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VulkanMod is amazing, i get 4k 2000+ fps on my 4090 against 4k 250fps on opengl
32chunks view distance around 4k 500fps on vulkan and less than 4k 30 on opengl (10900kf rtz4090)
BUT it's unable …
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Atmospheric scattering is complete in #36 and i gathered informations from #2 and #39 to render the rest part of sky.
roeas updated
11 months ago
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_**TAA (and LiteTAA) have a lot of ghosting in their process.**_
Since some of the main effects of the shader (like SSGI or volumetric lighting) basically require AA to not look too pixelated/grain…
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**Description of Issue**
Sky seemingly randomly turns black when looking at sky, though sometimes not even whilst looking at the sky. Issue seems to occur when looking at one of several points radiat…
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```plaintext
[I][SCRI] Initializing scripting [ScriptManager.cpp:25][ScriptManager][Main]
[I][CORE] Application initialized [App.cpp:347][initInternal][Main]
[I][CORE] Entering main loop [App.cpp:3…
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something that relies on cool openCL stuff
... bitruncated cube voxels...
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> Great! There are a few things we could still add, but first let's get this out. I would be interested in doing a PR with some more features and tweaks... This is too much fun... So maybe it is best…
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Best and simple solution for performant global illumination for standard pipeline! but none for new pipelines. Do you plan make for URP and HDRP ? both of have deferred rendering.
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### Describe the project you are working on
A non-realistic 3d game.
### Describe the problem or limitation you are having in your project
I need to port a non realistic fog from Godot 3 to the new…
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### Godot version
Godot v4.2.dev5.mono - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1660 (NVIDIA; 31.0.15.3734) - AMD Ryzen 7 3700X 8-Core Processor (16 Threads)
### Syste…