Friday 28 at 5pm CET we will discuss SDFGI implementation in Godot with interested rendering devs who want to learn/give feedback to improve it!
Send a me DM for call link if you want to join!
Here are the SDFGI slides to see before if it interests you:
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You can also join #rendering in chat.godotengine.org to discuss rendering topics and help out with Godot!
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SDFGI has been quite unpredictable and inconsistent for me (lighting significantly changes with nothing but the camera moving), so it's nice to see improvements being talked about!
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This is normal with cascaded GI solutions and, although it will be improved a lot, it can still continue to happen. You have to design your game/level around this and use cascade sizes that match.
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Do you have any plans to support RT as an option instead of sphere tracing? That could make it even faster/higher quality on supported GPUs without impacting others.
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RT is a different strategy, IMO we will probably support that in a separate renderer.
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Hi ! Thanks for sharing with us, will the talk be recorded and available after ?
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I've only started playing with it the last few days (beta 3), impressed so far. Two things that stuck out:
- Moving static objects in editor often requires turning SDFGI off/on to refresh cascades.
- Unshadowed lights treated as shadowed by SDFGI (extra checkbox could be good?).
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This was a great presentation, thanks Juan! Btw, are there stats listed anywhere, like “takes X milliseconds each frame on Y gpu”?







