GODOT 4 + Megascans // Can It Compete With UNREAL or UNITY?

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  • Опубликовано: 4 сен 2024

Комментарии • 151

  • @stayathomedev
    @stayathomedev  Год назад +24

    It's cool to use MegaScans assets in Godot and the look is getting there. Do you think Godot can compete graphically with Unreal or Unity yet? Can it in the future?
    💛 Get GodotSky - A Dynamic Sky System for the Godot Engine
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    Music is From Epidemic Sound
    share.epidemicsound.com/9gejuj

    • @igorthelight
      @igorthelight Год назад +15

      I like Godot and use it for small projects but let's be real:
      * Godot looks MUCH better than before but it looks like Unity URP. Unity HDRP and especially Unity Ray Tracing are miles ahead.
      * Unreal Engine 5 is miles ahead with Lumen.
      But that's not why we like Godot. We like Godot because it's lightweight and bullshit-free (Open Source, no subscription, no royalty).

    • @saul8510
      @saul8510 Год назад +1

      ​@@igorthelightwell godot has sdfgi, so it nor too miles.

    • @readyforlol
      @readyforlol 8 месяцев назад

      @@saul8510 SDFGI is not nearly as good as actual raytracing, though.

    • @readyforlol
      @readyforlol 8 месяцев назад

      @@igorthelight why not have both ? We can have lightweight BS-free engine with Raytracing. I think it’s just a matter of time

    • @igorthelight
      @igorthelight 8 месяцев назад

      @@readyforlol True - they will add it eventually ;-)

  • @MastermindAtWork
    @MastermindAtWork Год назад +154

    The shadows on the rocks look pretty good. However the water material and the lack of tesselation on the sand pretty much clashes with each other.

    • @stayathomedev
      @stayathomedev  Год назад +41

      Yeah the megascans assets shine with tesselation. Room for a Part 2?

    • @SomeNerd361
      @SomeNerd361 Год назад +36

      Definitely have to agree, the water in particular looks like it was meant for a cel-shaded cartoony aesthetic and really clashes with the more hyper-realistic attempt of the other assets.

  • @lucas.is.online
    @lucas.is.online Год назад +68

    Pro tip: by using the boolean operators from the CSG meshes, you could've finished grayboxing in half the time, since they're made exactly for that
    Also, this scene was perfect for demonstrating global illumination, would've been cool if you used SDFGI or the VoxelGI for enhancing the lightning

    • @readyforlol
      @readyforlol 8 месяцев назад +1

      He did, but ommitted it from the before/after comparison for some reason.
      You can see it light up the sand as the sun passes by at 8:05.
      You can also see the tickbox enabled at 8:20 in the bottom right corner.

  • @tomtomkowski7653
    @tomtomkowski7653 Год назад +32

    Lights and shadows are OK, but textures look like 720p and objects look like without details and without tesselation :/

    • @stayathomedev
      @stayathomedev  Год назад +5

      Might be some mipmap adjustments to be made...and yeah no displacement or anything on the assets, which would make a big difference. With some adjustments, you could get higher fidelity.

  • @FinaISpartan
    @FinaISpartan Год назад +50

    Awesome stuff! In the future, I would recommend using Godot movie maker to render the final scene at a much higher resolution, that way it's anti-aliased when exporting to youtube.

    • @stayathomedev
      @stayathomedev  Год назад +18

      Good looking out. Definitely. Should make a video showing that process to compare.

  • @ettiSurreal
    @ettiSurreal Год назад +39

    Some criticism:
    - it feels way too small compared to the reference photos used, try looking at photos that show people in them, and getting a scale reference model.
    - The water clashes with the realistic assets and has a really harsh transition with everything, the lack of reflection on it definitely hurts it a lot, look at the references and try to make it look like something youd want to jump in and take a swim in. if possible maybe try making sand near the water look wet?
    - I feel like the cliffs and rocks are too smudgy and not enough visually noisy, theres definitely a need for a more rough silhouette around the holes. they also look tad too brown/dark compared to the sand maybe?

    • @rje613
      @rje613 9 месяцев назад +2

      I think the FOV wasn't correct on the camera too. The references have almost a fish-eye effect (way wider FOV) whereas the composition had a way smaller FOV.

