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Archlinux-based distro, running it via wine.

In 1440p ultra, the gain by FSR 2.2 is small on my 6700XT (64 to around 69fps at 85% resolution scale). But comparing the FSR 2.2 85% and the native resolution screenshots, FSR 2.2 is really really close (I could tell which one was the FSR one only because FSR sharpens a bit by default).

In any case, it's a great demo of what Godot 4 can do. Are you using every occlusion method Godot has ?

The config is Ryzen 7 3700X with 16GB of ram and an RX 6700XT fyi.

It uses most effects that are available in Godot. Ssao, sdfgi and ssgi are all used on the ultra setting. On high and lower however only ssao is used. The demo does not use the voxelgi or the lightmap nodes, everything is real-time.

Sorry, I meant occlusion culling, not occlusion. 

I was wondering if this was already very optimized or if it could be optimized further.

I think it can be optimized a lot further. Some of it would be in the engine and some of it would be in the game projects. I would start calling this 'well optimised' if it can achieve about 1.5-2x the performance of what it is now. (So with 50-60fps on 1080p ultra on my gtx1060, I would be very pleased.)

As far as occlusion; The game does use Godots built in occlusion culling (But I don't think its really that effective with all these alpha clipped materials), but more important it uses frustum culling with the vegetation in chunks. (Possible thanks to ProtonScatter)

The demo utilizes billboards (impostors) for the trees in the distance. For better performance I could have used a better setup for LODs in general.