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 stayathomedev.com/product/dynamic-sky-system/ Music is From Epidemic Sound share.epidemicsound.com/9gejuj
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).
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.
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
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.
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.
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?
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.
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.
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.
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
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.
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.
@@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?
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!
@@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
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
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.
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.
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)
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.
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.
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
@@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.
@@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.
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.
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.
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!
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?
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.
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.
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 😂
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.