Juan Manuel
Juan Manuel
> Hi Folks, > > I thought I could help out by creating a comparison video for UE4/Godot. > > I rendered the same fly through in each. Github's file...
Godot does a really decent job. How ever, under capture better the shadows and reflection. Shadows are something that could be improved in the lightmapper
I like the changes. I would suggest you to do a proposal to explain all your changes so they can be consider for next versions
Boost? This was active an hour ago. If you re-read my comment I just pointed out that I like the changes and suggest him to write a proposal
Ohh, that is a shame. Directional Lightmaps are so heavy. Maybe for moment you can use compression on non-directional lightmaps until de issue is solved
Why the effect is so different in mobile than forward?
@Calinou much better result with downsampling. How much slow is it?
Looking really nice. Does height works with depth?
I would tweek the levels too. I find using level 5 adds too much to the glow. What I find more please IMO is: Level1: 1 Level2: .8 Level3: .4...
What if we use `const` and let the engine optimize if it has its value in compilation time? `let` and `const` seems to do the same from the user perspective...