★ ♡ ✿ ✿ ♡ ★
I'm gonna play with sdfgi until it "just works"
I'm referencing this video if you are wondering [ Ссылка ]
Thanks to
Fafhrd42 for making it, hope there's more people comparing lightning and showing how stuff works in godot 4
Lumen:
* High quality, mostly leak-free, supports dynamic (non-deformable) objects, high freq light.
* Complex objects need to be manually split in parts.
* Meshes need storage space on for high res SDF.
* Won't work with procedural geometry.
* Poor reflections.
* High end only.
SDFGI:
* Reasonable quality, very thin walls can leak light, no high freq detail (need SSGI to this).
* No dynamic objs for now (likely 4.1).
* Instant-on, Just Works (tm).
* Great sharp (voxel) and rough reflections.
* Procedural is fine.
* Runs on old GPUs.
VoxelGI (4.0)
* Not great for realism, leaks light. Not open world (limited to areas).
* Fully dynamic object support, even deformable.
* Needs prebake of static objects (maybe not for 4.1).
* Good sharp (voxel) and rough reflections.
* Runs great even on old Intel IGP.
So, in short, I think Lumen is aimed at high end, and is significantly more laborious to use, but looks great. It will probably not have much reason to be when raytracing becomes more available, other than working with Nanite..
Oh the other hand Godot 4.0 provides high quality real-time GI that still can look very good, is much easier to use and is more complete (reflections, rough and sharp)
Most importantly, its designed so anyone, even with an old GPU or IGP will still be able to enjoy your game.
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