godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
https://godotengine.org
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Can godot support a large dynamic world with a lot of moving lights? #31388

Closed blockspacer closed 4 years ago

blockspacer commented 5 years ago

[question] Can we support a lot of moving lights in large dynamic world (like lights from torches, vehicles e.t.c.)? ( Think about dynamic world like godot-voxel, where players can change everything https://github.com/Zylann/godot_voxel )

Godot uses forward renderer, so it can`t handle a lot of dynamic lights?https://godotengine.org/article/godot-3-renderer-design-explained

Also can godot handle fully dynamic scene without lights passing through dynamic objects? ( issue like in godotengine/godot#26838 , but lights can`t be baked )

[alternative question] Is is possible to overcome forward renderer & voxel cone tracing (VCT) issues? (For example, can we handle doors/windows in other ways? Like have two versions of lightprobes near doors/windows with one for open and one for closed, etc. https://dev.gamedev.net/forums/topic/702924-what-gi-is-usable-right-now/)

[alternative question] Is is possible to change renderer pipepline in godot to deferred shading?

[Quote] The reason we chose deferred shading instead of deferred lighting or forward rendering was mainly due to the large number of dynamic lights we had to support in-game and also because the amount of geometry rendered which prohibited us from rendering it more than once. From https://interplayoflight.wordpress.com/2015/04/08/the-rendering-technology-of-skysaga-infinite-isles/

[alternative question] Is is possible to add Scalable Realtime Global Illumination? https://github.com/godotengine/godot/issues/31289

[alternative question] Is is possible to add DDGI support (realtime global illumination without precompute)? https://github.com/godotengine/godot/issues/31405

clayjohn commented 4 years ago

Closing as it is a bunch of questions that are out of date.

For future reference, it is best to ask these questions on a community channel (discord, reddit, Facebook, Q&A) if you want an answer. This space is for bug reports only.

To answer your man question: Godot 3.2 doesn't support open worlds with many dynamic lights well. Meshes have a limit of 8 lights.

In Godot 4.0, we hope we can support larger, more dynamic worlds as we use clustered lighting and reduz is currently working on a dynamic global illumination system, similar to DDGI.