First talk on Feb 4 was from Paweł Fertyk of Miskatonic Studio, talking about his experience with 3D features of Godot while developing his first game, #Intrepid (which you can play on Steam: https://store.steampowered.com/app/992860/Intrepid/)
Thread continues here for #GodotCon day 2:
Mis-pasted the above link, here's the right one: https://www.youtube.com/watch?v=IekyN7LsHFQ
Mis-pasted the link, sorry.
Here's the right one: https://www.youtube.com/watch?v=8Q77OlffvfQ
@krumbukt Indeed, seems like I mis-pasted a couple links. I've added comments with the correct links, thanks for the notice :)
Looks great! #GodotEngine has really come a long way. The triplanar textured, geometry based modelling part of the video was especially useful.
@Blort @reduz He's aware of ArmorPaint, but AFAIK he's not convinced that it will ever be a professionally relevant alternative to Substance Painter. He mostly advocates for such features to become part of Blender itself, and the Blender devs seem to agree.
I can't judge about ArmorPaint myself, I never tried it.
Any idea of what kind of hardware (especially graphics card) this was presented on? I'm curious given how Juan was saying that you didn't really need to worry about how much geometry you use on modern graphics cards. O.O
I mean, the demo looks gorgeous. I'm just wondering about the kind of hardware it needs to run decently.
Once it's finalized, I'd love to see it included in Phoronix Test Suite...
@Blort That was on an Nvidia GTX 1060 I think, so relatively high end.
But Juan's point was only about geometry itself, not about all the fancy rendering features that can then be applied and make the performance tank down.
I actually jumped a bit also hearing that at the conference ...
my experience is that it still count to a certain extend, and that having culling techniques as well as coherent polycount / mesh topology together with geometry atlas and normal mapped details is still the mix to have good framerate on the +many system possible.
and f.ex. this demo is rendering at max 30fps on a 1060 (wo effects) in #VR probably because of polycount (some "BSP" culling could help probably...)
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