Actually this feature is very useful The second main feature for unreal engine 5 was nanite which basically from my understanding is an advanced occlusion culling with advanced auto LOD system If Godot develops atleast occlusion culling near to unreal engine 4 and with the help of SDFGI as Lumin competitor (I know each system has its pros and cons) Godot will be able to compete the two big engines untiy and unreal And I think it will pass unity easily but it will take much time to really provide unreal engine 5 's power
@@FinePointCGI I'd really love to see how SDFGI stacks up against Lumen in an identical scenario. Looks like that is exactly what you have. If it doesn't take too much effort, would you be willing to make another video to see the differences. (And yes I know Godot will also get Screen Space GI as well soon...)
The amount of dev experience and money that went into Nanite definitely can't be underestimated. But it can be done by anyone, theoretically, with enough low level understanding of vertex data and breaking it up, and streaming all that in and out. If only I was a few decades younger and had the time to learn low level graphics programming...
Remember you are comparing a free engine struggling with patron money with a engine that is literally worth billions. I thinks a nanites like technology was already present in the very first Direct 3d. Games didn't had LOD and it was all done in real time from the high res poly. It was dropped cause the man made LOD looked a lot better. Now we have so much power that the low poly LOD is so hi-res machine can do it automatically again without losing quality, managing pixels like octotree voxels. I think nanites are a consequence of hardware upgrade more than software ingenuity.
@@FinePointCGI All the time bothering me, how to create the game engine like Godot :D So I'm interesting in more detail way of all systems what Godot use :)
1:57 In this example. Out of the boxes that are visible to the camera, the back side is not visible. Is there a culling type that will not render faces that cannot be seen by the camera? Say that part of the screen has already been filled up, so there is no reason to render something behind it
did u change the name of your channel, or i remember some other channel with a similar logo, btw please reduce premiere time😂😂 can't wait 12 hours plxpxlxplzplz
Hi Bro Sorry to bother you, but.. When you gonna make Another episode of godot c# like picked up items and enemy slime... Have a nice day bro and Thank you ❣️❤️
Honestly I want to as soon as possible. Next episode for it is slime I just need to iron out some kinks and it should be ok. I know people want me to cover item pickup and inventory, some ai stuff and combat. I have not forgot about it there's just a lot of request I have for videos so I'm slowly making my way though them.
Nope im just stupid you have to use portals the new occlusion culling feature is having a OccluderShapePolygon which is pretty much the same as portals but just an object that will hide stuff... Heres the portals video, Ill do one on the shape soon tm.... ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0nBnvuw1XFs.html
Yes I tested it with 3.5 as well Edit it's not! You have to use portals I have a tutorial on on this. I'll link it in a second! I thought this was on a different video.