Godot Vulkan Renderer Now 10-20% Faster!

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  • Опубліковано 19 кві 2024
  • The collaboration between Google, the Forge and the Godot game engine is over and the results of the optimizations are in. On Pixel 7 and Samsung 23 we are seeing a 10-20% improvement in rendering speed, as well as better support for running on Android devices.
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КОМЕНТАРІ • 113

  • @gamefromscratch
    @gamefromscratch  Місяць тому +4

    Links
    gamefromscratch.com/godot-x-the-forge-collaboration-over/
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    *Support* : www.patreon.com/gamefromscratch
    *GameDev News* : gamefromscratch.com
    *GameDev Tutorials* : devga.me
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    *Twitter* : twitter.com/gamefromscratch
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    • @SG1guru
      @SG1guru Місяць тому

      Misleading caption. It's not "now" faster, the PR still has to be cleaned up and merged, which will take them many months.

  • @saul8510
    @saul8510 Місяць тому +48

    People really thought there would be like 100000% performance boost when the renderer was already optimized. Anyways this are great improvements for mobile gpus.

    • @nuclearsu
      @nuclearsu Місяць тому +3

      Godot engine was poorly optimized before, and is still not well optimized. Just because something has bad graphics doesn't necessarily mean it is optimized.

    • @SwordfighterRed
      @SwordfighterRed Місяць тому +3

      At this point, I don't really know or trust anyone's judgement on what's "optimized" or not.

  • @TheRealAfroRick
    @TheRealAfroRick Місяць тому +61

    I'm amazed that people are not impressed with months of optimizations yielding 10-20% improvement. They didn't rewrite the renderer, they optimized the one that's in place. On top of that, the mobile renderer didn't suck performance wise, so not seeing a 50-200% speed improvement is what you'd normally see.

    • @novh4ck
      @novh4ck Місяць тому +8

      At the end 4.3 might be 50% faster than 4.2 since these optimisations are not the only optimisations done. Darío Banini and W4 Games have made a lot of improvements in the renderer as well and just improved GPU synchronization yielded around 5-15% frame time reduction. 4.3 might actually be as a big of a deal as 4.0 was.

    • @SwordfighterRed
      @SwordfighterRed Місяць тому +3

      Until it meets or exceeds Unreal performance, and for free, people will never be satisfied with Godot. Probably not even then.

  • @zorochii
    @zorochii Місяць тому +18

    Unfortunately the frame time is still over 40, when you go under 30ms per frame it starts to become far more noticeable. From 46 to 42 means 2 extra FPS, but from 30 to 26ms it's more than twice (about 5fps). Optimization is hard.

  • @CharlesVanNoland
    @CharlesVanNoland Місяць тому +3

    So freaky, I thought of Brackeys out of the blue yesterday while driving home from a trip to town, thinking about all the work he put into helping people learn how to use Unity to make games, and then came to find out after I got home that he'd posted a video for the first time in 3 years to announce that he'll be getting into creating Godot tutorials.

    • @jaredjones6570
      @jaredjones6570 Місяць тому +3

      ​@@hiperfx892I'm confused that you're pasting this comment on so many comments and on so many of game from scratch's videos. Are you a bot?

    • @CharlesVanNoland
      @CharlesVanNoland Місяць тому

      @@jaredjones6570 Dude is just a hater and wants to be Unity's slave forever.

  • @Dre2000lbs
    @Dre2000lbs Місяць тому +8

    It's great to see this progress. I wish they had another 6 months to help improve the performance. Maybe they could have added in texture and mesh streaming too. 10-20% improvement helps save battery life when frame capped too.

  • @LittleBlue42
    @LittleBlue42 Місяць тому +1

    Looks like the specular isn't being properly occluded. Noticeable in the shiny floor

  • @novh4ck
    @novh4ck Місяць тому +5

    So we have this and then a new acyclic render graph, new rendering device driver, new rendering hooks, shader compilation groups and even a D3D12 driver... Godot 4.3 will be a beast.

