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As a non-contributor but past user of Godot, the different rewrites of the renderer is what turned me off from committing to the engine long term. I have no iss
by lazypenguin 5y ago
As a non-contributor but past user of Godot, the different rewrites of the renderer is what turned me off from committing to the engine long term. I have no issue with Godot staying modern (I.E adopting Vulkan) but my perspective is that this decision was made to maximize graphic fidelity rather than to maximize usability of the engine for the users. For me the biggest appeal of Godot was it was approachable and usable. I don’t care if it can compete with unreal or unity on a visual level because there is more work needed in other areas of the engine first. Perhaps the devs felt that the rest of Godot was “good enough” and the renderer was a higher priority but I did not feel that was the case. In the end this was a decision I did not agree with but I am sincerely happy they are making good progress and I’m looking forward to trying out Godot 4.0 once it hits alpha!
- lasagnaphil 5y agoI think graphical fidelity can also be part of usability. Artists always seem to complain about things like waiting for baking lights to finish, shadows having weird artifacts, lighting not appearing naturally and have to resort to using hacks, performance problems preventing the use of certain assets and effects, etc. An overall better renderer would remove lot of the pain from tweaking your art to fit the quirks of the engine. For example, things like SDF-based global illumination would be a godsend to those making outdoor scenes.