This looks amazing and i really like the demo, but if I were to nitpick (i'm sure playing this i would not have observed, but just watching footage and looking for them, i did observe them): your LODs and frustrum culling settings are set too close. There's visible jumps because of it. Also, when exiting the cave, you have a spot on the top left where there's light coming in :)
i don't think it's possible in a simple way, quixel recently change licence, but for sharing a project with those asset : a. Sharing of Content. Under a Standard License, you may not Distribute Content on a standalone basis to third parties except to your collaborators (either directly or through a third-party repository) who are utilizing the Content in good faith to develop a Project with you or on your behalf. This means, for example, that you may share Content with your employees, affiliates, and contractors in a private online repository while you work on a Project together. Those collaborators you share Content with are not permitted to further Distribute the Content (including as incorporated in a Project) and must delete the Content once it is no longer needed for developing a Project with you or on your behalf. You are responsible for ensuring that any third parties you share Content with comply with the terms of this Agreement. You are solely liable for any violation of this Agreement by collaborators with respect to any Content you share. So, the project can be made availlable but quixel assets can't; It's my understanding, maybe false.
Gotta say, I'm getting pretty desensitised to "realism at all costs" - it's flattening all games to look the same (read: the Unreal Engine plague). Appreciate seeing something "heavy" on Godot as well tho, looks good! (probably shadow bias could use some tweaking)
yeah getting better high end result usually means also we get better(more optimized) low end results, which means more playground for us. i like where this is going.
I wonder how it would have looked out in the open without the fog in the distance, how far can you see the details. Does Godot have a method or system for using L.O.D.s?
why that example looks like that is because of of his custom shaders. default godot graphics dont look like that. you would need to know graphics programming to recreate something like that
@@verdox0 Maybe in this case you are right, but I'm not completely sure about the general observation, I normally use Unreal, but I tested a third person game build with Godot from it's store a month ago (a demo of a small robot game, search for Third Person that you will find), and the quality of that game are actually graphically superior to this one and don't use anything rather than Godot itself, I open the project to see the source code and assets to get a few ideas and looks great, not close to Unreal yet, but looks like a substantially improvement from the last versions of Godot.
This looks really good being Godot. That being said, and I hope to not sound very harsh because I love Godot and I have been using it for a year now but only for 2D, that this still looks like a 2005 ·3D game, it's still light years from what Unreal offers regarding photorrealism.. Comment apart, the video induced me motion sickness I guess because of lower fps. on how the video was recorded, not Godot-s fault. I hope Godot gets the 3D quality bar higher but not to the cost of putting other important stuff in the pipeline on hold.
wat Are you sure you were around in 2005? This looks closer to Eldenring than a 2005 game. lol The majority of games don't even make use of Unreal's graphical capabilities since most systems couldn't even handle it anyway.
@@Morimea fair enough. I buy 2010. Godot shouldn´t compete to achieve other engines photorrealism to the expense of other important features in the pipeline, I meant to say that.
It's cool to see other engines utilizing what we have had access to for a long time now. It's still a long way from Unreal quality but this is looking good!!
Hi bro, I was wondering... can you share the lightning and shadows settings? They looks so good, me and my friends are kind of having a hard time figuring out how to set all up🥲 Thanks in advance
If you can you should scatter some more ground details and maybe its possible to do some dither blending where the meshes meet. (at least with the terrain)
Insides of the cave seem super dark despite having a huge 'window' that should allow enough light to make the walls somewhat visible - did you tweak the exposure on purpose to show the orb illuminating the scene or is it some light bouncing limitation in godot? Anyway cool demo was thinking about throwing some quixel assets into godot myself to test its potential just yesterday and boom your video in my feed.
I hope people are working on a massive update to the graphical engine. I have a good game going in godot but had to abandon it because the graphical style I want (which isnt realistic but is very unique) cannot be pulled off in godot without fighting the engine. The minute I see 5.0 Godot with new graphically overhaul and LOD tricks I will probably go to godot and stay. I want FOSS goddomit!!
very nice but you could have used a few extra shaders. namely a texture blending between two objects inside the cave becuase there's no way the cave floor and walls can be so separated naturally
I've been trying to import in Godot the quixel scenes several times in various ways, helped by unreal2godot, and always fails to get properly imported models. If you have a specific process to do that (using your plugin, I'm interested) it would be helpful at least to me T_T
@@juho1882 well it matters because Godot can't handle Hight quality not low poly graphics in real time. like everyone who ever used Godot knows that. and usually, it's the physics who in some cases can even handle some of the memory problems in some of the objects.
