#How to optimise Godot?
49 messages · Page 1 of 1 (latest)
What are your computer specs? Cause the scene looks really simple
Shouldn't be a real problem to render on even a low end PC
Are you running any other programs that need a lot of processing power? Cause again, the scene is so simple it should run no problem
youtube, discord
Can you use the debbuger in godot to see what takes so much processing power?
peculiar
I want more fps though sp
this tab?
I would check the Visual Profiler Tab
Thank you, the GPU seems to be struggeling a bit rendering everything
So is there any other option than upgrading my rig?
Is there anything "advanced" in the scene such as post proccesing?
there is fog
Try turning it off
and there sdfgi
If you turn off both how good does your performance get?
quite a bit better
Is there any way to have global illumination and fog without considerable performance drops, I mean my rig run valorant at 70fps, can't it run basic scene at 60fps?
Yeah thats a lot better. Fog tanks you performance a lot, so does sdfgi. You can use VisibilityNotifiers to render stuff thats not in view, may help a small bit
But otherwise probably not, I can also run graphically complex games at 60 FPS+, but using SDGFI and such in Godot drops my FPS to very low numbers. Godot simply doesn't run super fast in 3D
is your computer a laptop? or otherwise has more than one GPU?
godot might be running on the integrated gpu not the dedicated one
I don't think Valorant is a good comparison, because all their global illumination has been baked into textures and is not computed at runtime, whereas SDFGI runs in real-time and responds to scene changes and movements. If you want a level of graphical fidelity SDFGI gives you without the performance losses and your environments are static, I'd look into baking (I don't know how to do it specifically but I know it would improve performance)
Looks like you add a LightmapGI node to your scene, and it gets baked when you run the project (?) https://docs.godotengine.org/en/latest/classes/class_lightmapgi.html
Inherits: VisualInstance3D< Node3D< Node< Object Computes and stores baked lightmaps for fast global illumination. Description: The LightmapGI node is used to compute and store baked lightmaps. Lig...
So basically, if you are making an open world game, SDFGI is your friend, but if you're making a competitive FPS or something similar, LightmapGI is your friend
This has the most detail on baking lightmaps https://docs.godotengine.org/en/latest/tutorials/3d/global_illumination/using_lightmap_gi.html
Baked lightmaps are a workflow for adding indirect (or fully baked) lighting to a scene. Unlike the VoxelGI and SDFGI approaches, baked lightmaps work fine on low-end PCs and mobile devices, as the...
so is sdfgi equivalent ue5's lumen?
Yes
so why doesn't godot get the big hype like ue5 gets?
Probably because ue5's implementation if real-time GI is more advanced/more performant, but I agree, Godot should get more hype 😭
yes