  • @untitled8124
    @untitled8124 9 месяцев назад +6

    No joke, was literally in that cave (the reference photo) during the summer lmao

  • @daltonhutchinson3556
    @daltonhutchinson3556 Год назад +28

    Looks great! Honestly the part that looks the worst is the water and I'm sure that could even be improved further if needed. Godot 4 is really looking like a great competitor

    • @u9vata
      @u9vata Год назад +9

      Yes I think the water is off. I would not say its "bad", but not realistic whatsoever and looks out of place. I think it could go well with a more cartoonish looking game to aim for a Sid Meyers: Pirates! kind of look, but here a realistic water should be made for better effect.

    • @stayathomedev
      @stayathomedev  Год назад +4

      Yeah I agree

  • @bacalhau_seco
    @bacalhau_seco Год назад +6

    its great to see people using portugal landscape to make stuff

  • @equu497
    @equu497 Год назад +5

    Great video man! Just started using Godot and you have been both an incredible inspiration as well as resource for learning

    • @stayathomedev
      @stayathomedev  Год назад +1

      That's awesome! Keep creating! That's the key

  • @VirtualReality-zv5oh
    @VirtualReality-zv5oh Год назад +27

    In Unreal, a few more tweaks are enabled by default when desktop mode is set. Edge smoothing is enabled and so is baking of lights and shadows. And then maybe active VoxelGI (256 maybe) would help for comparison to Lumen.
    I actually like GDScript best and the solution with Scenes as nodes, instead of prefabs and blueprints.
    I think that Godot does not have to hide. The machinery around Unreal and Unity is much bigger, but also tries to do justice to everything and everyone in one product.
    For small and medium projects, I definitely prefer Godot. For very large projects, I would still use Unreal at the moment.

    • @lshadowSFX
      @lshadowSFX Год назад +16

      Kudos to you for actually being objective about use-case. So many fanboys throwing shit at every other engine lately.

  • @nathanfranck5822
    @nathanfranck5822 Год назад +12

    Probably the harsh aliasing against the sky and the water is the biggest barrier to higher quality now... Does Godot attempt any sort of TSS or TAA?

    • @VirtualReality-zv5oh
      @VirtualReality-zv5oh Год назад +3

      Yes. But it is of by default and can be activated in the settings.

    • @stayathomedev
      @stayathomedev  Год назад +8

      There is MSAA, TAA, etc...I'm not super happy with the antialiasing. Would make a good video to compare. Part of the issue here is it's within the editor viewport.

  • @theindiegamedude
    @theindiegamedude Год назад +4

    Great content as always :) This looks really impressive for a "lower end" 3D Game Engine

    • @stayathomedev
      @stayathomedev  Год назад +2

      Thanks I appreciate it. Honestly this is only a quick exercise and a fraction of the power I'd say

  • @erikdong
    @erikdong Год назад +15

    Looks pretty damn good to me for an open source game engine. 👍🏼

    • @chocolatecoveredgummybears
      @chocolatecoveredgummybears Год назад +2

      "for an open source game engine" is irrelevant to the player who is experiencing the game.

    • @ruix
      @ruix Год назад +1

      ​@@chocolatecoveredgummybears if you are trying to make a AAA quality hyper realistic game you'd use unreal anyways. Do you think people play Minecraft for it's graphics?

    • @chocolatecoveredgummybears
      @chocolatecoveredgummybears Год назад +1

      @@ruix tell that to the Godot fanboys then. They think Godot 4 is the 2nd coming of Christ for 3d

    • @ruix
      @ruix Год назад +1

      @@chocolatecoveredgummybears ¯\_(ツ)_/¯

    • @chocolatecoveredgummybears
      @chocolatecoveredgummybears Год назад

      @@ruix wave racer looks better than anything released before Godot 4. Godot is a beast for 2d. It's now becoming bloated AF and a mess of an engine.

  • @lowHP_
    @lowHP_ Год назад +17

    it's not about the engine,
    it's about creativity

    • @godev1563
      @godev1563 Год назад +1

      👆winner winner chicken dinner

    • @RawfunRahman
      @RawfunRahman Год назад +1

      well game engines definitely matter when it comes to visuals

    • @lowHP_
      @lowHP_ Год назад +1

      @@RawfunRahman true, but there is always a different approach,
      and games like Csgo and Fortnite to name a few don't have high-end graphics only a few have them, and they have proven to us that graphics is not the most important, as a game dev with 4 years of experience, I can say graphics is what attracts the players but not what makes the game succeed

    • @SnakeEngine
      @SnakeEngine Год назад +4

      @@lowHP_ Good graphics are always important, it is just that realistic graphics are not always important.

