It's cool to use MegaScans assets in Godot and the look is getting there. Do you think Godot can compete graphically with Unreal or Unity yet? Can it in the future? 💛 Get GodotSky - A Dynamic Sky System for the Godot Engine stayathomedev.com/product/dynamic-sky-system/ Music is From Epidemic Sound share.epidemicsound.com/9gejuj
I like Godot and use it for small projects but let's be real: * Godot looks MUCH better than before but it looks like Unity URP. Unity HDRP and especially Unity Ray Tracing are miles ahead. * Unreal Engine 5 is miles ahead with Lumen. But that's not why we like Godot. We like Godot because it's lightweight and bullshit-free (Open Source, no subscription, no royalty).
Definitely have to agree, the water in particular looks like it was meant for a cel-shaded cartoony aesthetic and really clashes with the more hyper-realistic attempt of the other assets.
Pro tip: by using the boolean operators from the CSG meshes, you could've finished grayboxing in half the time, since they're made exactly for that Also, this scene was perfect for demonstrating global illumination, would've been cool if you used SDFGI or the VoxelGI for enhancing the lightning
He did, but ommitted it from the before/after comparison for some reason. You can see it light up the sand as the sun passes by at 8:05. You can also see the tickbox enabled at 8:20 in the bottom right corner.
Might be some mipmap adjustments to be made...and yeah no displacement or anything on the assets, which would make a big difference. With some adjustments, you could get higher fidelity.
Some criticism: - it feels way too small compared to the reference photos used, try looking at photos that show people in them, and getting a scale reference model. - The water clashes with the realistic assets and has a really harsh transition with everything, the lack of reflection on it definitely hurts it a lot, look at the references and try to make it look like something youd want to jump in and take a swim in. if possible maybe try making sand near the water look wet? - I feel like the cliffs and rocks are too smudgy and not enough visually noisy, theres definitely a need for a more rough silhouette around the holes. they also look tad too brown/dark compared to the sand maybe?
I think the FOV wasn't correct on the camera too. The references have almost a fish-eye effect (way wider FOV) whereas the composition had a way smaller FOV.
Awesome stuff! In the future, I would recommend using Godot movie maker to render the final scene at a much higher resolution, that way it's anti-aliased when exporting to youtube.
I've been working with 2D godot for about a year now and just uses this video as a tiny peek into what 3D would be like. Thanks for explaining a lot of what you were doing as you went along, this was a very nice vid!
In Unreal, a few more tweaks are enabled by default when desktop mode is set. Edge smoothing is enabled and so is baking of lights and shadows. And then maybe active VoxelGI (256 maybe) would help for comparison to Lumen. I actually like GDScript best and the solution with Scenes as nodes, instead of prefabs and blueprints. I think that Godot does not have to hide. The machinery around Unreal and Unity is much bigger, but also tries to do justice to everything and everyone in one product. For small and medium projects, I definitely prefer Godot. For very large projects, I would still use Unreal at the moment.
Looks great! Honestly the part that looks the worst is the water and I'm sure that could even be improved further if needed. Godot 4 is really looking like a great competitor
Yes I think the water is off. I would not say its "bad", but not realistic whatsoever and looks out of place. I think it could go well with a more cartoonish looking game to aim for a Sid Meyers: Pirates! kind of look, but here a realistic water should be made for better effect.
There is MSAA, TAA, etc...I'm not super happy with the antialiasing. Would make a good video to compare. Part of the issue here is it's within the editor viewport.
@@Digitalgems9000 if you are trying to make a AAA quality hyper realistic game you'd use unreal anyways. Do you think people play Minecraft for it's graphics?
This was beautiful work, im new to the channel and new to godot and game dev alltogether (plz be gentle) but i have been doing 3d art for abt 9 years now. Alos trying to learn coding alongside game dev
I drop a like, very nice looking scene, keep going, and good luck with your project, and I'm stack in the Godot 3.5, maybe It's cool to make some video using him, keep going, good luck on your next projects!