    • @firerunnew
      @firerunnew Місяць тому +1

      All that remains is to add bones for the physics of hair, clothes, and chest, terrain, built-in water, and this one will really be like that)

  • @in-craig-ible6160
    @in-craig-ible6160 Місяць тому +58

    6 months of work for 10-20%, that doesn't sound bad. If the Godot devs can build on top of this improvement, 4.4 could have some big efficiency gains.

  • @darknetworld
    @darknetworld Місяць тому +3

    It cool to see the different in Vulkan in code for improvements.

  • @jaredjones6570
    @jaredjones6570 Місяць тому +1

    I'm not sad about a 10 - 20% lift in performance, even if it is highly geared toward mobile. I'm thrilled, honestly. The only sad thing is that the forge is done working on it. I was naively hoping that Google would keep funding the collaboration or find others to help contribute.

    • @tux_the_astronaut
      @tux_the_astronaut Місяць тому

      Ye tho the could always hire the forge again in the future. Tho im hoping the people working on the render were able to learn stuff from the forge so they can do more of these optimizations on their own

  • @PultsMoizer
    @PultsMoizer Місяць тому

    Do they still use Vulkan 1.0? or 1.1 idk but still the old version? With newer ones we can add DLSS and stuff right? I think DLSS needs like 1.3 or 1.4

    • @ZachAR3
      @ZachAR3 Місяць тому +5

      No DLSS as it's a binary blob that can't be redistributed by Godot. There is fsr 2 though since that's open source

  • @ritzenhauf
    @ritzenhauf Місяць тому

    Sounds like anyone that needs performant rendering weren't hampered by Vulkan much

  • @jasonwilliams8730
    @jasonwilliams8730 Місяць тому

    👍

  • @Waffle4569
    @Waffle4569 Місяць тому

    3:35 Your framerate says 400, but it sure as shit doesn't look like it😅. Wonder if that's a movement controller issue

    • @dzjin
      @dzjin Місяць тому

      Probably his screen recorder

  • @mbox8
    @mbox8 Місяць тому +4

    Godot 3d low performance is nothing about OpenGL or Vulcan. Is there any spacial algorithm provided after so many years!

  • @IPlayKindred
    @IPlayKindred Місяць тому +5

    godot 4.3 is looking better and better each day, very excited to get back into my projects

  • @mrcyberpunk
    @mrcyberpunk Місяць тому +2

    thats amazing that the mobile renderer looks this good and runs that well.

  • @theoathman8188
    @theoathman8188 Місяць тому +1

    Frame pacing and thermal API on android are both extremely important improvements

  • @SkilledArrow
    @SkilledArrow Місяць тому +49

    Honestly.. I expected more? When news of this collaboration hit months ago I was extremely optimistic for Godot as my own mobile performance tests were very underwhelming. But this just doesn't seem like that much of a gain? I guess all the small improvements add up fast but this was suppose to be huge.

    • @randomd00d19
      @randomd00d19 Місяць тому +17

      Wouldn't be surprised if an architecture change would be needed to further optimize. And they would need a lot more money for something of that caliber.

    • @IPlayKindred
      @IPlayKindred Місяць тому +56

      did you like.. expect them to break the laws of computing just because a couple of google and forge employees worked on it? 20% improvements is still pretty damn good. especially when you dont have to anything to your projects to gain them.

    • @DrKartoffelsalat
      @DrKartoffelsalat Місяць тому +41

      10%-20% is actually quite alot - especially since this was a very narrow and short collaboration with a focus on Mobile. And this isn't accounting for any of the further optimizations that are already in the dev-branch for the Vulkan renderer and RenderDevice in general (there was a good blog focussed on the rendering priorities in January i believe). This is not even represetantive of the actual gains you will see in 4.3 and 4.4 (and let's be realistic, i suspect some merges of this will slip to 4.5) with this and the other items coming all together.

    • @ultimaxkom8728
      @ultimaxkom8728 Місяць тому +4

      Btw it's unfortunate that the request and possibility of official ECS has been burned long ago. The only alternative is taking the words back or to use unofficial ones.

    • @askeladden450
      @askeladden450 Місяць тому

      @@ultimaxkom8728 the last thing we want is to have an half assed attempt at ecs like unity dots integrated into the engine. It either has to be nodes or ecs. And it will make development on any other features much more difficult as they would have to support both ecs and nodes. Not worth it. Just use c++ if you want data-oriented stuff.