    • @chocolatecoveredgummybears
      @chocolatecoveredgummybears Год назад +1

      lmao it's totally about the engine too

  • @YannAbdel
    @YannAbdel Год назад +7

    Please can you make a tutorial on making 3d terrain in godot 4

    • @stayathomedev
      @stayathomedev  Год назад +6

      In the works

    • @YannAbdel
      @YannAbdel Год назад +2

      @@stayathomedev deserves a sub

    • @godev1563
      @godev1563 Год назад +1

      Chevifier has a great tutorial on this, i used it recently to make my last two vids(also used the water shader tutorial StayAtHomeDev created, thanks for that). He is also well worth the sub.

  • @jaye6612
    @jaye6612 Год назад +1

    This was beautiful work, im new to the channel and new to godot and game dev alltogether (plz be gentle) but i have been doing 3d art for abt 9 years now. Alos trying to learn coding alongside game dev

  • @AleksandarPopovic
    @AleksandarPopovic Год назад +3

    I drop a like, very nice looking scene, keep going, and good luck with your project, and I'm stack in the Godot 3.5, maybe It's cool to make some video using him, keep going, good luck on your next projects!

  • @stefanogrillo6040
    @stefanogrillo6040 Год назад +6

    3 years of lessons in 8 mins🤣

  • @NirielWinx
    @NirielWinx Год назад +5

    What does the Megascan license say about using their assets outside of UE?

    • @stayathomedev
      @stayathomedev  Год назад +9

      Free to use within UE...subscription packages available for use in other programs/tools

  • @0xngmi
    @0xngmi Год назад +4

    would be super cool to have an in-depth tutorial how to build something like this. I'm a total beginner, but this would be something very cool to start with - obviously too difficult based on your video (and also not the point of it)

    • @stayathomedev
      @stayathomedev  Год назад +4

      Not as difficult as you might think. A lot of it is understanding various settings. But definitely a good video idea 💡

  • @Galomortalbr
    @Galomortalbr 11 месяцев назад +1

    you can fuse those meshes together with a script for optimization

  • @DiegoSynth
    @DiegoSynth 10 месяцев назад

    Very well done! Takes a lot of time and patience to put all these assets in place, I suppose!
    For the rendering: I would try higher resolution + anti aliasing. I know it's tempting to pump the SSAO, but it's important to keep in mind that this is a decorative effect, meaning it's not physical (it's fake, like drawing a mustache on a child). When using global illumination there shouldn't be a need to add SSAO at all.
    Of course, the water as well, as others mentioned; but I think it's just a placeholder here.

  • @WakerPT
    @WakerPT 8 месяцев назад

    As someone from Portugal, as soon as I saw that cave I was intrigued... Makes sense :)

  • @simpson6700
    @simpson6700 7 месяцев назад

    i suggest you look into a water shader that uses sine waves, looks a lot better than perlin noise and should be more performant too.

  • @marcomoscoso7402
    @marcomoscoso7402 11 месяцев назад +2

    This video remind me of how easy it was to import 3d stuff to godot and make things happen. Also some nostalgia remembering the days in which the Cryengine was like a magic technology that made everything lifelike.

  • @bitbraindev
    @bitbraindev Год назад +3

    Great video!

  • @trolleymouse
    @trolleymouse 11 месяцев назад

    Could have used a shader pass on the rocks to tint with regards to y position + noise, to get those strata from the source image that added a lot to the real cave's natural beauty.

  • @USBEN.
    @USBEN. Год назад +1

    Water is the biggest problem here. Need that to look more realistic.

  • @saul8510
    @saul8510 Год назад +1

    are the normal map correctly imported? It seems different from what megascans lok

    • @stayathomedev
      @stayathomedev  Год назад

      It's missing the displacement...and some other textures (AO, etc)...but normals are correct

  • @vast634
    @vast634 11 месяцев назад

    Did you use ACES for tonemapping? It corrects the lightcolors at high exposure levels.

  • @lshadowSFX
    @lshadowSFX Год назад +3

    if you worked on the water so it looked more "realistic" it would have looked way more epic!