@@RawfunRahman true, but there is always a different approach, and games like Csgo and Fortnite to name a few don't have high-end graphics only a few have them, and they have proven to us that graphics is not the most important, as a game dev with 4 years of experience, I can say graphics is what attracts the players but not what makes the game succeed
This video remind me of how easy it was to import 3d stuff to godot and make things happen. Also some nostalgia remembering the days in which the Cryengine was like a magic technology that made everything lifelike.
Chevifier has a great tutorial on this, i used it recently to make my last two vids(also used the water shader tutorial StayAtHomeDev created, thanks for that). He is also well worth the sub.
Loved it! Love seeing videos like this and what Godot can do! I have a feeling things are going to go very well for Godot from here on out, so I can't wait to see where it goes! Just recently migrated over and it's actually been a great experience. Looking forward to more!
Very well done! Takes a lot of time and patience to put all these assets in place, I suppose! For the rendering: I would try higher resolution + anti aliasing. I know it's tempting to pump the SSAO, but it's important to keep in mind that this is a decorative effect, meaning it's not physical (it's fake, like drawing a mustache on a child). When using global illumination there shouldn't be a need to add SSAO at all. Of course, the water as well, as others mentioned; but I think it's just a placeholder here.
would be super cool to have an in-depth tutorial how to build something like this. I'm a total beginner, but this would be something very cool to start with - obviously too difficult based on your video (and also not the point of it)
Honestly every scene ive seen in Godot no matter how many Verticies there are, always tend to look low poly to me.. Which really isn't a terrible thing, it's just not great for someone going for Hyper realistic graphics.
Could have used a shader pass on the rocks to tint with regards to y position + noise, to get those strata from the source image that added a lot to the real cave's natural beauty.
@@stayathomedev Yes please, with lots of greens and blues in the sea, and more transparency on the edge where the sea laps the sand. I have no idea of how you would do that. Looking forward to Part II.
@@stayathomedev it totally deserves a part II ! the entire scene looks so freakishly amazing and then you look at the water and it looks like some plastic lmao.
Altho very well done, i've never cared if Godot's graphical capabilities rivals any other game engine. I think its more suited for more stylized games like Zelda, Super mario etc. Perhaps in a few years :) But Godot overall is an easy, powerfull and good engine
looks cool but I wont touch megascans unless Im working with unreal engine. Its just not affordable for me and i wouldnt risk breaking incensing terms without buy megascans license.
Light and illumination are very realistic, congrats! But I have a question , is it possible to use Megascan in Godot for free? I mean, it is not only available for free for Unreal Engine?
It can't compete with Unreal by a long shot(very long shot at that). If you squint your eyes a bit you can maybe convince yourself it looks like a Unity scene.
Great effort, thanks, but looks very meh. You should also have activated TAA. Why no anti-aliasing in your try? Answering: "Can It Compete With UNREAL or UNITY?" -> can compete with Unity Built in Render Pipeline but definitely not with UE.
unreal comes with a ton of post processing shaders already configured and applied to the default scene. unity and godot on the other hand have these post processing effects, but leave the default scene as minimal as possible. i personally don't like unreals super smooth look and i just ended up turning a lot of these things off every time. it was annoying. though a lot of people don't know much about these effects and end up not using them in the other engines, which makes them look worse in the end. i just remembered unreal also uses real world values, so people who know a lot about cameras and lighting can just use their real life experience in unreal.
It's just a demo, Godot still cannot compare to Unity and can never compare to Unreal. In future it may compare to Unity but can never compare to Unreal 😂
It's cool to use MegaScans assets in Godot and the look is getting there. Do you think Godot can compete graphically with Unreal or Unity yet? Can it in the future?
💛 Get GodotSky - A Dynamic Sky System for the Godot Engine
stayathomedev.com/product/dynamic-sky-system/
Music is From Epidemic Sound
share.epidemicsound.com/9gejuj
I like Godot and use it for small projects but let's be real:
* Godot looks MUCH better than before but it looks like Unity URP. Unity HDRP and especially Unity Ray Tracing are miles ahead.
* Unreal Engine 5 is miles ahead with Lumen.
But that's not why we like Godot. We like Godot because it's lightweight and bullshit-free (Open Source, no subscription, no royalty).
@@igorthelightwell godot has sdfgi, so it nor too miles.
@@saul8510 SDFGI is not nearly as good as actual raytracing, though.