  • @developerdeveloper67
    @developerdeveloper67 Місяць тому +14

    I'm speculating here as I don't use Godot, but I suspect this 3D performance issue in Godot that people often complain about may have more to do with how the rest of engine is implemented than with the renderer itself. People say it performs well in 2D. But that "well" is relative, maybe it performs well in 2D precisely because the typical load of a 2D game is not that much when compared with any more sophisticated 3D game. Maybe the entire engine is not very performant, some areas I suspect are very likely to be an issue: GDscript, the 3D physics. You have to remember that most users of these engines are not that good of programmers, they are probably on the level of your average front end web developer, for instance, I have seen some gems of bad code from Unity developers. So you put that together, the poorly written user script with the not very performant code of the engine in C/C++, then you get a bad to abysmal performance. I think the fact this is an open source project makes it even worse, like Blender, sometimes some dude may contribute some bit of bad code to the source as a new feature that makes the entire program run slower.

    • @zonea4860
      @zonea4860 Місяць тому +1

      After working in Unity for about 8 years, I've switched to Godot and must say that it's really simple and enjoyable to use, but I think that I'll have to agree that the bad performance might be an issue with the whole engine structure rather than the renderer itself, because the issues were prevalent even before they ported to vulkan, and even when using compatibility mode (opengl renderer), rendering really simple scenes is still painfully slow

    • @BoredOfUnityShills
      @BoredOfUnityShills Місяць тому +1

      "I'm speculating here" - yeah, you really are. That would be plenty stupid enough in itself, but then you went on to assume that your ill-informed guesses are facts and combined them into a giant, steaming pile of bovine ordure. Here are a couple of clues for you. Firstly, instead of focusing on how the engine performs when it's used by clowns who don't know what they're doing (which is where most complaints about Godot's performance come from, uncoincidentally), try looking at what people who do know what they're going can achieve with it (Kmitt, Devmar, Antti etc). Secondly, try contributing some code that reduces the overall performance of the engine and see if it gets accepted.

    • @mrcyberpunk
      @mrcyberpunk Місяць тому +3

      definitely, if you check the profiler the renderer and shader draws have minimal impact if you know what you're doing and make performant art. Performance for me has always been an issue on the code side because of how under developed C# and C++ are in the engine at the moment. This should be a priority for them, the 3D engine looks great performs well, now they have to get the code side of it working properly and we'll be all set then.

    • @Capewearer
      @Capewearer Місяць тому +2

      @@BoredOfUnityShills you're so toxic. Typical Godot zealot.

  • @pandueka7718
    @pandueka7718 Місяць тому +4

    why is my pc always crashed whenever I use forward+ ???

    • @carl1bo466
      @carl1bo466 Місяць тому +1

      I think because of your Graphic card? Mine was to old for Vulkan11.

    • @ClintochX
      @ClintochX Місяць тому

      You don't support vulkan, that's why

  • @Dark__Thoughts
    @Dark__Thoughts Місяць тому

    Misleading title.

  • @fixieroy
    @fixieroy Місяць тому

    As someone that doesn’t know any code. I wish it was easier to just add elements to your game with preset elements or nodes like character /camera controls for example.
    Also dying to know how they made that sky because all tutorials on youtube for skies are…. lacking 😢

    • @MeshVoid
      @MeshVoid Місяць тому

      There's plenty of tutorials on UA-cam tbh, type in skybox or environment in Godot. GDScript is a good start to learn how to code as well.

  • @chrismcpherson7582
    @chrismcpherson7582 Місяць тому +23

    What the fuck is with all the OF bots in your comment section all of a sudden?

    • @gamefromscratch
      @gamefromscratch  Місяць тому +52

      They've infested UA-cam, they generally get 80% purged within an hour

    • @randomd00d19
      @randomd00d19 Місяць тому +5

      @@gamefromscratch Reminds me of the old days of youtube where there was horny spam bots all over the place... Granted back then they didn't overly police creators like they do now either so there was at least some advantage to them not giving a shit, but whatevs

    • @azhawking
      @azhawking Місяць тому +17

      ​@gamefromscratch all I heard was gamesfromscratch is going to make his OF. Only FPS.