    • @stayathomedev
      @stayathomedev  Год назад +2

      Oh man...sounds like it needs a Part II

    • @clewis4744
      @clewis4744 Год назад +1

      @@stayathomedev
      Yes please, with lots of greens and blues in the sea, and more transparency on the edge where the sea laps the sand. I have no idea of how you would do that. Looking forward to Part II.

    • @lshadowSFX
      @lshadowSFX Год назад +1

      @@stayathomedev it totally deserves a part II ! the entire scene looks so freakishly amazing and then you look at the water and it looks like some plastic lmao.

  • @GhettoWxzrd
    @GhettoWxzrd 11 месяцев назад +1

    Honestly every scene ive seen in Godot no matter how many Verticies there are, always tend to look low poly to me.. Which really isn't a terrible thing, it's just not great for someone going for Hyper realistic graphics.

  • @IIIspirit
    @IIIspirit Год назад +5

    Godot has come far with 4.0 I have to say

  • @Zurpanik
    @Zurpanik 11 месяцев назад

    Loved it! Love seeing videos like this and what Godot can do! I have a feeling things are going to go very well for Godot from here on out, so I can't wait to see where it goes! Just recently migrated over and it's actually been a great experience. Looking forward to more!

  • @Bollalillo
    @Bollalillo Год назад +1

    Altho very well done, i've never cared if Godot's graphical capabilities rivals any other game engine.
    I think its more suited for more stylized games like Zelda, Super mario etc.
    Perhaps in a few years :)
    But Godot overall is an easy, powerfull and good engine

  • @Deeredman4
    @Deeredman4 Год назад +1

    Anyone know what the bg music is called? It sounds very Final Fantasy... Wouldn't mind trying to break down the Music Theory...

    • @stayathomedev
      @stayathomedev  Год назад +1

      It's from Epidemic Sound, I'd have to check the video edit.

  • @Leandro-Dev
    @Leandro-Dev Год назад +2

    WOW this is great!!!

  • @havocthehobbit
    @havocthehobbit Год назад +3

    looks cool but I wont touch megascans unless Im working with unreal engine. Its just not affordable for me and i wouldnt risk breaking incensing terms without buy megascans license.

    • @stayathomedev
      @stayathomedev  Год назад +1

      Good point. Will be interesting to see how the new Fab setup will work

  • @randomfootages9120
    @randomfootages9120 Год назад +4

    It’s like comparing 1 cylinder engine to 16 cylinder engine come on man

    • @stayathomedev
      @stayathomedev  Год назад +2

      They are different beasts..very true...doesn't mean you can test to see if the 1 cylinder can get you from point A to point B.

  • @chriskoval9048
    @chriskoval9048 Год назад +2

    I'm curious about performance. Did you have any hiccups when running scene(input lag or FPS drop)?

  • @rinkadev945
    @rinkadev945 7 месяцев назад

    For better results, you can add anti-aliasing

  • @jrdoughty13
    @jrdoughty13 Год назад +2

    daaaaaaammmmnnnnnn

  • @qbitsday3438
    @qbitsday3438 Год назад

    Not just liking ! It is Excellent

  • @k-storm-studio
    @k-storm-studio Год назад

    Light and illumination are very realistic, congrats! But I have a question , is it possible to use Megascan in Godot for free? I mean, it is not only available for free for Unreal Engine?

    • @lillybyte
      @lillybyte Год назад +3

      No. Megascans are only license for free to UE.

    • @k-storm-studio
      @k-storm-studio Год назад

      @@lillybyte thank you very much for info. Ok

  • @tonymorgan602
    @tonymorgan602 Год назад +1

    awesome!!

  • @nowherebrain
    @nowherebrain Месяц назад

    why no sdfgi or vgi? would have helped tremendously.

  • @sc0rpi0n0
    @sc0rpi0n0 10 месяцев назад

    MegaScans are only free for Unreal right? To use in Godot means paying a subscription I think.

  • @cyberkhan6587
    @cyberkhan6587 Год назад +1

    It's possible to make it better.

  • @Fafmagic
    @Fafmagic Год назад +1

    Think you’ve answered your own question here….

  • @Tearodis
    @Tearodis 11 месяцев назад

    It can't compete with Unreal by a long shot(very long shot at that). If you squint your eyes a bit you can maybe convince yourself it looks like a Unity scene.