@@igorthelight why not have both ? We can have lightweight BS-free engine with Raytracing. I think it’s just a matter of time
@@readyforlol True - they will add it eventually ;-)
The shadows on the rocks look pretty good. However the water material and the lack of tesselation on the sand pretty much clashes with each other.
Yeah the megascans assets shine with tesselation. Room for a Part 2?
Definitely have to agree, the water in particular looks like it was meant for a cel-shaded cartoony aesthetic and really clashes with the more hyper-realistic attempt of the other assets.
Pro tip: by using the boolean operators from the CSG meshes, you could've finished grayboxing in half the time, since they're made exactly for that
Also, this scene was perfect for demonstrating global illumination, would've been cool if you used SDFGI or the VoxelGI for enhancing the lightning
He did, but ommitted it from the before/after comparison for some reason.
You can see it light up the sand as the sun passes by at 8:05.
You can also see the tickbox enabled at 8:20 in the bottom right corner.
Lights and shadows are OK, but textures look like 720p and objects look like without details and without tesselation :/
Might be some mipmap adjustments to be made...and yeah no displacement or anything on the assets, which would make a big difference. With some adjustments, you could get higher fidelity.
No joke, was literally in that cave (the reference photo) during the summer lmao
Some criticism:
- it feels way too small compared to the reference photos used, try looking at photos that show people in them, and getting a scale reference model.
- The water clashes with the realistic assets and has a really harsh transition with everything, the lack of reflection on it definitely hurts it a lot, look at the references and try to make it look like something youd want to jump in and take a swim in. if possible maybe try making sand near the water look wet?
- I feel like the cliffs and rocks are too smudgy and not enough visually noisy, theres definitely a need for a more rough silhouette around the holes. they also look tad too brown/dark compared to the sand maybe?
I think the FOV wasn't correct on the camera too. The references have almost a fish-eye effect (way wider FOV) whereas the composition had a way smaller FOV.
Awesome stuff! In the future, I would recommend using Godot movie maker to render the final scene at a much higher resolution, that way it's anti-aliased when exporting to youtube.
Good looking out. Definitely. Should make a video showing that process to compare.
I've been working with 2D godot for about a year now and just uses this video as a tiny peek into what 3D would be like. Thanks for explaining a lot of what you were doing as you went along, this was a very nice vid!
In Unreal, a few more tweaks are enabled by default when desktop mode is set. Edge smoothing is enabled and so is baking of lights and shadows. And then maybe active VoxelGI (256 maybe) would help for comparison to Lumen.
I actually like GDScript best and the solution with Scenes as nodes, instead of prefabs and blueprints.
I think that Godot does not have to hide. The machinery around Unreal and Unity is much bigger, but also tries to do justice to everything and everyone in one product.
For small and medium projects, I definitely prefer Godot. For very large projects, I would still use Unreal at the moment.
Kudos to you for actually being objective about use-case. So many fanboys throwing shit at every other engine lately.
its great to see people using portugal landscape to make stuff
Looks great! Honestly the part that looks the worst is the water and I'm sure that could even be improved further if needed. Godot 4 is really looking like a great competitor
Yes I think the water is off. I would not say its "bad", but not realistic whatsoever and looks out of place. I think it could go well with a more cartoonish looking game to aim for a Sid Meyers: Pirates! kind of look, but here a realistic water should be made for better effect.
Yeah I agree
Great video man! Just started using Godot and you have been both an incredible inspiration as well as resource for learning
That's awesome! Keep creating! That's the key
Probably the harsh aliasing against the sky and the water is the biggest barrier to higher quality now... Does Godot attempt any sort of TSS or TAA?
Yes. But it is of by default and can be activated in the settings.
There is MSAA, TAA, etc...I'm not super happy with the antialiasing. Would make a good video to compare. Part of the issue here is it's within the editor viewport.
Looks pretty damn good to me for an open source game engine. 👍🏼
"for an open source game engine" is irrelevant to the player who is experiencing the game.
@@Digitalgems9000 if you are trying to make a AAA quality hyper realistic game you'd use unreal anyways. Do you think people play Minecraft for it's graphics?
