Godot Version
4.3 stable
Question
how can i make my game look better, more realistic( as realistic as possible )
4.3 stable
how can i make my game look better, more realistic( as realistic as possible )
Hire a team of skilled 3D artists to make high-quality assets for you. It’s as simple as that, and will only run you a few million euros for a small to mid-sized project.
if i was able to do that, i should have used unreal engine
For starters, nothing is that clean in real life, you need wear, slight damage, reflections, bump/normal textures that affect lighting.
Look at photos of interiors, life is dirty and grimy even at the micro level.
Besides the way you render things, consider going for 1:1 scale. Normally scale is subjective in games.
A few studios have mentioned realistic scale being important for a certain presentation. For example, “Clean House” from Modern Warfare. In “The Making of Clean House” on youtube at ~1:24 they talk about 1:1 scale and you can see some comparisons of geometry.
Use lightmap GI, bake Ambient Occlusion, use high quality textures, a good pbr setup, proper tonemap settings with color correction, TAA antialiasing.
Is a mix of everything, Godot can achieve a good setup but it requires a bit of tweaks to get there, also with an eye on the performance.
1 Frame Per Second
1 Frame Per Second
well that’s game dev. using a game engine doesn’t instantly make your game look good, it is up to the quality of the art and the composition of the elements and a bunch of other things. There are unreal games that look like garbage because of the assets used.
you can get PBR materials on the sites ambientcg and polyhaven, these will come in 3 textures at least, a diffuse/albedo, a normal, and a ORM/ARM, the ORM might come separated into 3 channels, an ambient occlusion, roughness and metallic, and sometimes some channels are missing, because there is no AO or because the material does not contain metallic parts.
if you have an ORM texture, use a standardORM material instead of standard material, it will be better for performance.
then you need to add details, you can use a shader to modify the roughness and or diffuse to apply grunge or fingerprints, or you can add decals around the map.
you can’t have the cake and eat it too. if you use modern rendering techniques, you need a modern PC. otherwise you need to compromise.
luckily godot offers many options for low specs devices.
LightmapGI: depends on the size of the scene and how well the PC can bake it.
in order, you should try:
SSAO; this will upgrade the graphics to skyrim gen
SSR; only if there are metallic or mirror surfaces. this scene has rough surfaces so I would skip it.
SSIL: this will provide cheap enough real-time GI.
then there are reflection probes, are also cheap.
of course you need enough memory to run a game
high quality textures are relative. if you are using a 4k monitor you need 4k or 2k textures, but usually 1k-2k is more than enough for a 1920x1080 screen or lower, quality is lost otherwise and you waste video memory.
also make sure the texture imports are set to high quality otherwise they will display artifacts.
proper tonemap settings with color correction
I would recommend using Linear, as it’s the most realistic that is also cheap enough. ACES is the most realistic in the engine but it might be too much for your PC to handle.
color correction is optional, you can disable most options in environment.
TAA antialiasing
no. TAA is the most modern form of AA but it only works if there’s high framerate.
try AA x2 or x4 or FXAA if the fps is low.
ussing oclussion culling advanced frustum culling
these don’t work if your game is not optimized for it. avoid it if you don’t know what you are doing, which is clearly your case here.
godot jolt
this only works if there are physics in your game
advanced LOD
what does that even mean?
superscaling and still lags
nononononono, you are doing it wrong. you are supposed to render the scene at a lower quality and upscale it, and it looks like you did the opposite. make sure the slider goes to the left, not the right.
this option does improve performance, but going to the right has the opposite effect.
more things: avoid using CSGs, go to blender or your 3D software and model your level or parts/rooms/corridors of it, then assemble it in godot. this is such low quality but it’s giving you bad performance, which tells me these are CSGs.
I think you can export your CSGs to blender where you can join them, but you also need to remove any unseen or coplanar faces, and for GI it’s a good idea to add an outer wall.
details: add light sources like lightbulbs or tubes. add trims at the bottom and top of walls.
use more detailed textures.
you can also add fog, be it volumetric or conventional. volumetric is heavier on performance.
another quality feature is a physical camera (set it in camera or environment), this will add DOF and you can add auto-exposure. but a practical camera can also be used to add DOF.
edit: also, set the lights to attenuation 2, as this is the physically correct setting and will make them realistic. the default is 1 which is stylized.
also what’s your hardware? it sounds like an old PC and not enough memory.
I agree with you, just didn’t have time to write all you did.
true, i have a gaming pc, but also a normal one to test how optimized my game is, now i have an idea, i will build a game engine like i did a time ago, but with C++ and not java, i will publish the engine(open-source) and i will be finally able to make a realistic optimized game
true, i have a gaming pc, but also a normal one to test how optimized my game is, now i have an idea, i will build a game engine like i did a time ago, but with C++ and not java, i will publish the engine(open-source) and i will be finally able to make a realistic optimized game : )
can’t tell if this is sarcasm or just delusion. I hope it’s the latter, otherwise it would be rude.
Unless he’s making a backrooms game lmao. That was my first thought when I saw the level.
Do you think it looks realistic?
Otherwise, just grab some textures or a whole model from sketchfab, import it and tweaks some settings to make it realistic. You can also use a baked model.
But you can need optimization. The video is rendered on gtx 970, i3. It gives avg 60 fps.
its not sarcasm
Key to realism is imperfections on textures and models. Look up on internet what is it.
But Godot engine is not best tool for realistic looking games imo. At least not now.
forget about it, i was able to make my game too realistic with voxelGI and yeah, its solved, just use VoxelGI