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Working on reimplementing vertex-lighting in Godot 4
Describe the problem or limitation you are having in your project
Nothing really, but an idea.
As I understand vertex-lighting enhances performance, but it is kinda low quality lighting.
So why can't we use it for far objects, along with auto Lod ?
I am no expert so I don't know if the performance gains is worth it for PC platforms, but I guess it will be worth it for mobile games that target High-End so they can use pixel-lighting for near objects and vertex-lighting for far objects.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add options for each mesh "Use Vertex-Lighting when far from camera, Far Distance Value for Vertex-Lighting"
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The Engine will switch to vertex lighting if after the check the mesh distance to camera is bigger than "Far Distance Value for Vertex-Lighting"
If this enhancement will not be used often, can it be worked around with a few lines of script?
You will have to do it for each mesh, and do distance calculation to camera.
I guess not convenient.
Is there a reason why this should be core and not an add-on in the asset library?
Improving engine performance out of the box.
The text was updated successfully, but these errors were encountered:
Also, remember that performance won't improve much when doing this, as distant materials only occupy a small portion of the screen. The performance impact of per-pixel shading is more noticeable when the material takes up a lot of the screen (which is why it's a good idea to use vertex shading for shaded particles).
Describe the project you are working on
Working on reimplementing vertex-lighting in Godot 4
Describe the problem or limitation you are having in your project
Nothing really, but an idea.
As I understand vertex-lighting enhances performance, but it is kinda low quality lighting.
So why can't we use it for far objects, along with auto Lod ?
I am no expert so I don't know if the performance gains is worth it for PC platforms, but I guess it will be worth it for mobile games that target High-End so they can use pixel-lighting for near objects and vertex-lighting for far objects.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add options for each mesh "Use Vertex-Lighting when far from camera, Far Distance Value for Vertex-Lighting"
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The Engine will switch to vertex lighting if after the check the mesh distance to camera is bigger than "Far Distance Value for Vertex-Lighting"
If this enhancement will not be used often, can it be worked around with a few lines of script?
You will have to do it for each mesh, and do distance calculation to camera.
I guess not convenient.
Is there a reason why this should be core and not an add-on in the asset library?
Improving engine performance out of the box.
The text was updated successfully, but these errors were encountered: