Shattered World - Godot 3 vs Godot 4 - Side by side comparison

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Time to look at how Godot 4 handles Shattered World!
A good first iteration I would say, I got it to look pretty closely to how it looks in Godot 3.
It's not quite there yet, Godot 4's version lacks some of the vibrancy that the Godot scene 3 has, but after I spend some more time tweaking it I can probably make it look more alike.

In this video both scenes are rendered without any form of Global Illumination enabled, baked or otherwise, to see what the differences are to basic rendering between 3 and 4.
Light energy, Glow, specular effects and fog look very different in Godot 4.
Please let me know in the comments which you think looks better!

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I think the 3.5 scene had overall more light which looks better to me in something large like A torch or the big red crystals, but the 4.0 version has those reflections and emissive textures that can effect the scene lighting in real time without baking (voxelGI), Although A baked light map can conceivably give the highest quality and lowest performance cost when lighting the scene with lots of small emissive textures like in this scene, if you aren't planning on moving them during game play.

Anyway, super neat comparison! Thanks for sharing.

nullvoid
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This is absolutely amazing! I wouldn't believe Godot 3.5 is capable of this. I would love to achieve even a fraction of the quality of this scene in my project. 😍

splinterresearch
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No matter the engine version, your scenery is always wonderful!

ShakyDawn
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Interesting! Is it possible to add camera tracks so you could compare side-by-side?

Dent