    • @tomtravis858
      @tomtravis858 10 месяцев назад +2

      Why are people like you so angry when people make stuff in Godot? lol

  • @NexusBaum
    @NexusBaum 11 месяцев назад

    so, can it compete?

  • @goshawk_fly
    @goshawk_fly Год назад

    There were leaved details that better in Unreal Engine. I think it's very interesting to create photorealistic environment wich is better, than UE5.

  • @hawshimagical
    @hawshimagical Год назад +1

    god ray? more like godot ray

    • @stayathomedev
      @stayathomedev  Год назад +1

      Missed opportunity there...that's on me

  • @kaluthestraydog6537
    @kaluthestraydog6537 7 месяцев назад

    Your face matching to Tom falto n

  • @willianschneider1778
    @willianschneider1778 7 месяцев назад

    Great effort, thanks, but looks very meh. You should also have activated TAA. Why no anti-aliasing in your try? Answering: "Can It Compete With UNREAL or UNITY?" -> can compete with Unity Built in Render Pipeline but definitely not with UE.

  • @ADarnSmore
    @ADarnSmore 7 месяцев назад

    no of course it can't compete with unreal, but it seems like it does well enough to scare the unreal fanboys, judging by their comments.

  • @Z-zaloopa
    @Z-zaloopa 6 месяцев назад

    Looks like game from 2005

  • @SnakeEngine
    @SnakeEngine Год назад +2

    The real question is, does it need to to look good? :)

    • @stayathomedev
      @stayathomedev  Год назад +1

      If the look is cohesive, "good" is subjective

  • @noiJadisCailleach
    @noiJadisCailleach Год назад

    I'm just wondering what the targeted vibe here is.
    Is it the 2008-2011 era?

  • @exhilex
    @exhilex Месяц назад +1

    Gaah-Doh 4.0 😂 It's Guh-doh 4.0

  • @august0490
    @august0490 Год назад

    The water looks like a cartoon.

    • @simpson6700
      @simpson6700 7 месяцев назад

      his water shader is pretty bad

  • @mrnormal7554
    @mrnormal7554 11 месяцев назад

    It's just a demo,
    Godot still cannot compare to Unity and can never compare to Unreal.
    In future it may compare to Unity but can never compare to Unreal 😂

  • @surplusking2425
    @surplusking2425 5 месяцев назад

    Compete with Unity? Unity is far behind from Godot for 3D (and complex 2D games too)

    • @oo--7714
      @oo--7714 4 месяца назад

      Pppfffftttt 😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂

  • @DragonSephi87
    @DragonSephi87 11 месяцев назад

    how come in unreal it looks smooth and decent, but in godot and unity etc it always looks pixelated and shittier..., antialiasing perhaps?

    • @simpson6700
      @simpson6700 7 месяцев назад

      unreal comes with a ton of post processing shaders already configured and applied to the default scene. unity and godot on the other hand have these post processing effects, but leave the default scene as minimal as possible. i personally don't like unreals super smooth look and i just ended up turning a lot of these things off every time. it was annoying. though a lot of people don't know much about these effects and end up not using them in the other engines, which makes them look worse in the end.
      i just remembered unreal also uses real world values, so people who know a lot about cameras and lighting can just use their real life experience in unreal.

  • @andikasujanadi
    @andikasujanadi Год назад +1

    Gado?

    • @igorthelight
      @igorthelight Год назад +1

      Different pronunciations with Godot ;-)

    • @stayathomedev
      @stayathomedev  Год назад +1

      ruclips.net/video/BMo24fmrnjY/видео.html

    • @hawshimagical
      @hawshimagical Год назад

      we got another new viewer here lol

    • @andikasujanadi
      @andikasujanadi Год назад

      @@igorthelight yea, like you say "go" with... Gaaaa

  • @exhilex
    @exhilex Месяц назад

    Godot looks absolutely horrible

  • @rtdietrich
    @rtdietrich Год назад +2

    " we have a ok looking scene" lol ==> the upper part is maybe OK, the lower Part is s**t.

  • @nika_251
    @nika_251 Год назад +1

    wow! this looks bad!

  • @eduardomoura2813
    @eduardomoura2813 Год назад

    godot can't even compete with rpg maker...

  • @sakbiulalom5849
    @sakbiulalom5849 Год назад

    yeah nice joke. You should try Unrea engine Cave demo sometime 😂😂