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Godot lead developer Juan Linietsky lately tweeted a number of tweets a couple of new world illumination system for Godot, HDDAGI, or Hierarhcial Digital Differential Analyzer World Illumination. That is meant to be a drop in alternative for SDFGI (Signed Distance Fields World Illumination) launched in Godot 4.

Particulars of Godot HDDAGI:

This can be a new world illumination system meant to supersede SDFGI.
Key benefits are:

  • A lot, a lot quicker. Considerably decrease body time, orders of magnitude quicker cascad
  • Typically greater high quality (much less arctifacting).
  • Significantly better occclusion (a lot much less gentle leaked).
  • Much less reminiscence utilization.

It’s meant as a drop-in alternative. Ought to work as a alternative for SDFGI.

Identified points:

  •  For some cause will get DEVICE LOST on Intel GPUs. No concept why.
  •  Sharp Reflections not at all times play good with TAA (wobbly).
  •  Darkening (occlusion) on some corners, identical to SDFGI. I attempted completely different methods to see if any labored higher. DDGI Octahedral VSM eliminates them, but additionally leaks much more gentle, so I’m unconvinced. Produce other concepts to strive, however I don’t have infinite time 🙁
  •  SDFGI spherical harmonics turned out to be buggy and never vitality conserving. This makes GI look extra saturated and have extra gentle than in HDDAGI (which some individuals might admire extra), however It’s a bug 😢. Questioning how this may be compensated.
  •  Nonetheless some additional pending optimizations.

Future:

  •  Dynamic object help.
  •  Excessive density mode (sub-probes).

Key Hyperlinks

Undertaking Pull Request on GitHub

HDDA Growth Department

Belongings Utilized in This Video (Bundle Ends Dec fifteenth!)

HDDA Dreamworks PDF

You may be taught extra about HDDAGI or Hierarchical Digital Differential Analyzer World Illumination in Godot 4.3 within the video under.

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