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
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.
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
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 :)
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.
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.
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.
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.
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.
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.
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
← Return to environment demo
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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.
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
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.
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
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? 😁
This is amazing! Will you open source it? Would help tremendously.
I would like to have a Mac port :)
A MacOS build would be great.
I believe you need a Mac to compile to Mac, so I wouldn’t count on that
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.
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
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!!
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.
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