Good work. I have to say, it looks: - a bit flat, even with megascans - is voxelGI broken ? - too black shadows (no environments bounce) - could be a bit more soft shadows - low quality leaves / bushes / trees Just my first impression. FPS would be interesting.
SDFGI works good only in "small rooms-like corridors". In openworld - SDFGI-voxels exist only around camera so there will be huge visual difference betwen far and near - very bad visually. Lighting and shadows will be poping when you move. I think this scene use just common postprocessing like SSAO/SSR.
@@Morimea I don't believe that's true though, SDFGI is meant for open worlds and you can't get dynamic global illumination through other methods easily on a large scale in godot, to your second point SDFGI works in world space not screen, so it also calculates the lighting for objects not shown by the camera, Also I posted the original comment because of how the cave is illuminated at around 1:20, you can clearly see secondary bounces at the wall against the light is coming from.
I'm glad to see someone finally trying 3D on godot. we need more of these tech demos to show what godot is truly capable of. just some minor problems I noticed with your scene: 1 - try to adjust LOD, the objects are popping too close to the camera. also change shadow distance. 2 - for dynamic time of day this is not as reliable, but try to increase directional light size to get PCSS. 3 - the scene is too plain, it needs more atmosphere, some other forms of GI or some moving things like fire, water or creatures, like birds or insects. 4 - it's too grey and it looks like you are using filmic or linear. you should use ACES for best look. 5 - use a physical camera for FOV and changes in brightness. 6 - get the motion blur shader if the scene is fast enough, also get some better anti-aliasing like MSAA or upscaling. TAA works better when there's high framerate.
@@florianz8257 FSR has limitations. it disables TAA. TAA is needed for the motion blur compute shader. FSR can also be more heavy than MSAA which gives better results, and can blur text on surfaces.
@@jesusmora9379 Oh, interesting, i will redo my test on my project to retest MSAA. If (on this project) it's better quality and cheaper than FSR2 it's a good deal.
@@florianz8257 MSAA - filter only edges-of-geomerty - it does not filter textures. In general - TAA or FSR 2 will give quality little better than MSAA 2x and work little faster than MSAA 2x. MSAA 4x is better than TAA/FSR2 but it multiple times slower than 2x. (for context TAA included to FSR2 in Godot) Godot have good page in docs - search - 3D antialiasing. And remember 2D antialiasing is different than 3D.
@@jesusmora9379 after test, fsr2 at 1.0 is best for my eyes on my project. Also, i have tested the motion blur plugin, it works too with fsr. Anyway i have problem with alpha scisored particles and this plugin, i will submit an issue, it could be a pb with the motion vector in that case. Until that got fixed, the old motion blur on assetstore in screen space continue to be a good option.
Sorry, your prevoius projects looked much, much better. That one suffers from asset incosistency - you put obviously detailed assets on the geometrically sharp terrain with blurry texture. Grass appearing in front of player face feels like homage from early 2000s - when each polygon was on the count. 3:07 these low distance shadows are definitely not the artistic vision. If you're going to further optimize that demo, please, check, if terrain chunks aren't too big. Godot really dislikes overdraw (I checked it, the gains are noticeable in case of such geometry).
it 1080p.... you need FSR when upscaling to 2k or 4k, upscale from 1080p+. use FSR for 1080p - means you will be upscaling 720p result - this is very bad.
@jesusmora9379 it's all over yoytibe comments and reddit comments, though. A lot of people scoff at godot and outright tell new people not to touch it because it can't do 3D, despite the fact that hasn't been true for years
@@MangaGamified Godot totally can do 3D, has been for a while, there's tons of examples of it, but if you make a dumb comment like OP, then expect a dumb reply
Nope. Take a look for Godot Jungle Demo (by WRobot), PVKK gameplay demo and play demo for Sandfire (a souls-like). These ones have much better scenes from artistic standpoint and asset consistency. I highly recommend all of them.
Honestly really impressive for Godot.
This looks amazing and i really like the demo, but if I were to nitpick (i'm sure playing this i would not have observed, but just watching footage and looking for them, i did observe them): your LODs and frustrum culling settings are set too close. There's visible jumps because of it. Also, when exiting the cave, you have a spot on the top left where there's light coming in :)
Whats your RAM and VRAM usage????
Yes 🐏
@@MangaGamified True.
It's infinity
Actually according to Godot profiler not that bad:
RAM:
- Static Memory: 712MiB
- Static Memory Max: 1.84GiB
VRAM:
- Texture memory: 2.25GiB
- Overal Video memory: 2.48GiB
"Enough"
We've come a long way in such a short time.