@@ruix tell that to the Godot fanboys then. They think Godot 4 is the 2nd coming of Christ for 3d
@@Digitalgems9000 ¯\_(ツ)_/¯
@@ruix wave racer looks better than anything released before Godot 4. Godot is a beast for 2d. It's now becoming bloated AF and a mess of an engine.
3 years of lessons in 8 mins🤣
This was beautiful work, im new to the channel and new to godot and game dev alltogether (plz be gentle) but i have been doing 3d art for abt 9 years now. Alos trying to learn coding alongside game dev
Great content as always :) This looks really impressive for a "lower end" 3D Game Engine
Thanks I appreciate it. Honestly this is only a quick exercise and a fraction of the power I'd say
I drop a like, very nice looking scene, keep going, and good luck with your project, and I'm stack in the Godot 3.5, maybe It's cool to make some video using him, keep going, good luck on your next projects!
it's not about the engine,
it's about creativity
👆winner winner chicken dinner
well game engines definitely matter when it comes to visuals
@@RawfunRahman true, but there is always a different approach,
and games like Csgo and Fortnite to name a few don't have high-end graphics only a few have them, and they have proven to us that graphics is not the most important, as a game dev with 4 years of experience, I can say graphics is what attracts the players but not what makes the game succeed
@@lowHP_ Good graphics are always important, it is just that realistic graphics are not always important.
lmao it's totally about the engine too
Great video!
Thanks for watching!
As someone from Portugal, as soon as I saw that cave I was intrigued... Makes sense :)
i suggest you look into a water shader that uses sine waves, looks a lot better than perlin noise and should be more performant too.
you can fuse those meshes together with a script for optimization
What does the Megascan license say about using their assets outside of UE?
Free to use within UE...subscription packages available for use in other programs/tools
This video remind me of how easy it was to import 3d stuff to godot and make things happen. Also some nostalgia remembering the days in which the Cryengine was like a magic technology that made everything lifelike.
Please can you make a tutorial on making 3d terrain in godot 4
In the works
@@stayathomedev deserves a sub
Chevifier has a great tutorial on this, i used it recently to make my last two vids(also used the water shader tutorial StayAtHomeDev created, thanks for that). He is also well worth the sub.
Loved it! Love seeing videos like this and what Godot can do! I have a feeling things are going to go very well for Godot from here on out, so I can't wait to see where it goes! Just recently migrated over and it's actually been a great experience. Looking forward to more!
Very well done! Takes a lot of time and patience to put all these assets in place, I suppose!
For the rendering: I would try higher resolution + anti aliasing. I know it's tempting to pump the SSAO, but it's important to keep in mind that this is a decorative effect, meaning it's not physical (it's fake, like drawing a mustache on a child). When using global illumination there shouldn't be a need to add SSAO at all.
Of course, the water as well, as others mentioned; but I think it's just a placeholder here.
would be super cool to have an in-depth tutorial how to build something like this. I'm a total beginner, but this would be something very cool to start with - obviously too difficult based on your video (and also not the point of it)
Not as difficult as you might think. A lot of it is understanding various settings. But definitely a good video idea 💡
WOW this is great!!!
Thanks!
Water is the biggest problem here. Need that to look more realistic.
👍
Honestly every scene ive seen in Godot no matter how many Verticies there are, always tend to look low poly to me.. Which really isn't a terrible thing, it's just not great for someone going for Hyper realistic graphics.
Could have used a shader pass on the rocks to tint with regards to y position + noise, to get those strata from the source image that added a lot to the real cave's natural beauty.
Not just liking ! It is Excellent
if you worked on the water so it looked more "realistic" it would have looked way more epic!
Oh man...sounds like it needs a Part II
@@stayathomedev
Yes please, with lots of greens and blues in the sea, and more transparency on the edge where the sea laps the sand. I have no idea of how you would do that. Looking forward to Part II.
@@stayathomedev it totally deserves a part II ! the entire scene looks so freakishly amazing and then you look at the water and it looks like some plastic lmao.
Godot has come far with 4.0 I have to say
10x the bugs too
Did you use ACES for tonemapping? It corrects the lightcolors at high exposure levels.
It's possible to make it better.
