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Co-authored-by: Rémi Verschelde <[email protected]>
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YuriSizov and akien-mga authored Oct 12, 2023
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Expand Up @@ -246,7 +246,7 @@ Besides Fredia, other contributors also bring some goodies for the platform. Fir

#### iOS

In turn, the iOS platform gets some love and parity with Android with the addition of one-click deploy ([GH-70662](https://github.com/godotengine/godot/pull/70662) by [Pāvels Nadtočajevs](https://github.com/bruvzg)). This feature means you can quickly deploy and remotely debug your project on an actual iOS device or an emulator with all familiar editor tools at your disposal.
In turn, the iOS platform gets some love and parity with Android with the addition of one-click deploy ([GH-70662](https://github.com/godotengine/godot/pull/70662) by [Pāvels Nadtočajevs](https://github.com/bruvzg)). This feature means you can quickly deploy and remotely debug your project on an actual iOS device or an emulator with all the familiar editor tools at your disposal.


### Rendering, particles, and shaders
Expand All @@ -273,25 +273,25 @@ Godot 4.2 features support for AMD's <abbr title="FidelityFX Super Resolution">F

Darío also implemented a new lightmapper denoising approach to replace the old, extremely bulky and slow <abbr title="OpenImage Denoise">OIDN</abbr> denoiser. Although a newer and improved version of OIDN is available, we were unfortunately stuck with an older one due to technical incompatibilities. The new <abbr title="Joint Non-Local Means">JNLM</abbr> denoiser avoids similar issues. It is also much faster as it utilizes compute shaders (and thus your GPU), and it's significantly more lightweight ([GH-81659](https://github.com/godotengine/godot/pull/81659)).

While the quality decrease can be noticeable under some circumstances, thanks to drastically reduced baking times, you can now use higher resolution maps to counteract that. If you would prefer to use OIDN, this is still possible by configuring the editor to use an external OIDN executable ([GH-82832](https://github.com/godotengine/godot/pull/82832) by [Pāvels Nadtočajevs](https://github.com/bruvzg)).
While the quality decrease can be noticeable under some circumstances, thanks to drastically reduced baking times, you can now use higher resolution maps to counteract that. If you would prefer to use OIDN, this is still possible by configuring the editor to use an external OIDN executable, giving access to the latest versions with support for GPU denoising ([GH-82832](https://github.com/godotengine/godot/pull/82832) by [Pāvels Nadtočajevs](https://github.com/bruvzg)).

![The result of using the new JNLM denoiser](/storage/blog/godot-4-2-beta/jnlm-denoiser.webp)

The team also worked on addressing multiple bugs in lightmapping quality and consistency ([GH-61910](https://github.com/godotengine/godot/pull/61910), [GH-81545](https://github.com/godotengine/godot/pull/81545), [GH-81872](https://github.com/godotengine/godot/pull/81872), [GH-81951](https://github.com/godotengine/godot/pull/81951), [GH-82533](https://github.com/godotengine/godot/pull/82533)).

For Forward+ and Mobile rendering methods this release introduces 2D HDR rendering, unlocking 3D effects, such as glow, for 2D games ([GH-80215](https://github.com/godotengine/godot/pull/80215)). HDR rendering can be used to substantially improve the quality of 2D rendering at the cost of performance. The Compatibility renderer also gets a new and anticipated feature — 3D shadows ([GH-77496](https://github.com/godotengine/godot/pull/77496)). Both of these changes were crafted by [Clay John](https://github.com/clayjohn).

Last, but not least, an optional ANGLE-backed OpenGL renderer was added for macOS and Windows ([GH-72831](https://github.com/godotengine/godot/pull/72831)). ANGLE is a compatibility layer for OpenGL on top of Metal and Direct3D 11, which allows us to work around the deprecated and unmaintained OpenGL drivers on macOS, and similarly outdated OpenGL drivers on Windows for some older integrated chipsets. This should increase the portability of Godot games on lower end devices.
Last, but not least, an optional ANGLE-backed OpenGL rendering driver was added for macOS and Windows ([GH-72831](https://github.com/godotengine/godot/pull/72831)). ANGLE is a compatibility layer for OpenGL on top of Metal and Direct3D 11, which allows us to work around the deprecated and unmaintained OpenGL drivers on macOS, and similarly outdated OpenGL drivers on Windows for some older integrated chipsets. This should increase the portability of Godot games on lower end devices.

#### Particles

Our brilliant VFX champion [Ilaria Cislaghi](https://github.com/QbieShay) grew tired of a messy implementation of GPU particles and organized a rework aimed at improving internal structures for better maintenance ([GH-79527](https://github.com/godotengine/godot/pull/79527)). Along the way, she also tweaked all sorts of bits and bobs to give VFX artists more control over particle motion.

It's now possible to directly animate velocity over life, inherit projectile velocity, and change the emission amount of particles. While this is a significant rework, it was done in a way that avoids compatibility breakage, so you should be able to continue using all your current particle effects with no regressions.
It's now possible to directly animate velocity over lifetime, inherit projectile velocity, and change the emission amount of particles. While this is a significant rework, it was done in a way that avoids compatibility breakage, so you should be able to continue using all your current particle effects with no regressions.

On the more technical side of things, both GPU and CPU particles now have a dedicated signal for when they are finished with emission and simulation ([GH-76853](https://github.com/godotengine/godot/pull/76853), [GH-76859](https://github.com/godotengine/godot/pull/76859) by [HolonProduction](https://github.com/HolonProduction)). This can be extremely useful for animations that require a precise order of operations.

Please note, that the aforementioned changes to GPU particles mark the point where they start to deviate from CPU particles. This means that in the future more GPU-only features are going to be implemented, leaving CPU particles as a low-cost, simplified alternative, and not a direct 1-to-1 equivalent. GPU particles are supported by all rendering backends in Godot 4, and we encourage users to move towards using them. To aid in that transition, there is now a built-in tool to convert CPU particles to their GPU equivalent ([GH-80779](https://github.com/godotengine/godot/pull/80779) by [Yuri Rubinsky](https://github.com/Chaosus)).
Please note that the aforementioned changes to GPU particles mark the point where they start to deviate from CPU particles. This means that in the future more GPU-only features are going to be implemented, leaving CPU particles as a low-cost, simplified alternative, and not a direct 1-to-1 equivalent. GPU particles are supported by all rendering backends in Godot 4, and we encourage users to move towards using them. To aid in that transition, there is now a built-in tool to convert CPU particles to their GPU equivalent ([GH-80779](https://github.com/godotengine/godot/pull/80779) by [Yuri Rubinsky](https://github.com/Chaosus)).

#### Shaders

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