Really amazing work Wojtek.. ❤️
Just wow, great work in pushing Godot!
Amazing stuff :O Never would I thought something can look this good in Godot.
I miło w sumie znowu widzieć że wrzucasz filmiki :D
Very nice work!! Please make a tutorial on how did you achieved this great lightning. Very impressive tech demo.
Could you release a demo? I'd love to run this locally.
True
i don't think it's possible in a simple way, quixel recently change licence, but for sharing a project with those asset :
a. Sharing of Content. Under a Standard License, you may not Distribute Content on a standalone basis to third parties except to your collaborators (either directly or through a third-party repository) who are utilizing the Content in good faith to develop a Project with you or on your behalf. This means, for example, that you may share Content with your employees, affiliates, and contractors in a private online repository while you work on a Project together. Those collaborators you share Content with are not permitted to further Distribute the Content (including as incorporated in a Project) and must delete the Content once it is no longer needed for developing a Project with you or on your behalf. You are responsible for ensuring that any third parties you share Content with comply with the terms of this Agreement. You are solely liable for any violation of this Agreement by collaborators with respect to any Content you share.
So, the project can be made availlable but quixel assets can't; It's my understanding, maybe false.
@@florianz8257 the demo could also be an exported exe
You are the only one who I found to make good maps
This is Godot 🐢
That's awesome! Great work, congratulations!
Beautiful. Inspiring. Excellent work!
Great work Wojtek
Amazing work as always!! What addons did you use for the terrain and scattering?
The most impressive visuals I have seen in Godot
something worth considering...
Gotta say, I'm getting pretty desensitised to "realism at all costs" - it's flattening all games to look the same (read: the Unreal Engine plague). Appreciate seeing something "heavy" on Godot as well tho, looks good! (probably shadow bias could use some tweaking)
yeah getting better high end result usually means also we get better(more optimized) low end results, which means more playground for us. i like where this is going.
I wonder how it would have looked out in the open without the fog in the distance, how far can you see the details.
Does Godot have a method or system for using L.O.D.s?
I don't know if it's just me but the music that started in the cave had me ready to see a Covenant detachment pop up at any moment xD
Amazing work, very cool, btw Godot 3D capabilities are looking better every day.
why that example looks like that is because of of his custom shaders. default godot graphics dont look like that. you would need to know graphics programming to recreate something like that
@@verdox0 Looks mostly like stock GI to me, or are you talking about the megascan materials?
@@The_Xeos no im talking about the shaders
@@verdox0 but... which shaders? You do realize how vague "shader" is?
@@verdox0 Maybe in this case you are right, but I'm not completely sure about the general observation, I normally use Unreal, but I tested a third person game build with Godot from it's store a month ago (a demo of a small robot game, search for Third Person that you will find), and the quality of that game are actually graphically superior to this one and don't use anything rather than Godot itself, I open the project to see the source code and assets to get a few ideas and looks great, not close to Unreal yet, but looks like a substantially improvement from the last versions of Godot.
This looks really good being Godot. That being said, and I hope to not sound very harsh because I love Godot and I have been using it for a year now but only for 2D, that this still looks like a 2005 ·3D game, it's still light years from what Unreal offers regarding photorrealism.. Comment apart, the video induced me motion sickness I guess because of lower fps. on how the video was recorded, not Godot-s fault. I hope Godot gets the 3D quality bar higher but not to the cost of putting other important stuff in the pipeline on hold.
wat
Are you sure you were around in 2005? This looks closer to Eldenring than a 2005 game. lol
The majority of games don't even make use of Unreal's graphical capabilities since most systems couldn't even handle it anyway.
Not 2005 for sure.
Godot4.3 in 3d is late UnrealEngine3 level of visuals - 2010-2015 years graphics.
@@Morimea fair enough. I buy 2010. Godot shouldn´t compete to achieve other engines photorrealism to the expense of other important features in the pipeline, I meant to say that.
@@Dark__Thoughts in 2006 I was playing Elder Scrolls IV Oblivion. As I said in the other answer, you are right, maybe not 2005, but I buy 2010.
Most of the acclaimed and highest selling games in the last 5 years don't even use Unreal Engine. Most of the flops were powered by the Unreal Engine.
An impressive result !
It's cool to see other engines utilizing what we have had access to for a long time now. It's still a long way from Unreal quality but this is looking good!!
The elder scrolls 6 looks good to me. Ship it!