    • @FredsRandomFinds
      @FredsRandomFinds Місяць тому +4

      Same across most social media in the last month or two..

    • @kira.herself
      @kira.herself Місяць тому

      S O U R C E C O D E I N B I O
      im not a bot pls dont ban me

  • @spectralcanvasimages
    @spectralcanvasimages Місяць тому +1

    Skippy... Not only does Google have their fingers in Godot, the performance looks terrible.

    • @novh4ck
      @novh4ck Місяць тому +3

      Sir, this is open source. Anybody can contribute.

    • @spectralcanvasimages
      @spectralcanvasimages Місяць тому

      @@novh4ck Yes, I know what open source means... I just get a lil' leery when large corporations start getting their hooks into things is all.

  • @OriginRow
    @OriginRow Місяць тому +11

    And Unreal Engine 5.3 Vulkan is 10-20% slower than 5.2
    🙃

  • @charliegnu
    @charliegnu Місяць тому +1

    One unrelated company paying another unrelated company to make a software better for all of us. This is the kind of thinf you can only see in Open Source.

  • @SadSmileGames
    @SadSmileGames Місяць тому +8

    Godot is still a terrible choice for mobile / web due to the build size problems.

    • @novh4ck
      @novh4ck Місяць тому +4

      Build size problems? You can shrink the engine quite a lot by compiling templates with only features you need.

    • @charlieking7600
      @charlieking7600 Місяць тому +3

      ​@@novh4ckit's still awful choice for mobile. Godot doesn't even bake cubemaps, they're created always at runtime, so expect framerate drops on mobile.

    • @novh4ck
      @novh4ck Місяць тому +1

      @@charlieking7600 I don't dispute that missing feature however the build size is not an issue.

  • @Saas_1
    @Saas_1 Місяць тому +5

    Months of work for this improvement? lmao

    • @youssefabusamra3142
      @youssefabusamra3142 Місяць тому +13

      you should try to do this improvement in less than 10 years, I'll be waiting

    • @saul8510
      @saul8510 Місяць тому +1

      My guy, we are talking about mobile, And before you start blaming godot, No it not their fault, The forge optimized it to get the most performance like with other AAA engines but for mobile devices, this just means that the mobile renderer was already more or less good optimized, and this makes it even better, so atleast try to see the bright side instead of being a Xrayez fanboy.

    • @hipflipped
      @hipflipped Місяць тому +1

      Five seconds of work for your posted "wisdom"? lmao

  • @charlieking7600
    @charlieking7600 Місяць тому +4

    A-a-and... It's not in master branch yet.
    Useless news. Should've made video when it gets into upstream.

  • @drinkwwwaterrr
    @drinkwwwaterrr Місяць тому +11

    Honestly for MONTHS of work from industry experts for a 10-20% speed improvement is pretty underwhelming...

    • @saul8510
      @saul8510 Місяць тому +8

      Because it was already well optimized.

    • @sealsharp
      @sealsharp Місяць тому

      Statistics can be misleading. There are no graphs showing the limiting factors in all these scenarios. Graphics performance is a series of bottlenecks and removing one may just lead to the next one. Now with the PullRequest in the open, people can trace that in detail and maybe we will see which problem was really solved here.

  • @gostan2718
    @gostan2718 Місяць тому +17

    still looking terrible

    • @IPlayKindred
      @IPlayKindred Місяць тому +26

      get your eyes checked??

    • @AshtonSnapp
      @AshtonSnapp Місяць тому +10

      Matter of perspective I guess, but that looks better than anything I’d be able to make 😅

    • @Beryesa.
      @Beryesa. Місяць тому +3

      Mkay

    • @fuckngcnt
      @fuckngcnt Місяць тому +34

      Godot can't fix your artistic skills

    • @chrismcpherson7582
      @chrismcpherson7582 Місяць тому +24

      ​@@IPlayKindreddon't bother, this dude just comments negativity on a bunch of godot videos that GFS does

  • @jasonwilliams8730
    @jasonwilliams8730 Місяць тому

    👍