Altho very well done, i've never cared if Godot's graphical capabilities rivals any other game engine.
I think its more suited for more stylized games like Zelda, Super mario etc.
Perhaps in a few years :)
But Godot overall is an easy, powerfull and good engine
are the normal map correctly imported? It seems different from what megascans lok
It's missing the displacement...and some other textures (AO, etc)...but normals are correct
looks cool but I wont touch megascans unless Im working with unreal engine. Its just not affordable for me and i wouldnt risk breaking incensing terms without buy megascans license.
Good point. Will be interesting to see how the new Fab setup will work
awesome!!
Thanks!
Anyone know what the bg music is called? It sounds very Final Fantasy... Wouldn't mind trying to break down the Music Theory...
It's from Epidemic Sound, I'd have to check the video edit.
daaaaaaammmmnnnnnn
Light and illumination are very realistic, congrats! But I have a question , is it possible to use Megascan in Godot for free? I mean, it is not only available for free for Unreal Engine?
No. Megascans are only license for free to UE.
@@lillybyte thank you very much for info. Ok
I'm curious about performance. Did you have any hiccups when running scene(input lag or FPS drop)?
I'm on a 3070...maybe 1-2ms framerate
It’s like comparing 1 cylinder engine to 16 cylinder engine come on man
They are different beasts..very true...doesn't mean you can test to see if the 1 cylinder can get you from point A to point B.
For better results, you can add anti-aliasing
why no sdfgi or vgi? would have helped tremendously.
The atmosphere seems very similar to the game.
GTA San Andreas
Think you’ve answered your own question here….
so, can it compete?
god ray? more like godot ray
Missed opportunity there...that's on me
MegaScans are only free for Unreal right? To use in Godot means paying a subscription I think.
There were leaved details that better in Unreal Engine. I think it's very interesting to create photorealistic environment wich is better, than UE5.
The real question is, does it need to to look good? :)
If the look is cohesive, "good" is subjective
It can't compete with Unreal by a long shot(very long shot at that). If you squint your eyes a bit you can maybe convince yourself it looks like a Unity scene.
Why are people like you so angry when people make stuff in Godot? lol
The water looks like a cartoon.
his water shader is pretty bad
Gaah-Doh 4.0 😂 It's Guh-doh 4.0
Looks like game from 2005
no of course it can't compete with unreal, but it seems like it does well enough to scare the unreal fanboys, judging by their comments.
Great effort, thanks, but looks very meh. You should also have activated TAA. Why no anti-aliasing in your try? Answering: "Can It Compete With UNREAL or UNITY?" -> can compete with Unity Built in Render Pipeline but definitely not with UE.
Your face matching to Tom falto n
I'm just wondering what the targeted vibe here is.
Is it the 2008-2011 era?
🔥😂
Compete with Unity? Unity is far behind from Godot for 3D (and complex 2D games too)
Pppfffftttt 😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂😂
" we have a ok looking scene" lol ==> the upper part is maybe OK, the lower Part is s**t.
if you want wave racer looking games, use godot
Wave racer was ahead of its time
@@stayathomedev lol yeah it was. loved that game
how come in unreal it looks smooth and decent, but in godot and unity etc it always looks pixelated and shittier..., antialiasing perhaps?
unreal comes with a ton of post processing shaders already configured and applied to the default scene. unity and godot on the other hand have these post processing effects, but leave the default scene as minimal as possible. i personally don't like unreals super smooth look and i just ended up turning a lot of these things off every time. it was annoying. though a lot of people don't know much about these effects and end up not using them in the other engines, which makes them look worse in the end.
i just remembered unreal also uses real world values, so people who know a lot about cameras and lighting can just use their real life experience in unreal.
Gado?
Different pronunciations with Godot ;-)
ua-cam.com/video/BMo24fmrnjY/v-deo.html
we got another new viewer here lol
@@igorthelight yea, like you say "go" with... Gaaaa
It's just a demo,
Godot still cannot compare to Unity and can never compare to Unreal.
In future it may compare to Unity but can never compare to Unreal 😂
wow! this looks bad!
godot can't even compete with rpg maker...
Godot looks absolutely horrible
yeah nice joke. You should try Unrea engine Cave demo sometime 😂😂