Godot team has plans to start focusing more on high fidelity stuff, and I really hope they do as demos like this show that there's a demand (and that the bones of the engine can absolutely match the big players when used by someone who is really good at what they do - like you). 

(1 edit) (+2)

thank you for those kind words, I am glad you like it! One of the biggest bottlenecks is currently voxel GI(GI generaly) and post process effects (SSSIL and SSAO similar performance wise in my case, so I chose SSIL for bigger visual impact). I also was not able to bake the lighting - i think my old GPU simply run out of memory during process.. 

Can you please give some details about GI issues? 
Im wondering is it performace or visual  

(+3)

looks great. one suggestion would be to add some kind of smoothing on the mouse look to get those sweet cinematic shots. for me it jitters about quite a bit due to sensitivity

(+2)

I was thinking about adding controller support actually :)

(+1)

While playing I forgot that it's a game and I fell off my chair. Amazing! Keep up with your work. I can't wait to see your future projects!

Btw are you from Poland? cuz your nick has 'jedna' in it.

(+1)

Glad to hear it! I am from Czech Republic but you were close :) 

Yeah. Literally neighbouring country. Knedliki is the best food in ur country.

Really cool stuff.

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