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Godot does not have an equivalent for Nanite or Lumen.

Real time GI makes such a radical difference in a way games look.



They are working on it. The streaming section in the article mentions it.


Godot has realtime GI...

And while it doesn't have streaming as mentioned it does have automatic LOD reduction and occlusion culling which are both a part of what Nanite does.


> it does have automatic LOD reduction

Sure, Roblox does too, to some extent. Nanite allows all of this to be taken to the extreme, allowing you to do things that are practically impossible with other engines, including Godot. I think the next gen of games, that use Nanite, are going to stand out in a ridiculous way, which is often appealing for AA/AAA studios.


They'll stand out because they'll be 200GB+ on disk and you can only have one or two of them on your console and can't install any others.


Who cares? Storage is cheap and is getting cheaper. Huge games are inevitable. (unless we come up with some sort of an AI that generates all the objects and textures close enough to the real ones)


I would say that pushing the limits of the hardware has been a constant of gaming, since pong.




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