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I stumbled upon Decay while researching benchmarks for myself and a co-developer, and I was impressed by what I found. Particularly as we are using Godot as well, this stood out to me.

The scene looks great and also performs very well for me, even on Ultra settings with maxed render scale. As I'm relatively new to Godot, I'm interested in understanding more about what's going on in the scene.

The lighting in the scene appears to be a mix of baked lights (sun) and non-baked lights (smaller spotlights), is this correct? I got the impression the other lights were not baked due to the sharper shadows. Does the scene utilize SDFGI and Lightmaps together?

I also noticed the reflections and transparencies in this scene; are the reflections done with baked reflection probes, like on the bar/cafe window for instance? The reflections on the metal platforms, are they SSR? Though the reflective detail on the graffiti is fantastic.

Speaking of the graffiti, are they part of more complex materials applied to the walls, or are they decals?

I'd greatly appreciate any insights you could share. Your work is truly inspiring and seems like the gold standard worth aiming for in our own project.

Looking forward to hearing your thoughts on this.

(Edited typo)

Hey there, thanks for checking out the demo. This was done with Godot 3.x, so does not have SDFGI. Pretty much everything is baked. There are no real time lights. I used the ultra light map settings, and tweaked everything, it took about 30 minutes to bake. Reflections use SSR (mostly seen on the floor) but for the walls they are cubemap reflections. It used box-projection so it looks more realistic and correct, and also works well since the scene is boxy. The reflections on the graffiti was automatic when using a PBR material with a low roughness, combine with the cubemap reflection probes. It did take some time to set the boundaries and blending for the probes to get it to line up. This works well for like small reflections or puddles on the ground and that sort of stuff. The cafe window also uses it, but you can see the limitation on the resolution with a window that size, it doesn't look that great. No decals were used (Godot 3.x doesn't support them). All the the wall stuff is just high resolution 4K textures taken from real photos. On the phone booth the tags are using alpha scissor transparency, so sort of fake manually placed decals since Godot 3.x doesn't have them. Otherwise the reason it runs so well is that there is no real time lighting. Baking everything makes it much faster.