Damn , it looks so good
could we please have a tutorial to archive this, or series of small steps to archive this, or source or some demo scene it look very good
why do you want to archive it? or did you mean achieve?
don't learn how you can achieve this, learn the tech behind it, and make your own ideas
Impressive, thanks for sharing.
How you make those mapss??? Can you make a step to step tutorial?
Hi bro, I was wondering... can you share the lightning and shadows settings? They looks so good, me and my friends are kind of having a hard time figuring out how to set all up🥲 Thanks in advance
Can you make smooth / cinematic camera for future demos? I feel like it would make it much more enjoyable to watch.
good job and good example for godot
If you can you should scatter some more ground details and maybe its possible to do some dither blending where the meshes meet. (at least with the terrain)
Can you open source the project files???
Insides of the cave seem super dark despite having a huge 'window' that should allow enough light to make the walls somewhat visible - did you tweak the exposure on purpose to show the orb illuminating the scene or is it some light bouncing limitation in godot?
Anyway cool demo was thinking about throwing some quixel assets into godot myself to test its potential just yesterday and boom your video in my feed.
mind blowing
Ahhh beautiful
Man, this is amazing
I hope people are working on a massive update to the graphical engine. I have a good game going in godot but had to abandon it because the graphical style I want (which isnt realistic but is very unique) cannot be pulled off in godot without fighting the engine. The minute I see 5.0 Godot with new graphically overhaul and LOD tricks I will probably go to godot and stay. I want FOSS goddomit!!
Great work. Reminds me of Gothic somehow. How hard it was to make this scene compared to Unreal?
pretty good👍
very nice but you could have used a few extra shaders. namely a texture blending between two objects inside the cave becuase there's no way the cave floor and walls can be so separated naturally
WOW
Very impressive :-)
I've been trying to import in Godot the quixel scenes several times in various ways, helped by unreal2godot, and always fails to get properly imported models. If you have a specific process to do that (using your plugin, I'm interested) it would be helpful at least to me T_T
can we get a tutorial on this
why it is not animated grass
Are u using jolt?... pleeeeeease make a demo for linux
Can u upload a tutorial?????
Grass is a flirt. I stopped being depressed outside. Whenever I touch grass, it calls the cops. ☹
What shaders did you use?
Perfect
Impressive!
You're trying to recreate the Unreal 5 demo into Godot 4? Interesting.
how long did it take to level design this?
nice one!
So the question is, which is better, MTerrain or Terrain3D?😁
A demo for both would be *iNTResting*
like Demo A used MTerrain, Demo B used Terrain3D
@@MangaGamified Don't forget Zylaan Hterrain
Curious: why MTerrain and not Terrain3D?
Probably because of texture streaming
no way in 4.3 NO WAY DOG
what's your magic
and did you use jolt to handle most of the 3D
there is no physics in the scene, other than player movement so why that matters for you
@@juho1882 well it matters because Godot can't handle Hight quality not low poly graphics in real time.
like everyone who ever used Godot knows that.
and usually, it's the physics who in some cases can even handle some of the memory problems in some of the objects.
Good work. I have to say, it looks:
- a bit flat, even with megascans
- is voxelGI broken ?
- too black shadows (no environments bounce)
- could be a bit more soft shadows
- low quality leaves / bushes / trees
Just my first impression. FPS would be interesting.
Would have believed you if you told us it was in UE5
Basically UE
Looks awesome!
I assume you're using SDFGI?
doesn't look like it
SDFGI works good only in "small rooms-like corridors".
In openworld - SDFGI-voxels exist only around camera so there will be huge visual difference betwen far and near - very bad visually. Lighting and shadows will be poping when you move.
I think this scene use just common postprocessing like SSAO/SSR.
@@Morimea I don't believe that's true though, SDFGI is meant for open worlds and you can't get dynamic global illumination through other methods easily on a large scale in godot, to your second point SDFGI works in world space not screen, so it also calculates the lighting for objects not shown by the camera, Also I posted the original comment because of how the cave is illuminated at around 1:20, you can clearly see secondary bounces at the wall against the light is coming from.
@@AryanMehrotra-lc1ej You are correct. Plus the sdfgi probe density is configurable in cascades.
Make the demo public or explain how You make it, I have use Mterrain And the results are great but not up to that level
Damn
After GODOT got
Vulkan every thing change
Everything would suddenly seem twice as good if you fixed the camera jank
I'm glad to see someone finally trying 3D on godot. we need more of these tech demos to show what godot is truly capable of.
just some minor problems I noticed with your scene:
1 - try to adjust LOD, the objects are popping too close to the camera. also change shadow distance.
2 - for dynamic time of day this is not as reliable, but try to increase directional light size to get PCSS.
