this post was submitted on 27 Sep 2023
60 points (100.0% liked)

Godot

5919 readers
57 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS
 

TL;DR:

Before:

An image showcasing the old de-noiser

After:

An image showcasing the new de-noiser

These images are 2 weeks old and there have been some changes to it, as well as a slider to adjust de-noising. Notice how much more pronounced the ambient occlusion is, and how much better the overall shading is. It's also faster than the older implementation.

On the scene I used for testing this out, the overall rendering time went down from 3 minutes to just over 1 minute in an RTX 3090 Ti with an 8K lightmap.

Bonus: This PR shaves off a massive chunk of the codebase (about 10% apparently.) Expect faster build times and a smaller engine size in 4.2!

An image showing a diff of +304 and -114,449

top 6 comments
sorted by: hot top controversial new old
[–] ICastFist 12 points 1 year ago (1 children)

Holy shit, 114k lines of code being blown away? That has to be some sort of record for efficiency gain.

I'm interested in comparative gains for lower-specs scenes, like 1k lightmap. Also, was that gain on Vulkan? Have you checked OpenGL 2 and 3, or it won't work with them?

[–] popcar2 2 points 1 year ago

I'm pretty sure this was on Vulkan, I'm not sure how it is for the compatibility renderer since many things about it isn't finished for 3D.

[–] [email protected] 6 points 1 year ago

Nice to see! I'm using godots lightmap baking for my game and been running into some issues crashes when trying to denoise large light maps, hopefully this fixes that.

[–] onlinepersona 1 points 1 year ago (1 children)

I see a distinct lack of tests. Is that normal?

[–] popcar2 1 points 1 year ago (1 children)

There's been a lot of testing before this got merged, and it got merged to master which isn't stable yet. Next month will be beta builds before 4.2 releases early november, so they'll test many of the newer features and tune it accordingly.

[–] onlinepersona 1 points 1 year ago

As in automated testing. I don't see CI run nor any code hinting at automated testing.