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The current goal to stabilize the existing Vulkan renderer for 4.0. Someone was recently interested in exploring raytracing support in Godot as a side project, but I don't think it should be the focus right now unless you're doing this as a learning exercise. Feature freeze has also started for 4.0, so any new feature development will be targeted for 4.1 unless it's critical for 4.0. Don't worry, the current Vulkan renderer will have plenty of features to keep a RTX 3090 Ti (and soon a RTX 4090) busy 🙂 |
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I am the person Calinou mentioned that's interested in adding RT support :). I have started evaluating Godot's structures on the best ways could be to support Raytracing within Godot in my spare time. I'm currently in the progress of adding RT support for the I am planning to make a proposal at some point, but first want a working prototype to discover all the different types of problems I could run into before starting the proposal. I think the best focus would be first on adding support for rendering engineers to be able to use raytracing where they please through inline tracing, you could easily do shadows with some basic RT features. There are two ways to trace rays:
Both RT pipelines and Inline RT require acceleration structure building, but inline RT is definitely less effort to implement. Adding RT is non-trivial, there are several layers of Godot that would require slight/big reworks/additions, I will describe a few elements of the cuff in no order of importance and will probably edit this post or add more posts as I gain more info. I am new to Godot's source, so I will definitely not have the full picture yet :).
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2 RT Related References to add from Godot Contributors Chat: |
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Another relevant link for this discussion |
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Bumping thread as there is now a new cinematic renderer being proposed and there are still people wanting full raytracing support inside Godot. |
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STATUS UPDATE: Work started on implementing hardware raytracing support. godotengine/godot#99119 |
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I'm a beginner, but I recently came across SVOGI (Sparse Voxel Octree Global Illumination) through Crytek's Neon Noir Benchmark (YouTube) and ran the benchmark myself afterwards. I run a Ryzen 5 3600 and a GTX 1070 Ti and was surprised by the results, because I had an average FPS of around 80 when running the Benchmark on Utra. So this method of ray tracing has seemingly amazing performance and I think this could potentially be the route Godot could go when implementing something like ray tracing or a great addition to "normal" ray tracing, especially since it runs on machines without specialized RT cores. But since everyone is talking about ray-tracing with DLSS and other AI upscaling methods to improve the performance of traditional polygon-based ray tracing and SVOGI seems to be kind of "forgotten" (note that the tech demo is 6 years old), there has to be a catch, right? |
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Hi, I’ve developed a real-time path tracer for Godot 4 using latest NVIDIA path tracing technology, DLSS 4.0 (RR) and it doesn't require any changes to the engine. It has the same performance as publicly released NVIDIA path tracer and has zero blit and overhead. My implementation is entirely developed in Jenova Framework and it works on Godot 4.3+ & Windows 10/11 x64, It's very flexible and can be used to render whole scene or just lights, shadows and reflections. I'm still adding features but I'm pretty happy with the results. |
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There's been previous discussion of adding ray tracing support to Godot (in 2019 , and more recently).
Vulkan seem to have added full support in their SDK along with validation layers and other helpful info link to press release. So I think development or planning implementation could begin now.
Another issue that was brought up was lack of hardware supporting ray tracing, but looking at the steam hardware survey from july 2022 I think 30% of GPU's support some form of hardware RT.
Now not all of these are using ray tracing or should be running ray tracing, but it's still a significant number. There is also the consoles that support ray tracing now. Accounting for the time it will take to implement ray tracing and then the time it will take for games to ship with RT, I think this total number will be higher.
some features for ray tracing are
Hopefully this can be used to discuss the RT implementation and plan going forward.
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