for those using URP in 2022 LTS (maybe applicable to 2023 LTS), you need to change the CRT script to be a custom render pass and add it as a URP feature , instead of using OnRenderImage in a script on a camera :)
Agreed. Most Unreal stuff I find teaches terrible practices. One course I bought on Udemy I mentioned this to them - and they said something stupid like "for simplicity" or something like that... Clearly, they are amateurs and have never developed an optimized game themselves. The problem is deeper - we (Unity, community, et al.) are trying to teach other people that game dev is something everyone can do. Herein lies the true sinner! It has never been easy or something everyone can do - it requires many years of dedication and hard work, and multiple disciplines at very high skill level.
im a total idiot but i think this means as long as your game is like 500 by 500 in terms of size and you can do the most unoptimized thing and get away with it
Love the thesis of this video. I think I stumbled upon this advice on my own, as I was trying to learn ALL of these skills in parallel and quickly getting burned out. I joined a team for a game jam and it was very eye-opening!
The rigs are the biggest thing holding USD back - every studio I have ever worked at that doesn't have a 300 person TD team has struggled to solve that exact issue. Most of the people who have solved this who are contributors to USD (like Pixar, Animal Logic and others) all use proprietary software that gets around this hole. I love USD but while it promises to democratize pipelines for everyone, it's really only helping the biggest studios accelerate ahead of everyone else by collaborating on all the problems but rigs.
someone needs to make a mod that removes the 'double downing' (and by that, I mean the way it uses its UHDR twice at once to stylize it) so it's just semi-realistic lethal company. that would also be *horribly cursed*
@@ControlToNineTailedFox this exists but it results in horrid performance because all the volumetrics are now rendered at full resolution and that is very expensive even for like a 4090
The motto of godot is usability, they went out of their way to make it so you can import blend(er) files, you don't even have to export from blender. With that in mind, I'm sure if this is a standard it'll find its way in the engine sooner or later. I have to say, this thumbnail and title is so "clickbait-y" that I didn't even check it was uploaded by you and didn't watch it at first lol
Not only is it hard and time consuming you must also come to the realization that you will never compete with the big boys and when completed your game will be lost in the vast ocean of mediocrity.
It took me like a month to learn compute shaders in Godot, and i agree that it's hard to learn, but at the same time i think that can be good. Like, making an MMO or your own engine as your first projects is stupid, yes, but you can also learn a lot from it. For certain people, it's great.
This is why you SHOULDN'T make games alone. While successful indie games developed by a single person are rare, there are many great indie games developed by small teams of 3-5 people.
Only take away from this video is, if you don't build something with all you've understood you'll never progress. Just waiting for things to come your way is not going to work. The professor may spoonfeed you stuff about graphics and how you render a human head using your webcam but if you're not using it for your own projects then that knowledge is just rogue.