Backporting 3D features #6193
Replies: 3 comments 5 replies
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AFAIK both decals and SSAO depend on totally rewritten rendering, so only the projector texture could be feasily backported Anyway Godot 4 Release Candidates are supposed to be within days, and the converter from 3 to 4 is working very well now, so there's no need to rewrite |
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I totally support the idea of backporting mentioned features as developer of first person shooter |
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I believe that just like the navigation systems, several other features introduced in Godot 4 should be backported to Godot 3.5 |
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It would be great to have some of the very basic 3D features backported from Godot 4 to Godot 3.5 (which is stable and most of people still use).
Those features would be:
This simple but great feature is already present in Godot 4 as "projector" property in light source options, it could be implemented in the same way to Godot 3.5.
It's a really standard and old feature that a lot of games use to create prettier looking light sources and it would be extremely useful for any kind of realistic or stylized 3D lighting.
Decals are a node in Godot 4
This is even more basic 3D feature which is incredibly useful for level design, various effects and in-game customization.
Decals can be used to create properly placed bullet holes, wounds, customizable stickers on cars, guns, characters, and also dirt, graffiti, cracks on walls and all various kinds of decorations for various objects.
There are two decal shaders available in asset library, however they are both quite useless as they have rather terrible performance, and they don't feature a proper cull mask like Godot 4 decals do which would be useful for separating object which receives decal, so the decal won't be casted into unwanted meshes nearby, for example this way characters won't be incorrectly included in decal projection on wall if they happen to be nearby.
SSAO is a very useful way to instantly add depth into scene, especially with dynamic lighting, it saves a ton of time for the developer and adds a lot of style to the game. Without it most sceneries look bland and flat, especially considering the fact that Godot 3.5 lightmapper doesn't support AO only baking so SSAO is the best option here.
We all know how unoptimized SSAO is in Godot 3.5, it's pretty useless with even the most basic 3D graphics because of it's unacceptable performance and it also looks just bad, this issue was already mentioned here:
godotengine/godot#17568
However SSAO in Godot 4 looks nice and is well optimized, so it would be great to have it's better version backported here to 3.5.
All of those features I mentioned are industry standard, decals are about 25 year old feature, light projectors were used in games from 2004 (Half Life 2) and even older, SSAO was invented in 2007.
Those features are commonly used in many games for good reasons and I can't emphasize enough how useful they would be here in Godot 3.5.
It's something that I was expecing when I started using Godot but to my surprise it wasn't here (in terms of SSAO it was just useless), since Godot 4 does it right maybe it's a good time to complete Godot 3.5 - the only stable version at the momment, and add basic features it's been missing for years.
I also want to show the kind of project I'm working on:

As you can see, shadows from the light cover are too sharp and look unnatural which is why the use of light overlay (light projector) would be a perfect way to fix it.
Decals would help in adding a significant amount of detail into environment and proper (fast like in G4) SSAO would add a lot more depth into geometry itself.
It is often near impossible and extremely time consuming to rewrite our entire projects and start all over again, so please consider those improvements, I and many other people would certainly be grateful.
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