3 - the scene is too plain, it needs more atmosphere, some other forms of GI or some moving things like fire, water or creatures, like birds or insects.
4 - it's too grey and it looks like you are using filmic or linear. you should use ACES for best look.
5 - use a physical camera for FOV and changes in brightness.
6 - get the motion blur shader if the scene is fast enough, also get some better anti-aliasing like MSAA or upscaling. TAA works better when there's high framerate.
6 - FSR2 set to 1.0 is better than anything in my project, better looking than taa and relatively fast too.
@@florianz8257 FSR has limitations. it disables TAA. TAA is needed for the motion blur compute shader. FSR can also be more heavy than MSAA which gives better results, and can blur text on surfaces.
@@jesusmora9379 Oh, interesting, i will redo my test on my project to retest MSAA. If (on this project) it's better quality and cheaper than FSR2 it's a good deal.
@@florianz8257 MSAA - filter only edges-of-geomerty - it does not filter textures.
In general - TAA or FSR 2 will give quality little better than MSAA 2x and work little faster than MSAA 2x.
MSAA 4x is better than TAA/FSR2 but it multiple times slower than 2x.
(for context TAA included to FSR2 in Godot)
Godot have good page in docs - search - 3D antialiasing.
And remember 2D antialiasing is different than 3D.
@@jesusmora9379 after test, fsr2 at 1.0 is best for my eyes on my project. Also, i have tested the motion blur plugin, it works too with fsr.
Anyway i have problem with alpha scisored particles and this plugin, i will submit an issue, it could be a pb with the motion vector in that case.
Until that got fixed, the old motion blur on assetstore in screen space continue to be a good option.
The ground collisions look pretty ugly tbh but I loved the rest of the environment
Ого! Красиво
Świetne particle przy osuwisku.
no way
Imagine this but with HDDAGI
Less stutters. But assets won't change.
Sorry, your prevoius projects looked much, much better. That one suffers from asset incosistency - you put obviously detailed assets on the geometrically sharp terrain with blurry texture.
Grass appearing in front of player face feels like homage from early 2000s - when each polygon was on the count.
3:07 these low distance shadows are definitely not the artistic vision.
If you're going to further optimize that demo, please, check, if terrain chunks aren't too big. Godot really dislikes overdraw (I checked it, the gains are noticeable in case of such geometry).
Next thing we know, Bethesda is going to make Skyrim 7 in Godot4
this looks great, but rip Godot performance
Kapitalna robota!
Good for RX6800S. Did u try FSR?
it 1080p.... you need FSR when upscaling to 2k or 4k, upscale from 1080p+.
use FSR for 1080p - means you will be upscaling 720p result - this is very bad.
@@Morimea Steam Deck devs didn't know that? =)
Looking beautiful!
Keep it up~
here we go my friend. Your amazing setup makes me believe my work sucks, hahaha:
Really good work :-D
that stuttering, ugh, not impressed, as dizzying as low framerate VR experience in the first days of oculus quest.
Wow, you outdid yourself again.
Im gonna link this video anytime someone tries to drop the "godot cant do 3d"
the only one saying that is chatGPT
@jesusmora9379 it's all over yoytibe comments and reddit comments, though. A lot of people scoff at godot and outright tell new people not to touch it because it can't do 3D, despite the fact that hasn't been true for years
Erm... Dontcha know that godot can't do 3D?
See there's tons of stuff on Bluesky that's 3D, so yeah, no. I don't think it can do 3D
can you fill me in?
@@MangaGamified Godot totally can do 3D, has been for a while, there's tons of examples of it, but if you make a dumb comment like OP, then expect a dumb reply
@@autumnbrushtail I was talking to OP, this is what it looks like if I was talking to say John Doe
@@MangaGamified oh, fair enough
OMG that has to be the best 3D Godot scene to date
Nope. Take a look for Godot Jungle Demo (by WRobot), PVKK gameplay demo and play demo for Sandfire (a souls-like). These ones have much better scenes from artistic standpoint and asset consistency. I highly recommend all of them.
Needs nanite and virtual shadows though. That pop-in is absolutely hideous.
That is gorgeous!
This is amazing!!!
😍
Nice work!
its a bit similar to GTA5
esto es impresionante!
Looks great. 👍
Jesus Christ I did not know Godot could do this
looks horrible yikes
thalookGOOD
"Godot graphics is ps2 era"
its up my alley then, low poly NPR hand painted stuff if not low poly ghibli stuff
Well, be honest, it's between ps3 and ps4 ;)
Godot is inherently non-3d.
wow