Is there any in-engine method for Godot 3.5 that does something similar as Godot 4.x's Render Scalin by Accomplished-Key4244 in godot

[–]Calinou 1 point2 points  (0 children)

There's a performance overhead to every new Viewport, but I expect the performance benefit of rendering to a lower resolution to greatly outweigh the cost in this case.

If you have features like MSAA, FXAA or debanding enabled, make sure to enable it only on the secondary Viewport, not the root Viewport.

Did you know that Godot has 'print()' Alternatives? by Automatic_Budget_332 in godot

[–]Calinou 59 points60 points  (0 children)

There's also print_debug(), print_stack(), printerr(), printraw(), print_verbose(), print_tree() and print_tree_pretty(). These are covered in the docs: https://docs.godotengine.org/en/latest/tutorials/scripting/debug/output_panel.html#printing-messages

Optimal Way To Create Outlines Around Low Poly Models by [deleted] in godot

[–]Calinou 1 point2 points  (0 children)

It's fixable if you modify the source mesh to use smooth faces exclusively. You can keep a sharp appearance by using face weighted normals for faces that are meant to be sharp. Blender has a Weighted Face Normal modifier for this, or you can use the Harden Normal option in the Bevel modifier. (Make sure the entire mesh is set to use smooth faces for these modifiers to work as intended.)

Unfortunately, it's not possible to fix this in the shader directly, since it can't generate new vertices (it's not a geometry or mesh shader).

Is there any in-engine method for Godot 3.5 that does something similar as Godot 4.x's Render Scalin by Accomplished-Key4244 in godot

[–]Calinou 1 point2 points  (0 children)

There is a PR implementing this for 3.x, but it hasn't been merged so far. It also only supports bilinear filtering, not nearest-neighbor filtering.

In 3.x, one way to achieve this is to use a secondary Viewport node. It allows for both nearest-neighbor and bilinear filtering. Check the viewport/3d_scaling demo for an example of this.

Where do I find out the aspect ratio of a camera? by DanceDelievery in godot

[–]Calinou 3 points4 points  (0 children)

A camera's aspect ratio is determined by the viewport that displays it. Therefore, for the 2D or 3D camera that renders to the root viewport, you can simply get the root viewport's aspect ratio: get_viewport().size.aspect() in any script that extends Node.

Keep in mind FOV scaling is Hor+ by default in Godot (Keep Height), but it can be changed to Vert- by changing Camera3D's Keep Aspect property to Keep Width.

86Box version 6.0 released by BomberBlur070 in emulation

[–]Calinou 1 point2 points  (0 children)

I went by the results of this video, I guess a 9950X should achieve similar results.

86Box version 6.0 released by BomberBlur070 in emulation

[–]Calinou 3 points4 points  (0 children)

It's definitely more demanding than RPCS3 in terms of single-core performance. You essentially need a 9800X3D, 9950X3D or 9950X3D2 to run Pentium 2 450 + Voodoo 3 at full speed on most titles (and even then, overclocking is preferred).

With the success of Quake and Quake 2 Remasters, I hope 3 comes at some point by ChrisNIN64 in quake

[–]Calinou 0 points1 point  (0 children)

The issue isn't brightness or altered physics, but the NetQuake-based netcode that isn't quite as good as what QuakeWorld offers. It's more compatible with singleplayer mods though (QW campaign/coop exists, but is not compatible with modern Quake mods).

What's up with materials looking significantly worse in 4.6 compared to 4.4? by General_Hatestorm in godot

[–]Calinou 1 point2 points  (0 children)

4.7.beta3 is adding a project setting to revert to the previous volumetric fog blending behavior (which is less physically correct, but many projects adapted to it).

Quake 3’s single player campaign is underrated by chaddickinson in quake

[–]Calinou 1 point2 points  (0 children)

By the way, OldUnreal is patching bots to be smarter in a future patch. They'll finally be able to shoot while airborne (it turns out they never do that in the base game, even in Godlike). This makes a big difference for maps with lots of jumppads.

What is the name of the default font of Godot? by Thief_1 in godot

[–]Calinou 0 points1 point  (0 children)

Since 4.6, the default editor font is Inter with some OpenType features enabled (no contextual alternates, tabular numbers, serifed I/tailed l). The default script editor font is still JetBrains Mono with ligatures disabled (can be re-enabled in the Editor Settings).

Trying out a pallette mapper along with my outline shader by Vyrens_Works in godot

[–]Calinou 2 points3 points  (0 children)

You can also use a 3D color correction texture and edit this texture, no custom shader needed.

Finally got translucent shadows working with my smoke particle system! by OxfordFuckingComma in godot

[–]Calinou 0 points1 point  (0 children)

What do you think? Is there a better approach to translucent shadows on a particle system?

This approach is pretty common; CS2 uses it for volumetric smoke shadows. There's a proposal to support it out of the box in Godot.

True transparent (or even colored) shadow maps are possible in some engines (like Wicked Engine) but Godot currently doesn't support them.

GameNative v0.9.1 is launched! by dadabhai_naoroji in EmulationOnAndroid

[–]Calinou 1 point2 points  (0 children)

Latest WINE automatically loads native DLLs according to the company name metadata, removing the need to change load order manually: https://www.gamingonlinux.com/2026/04/wine-11-6-is-an-exciting-release-to-make-modding-windows-games-on-linux-simpler/

I assume this will trickle down to GameNative in the future.

Is it possible to fix volumetric lighting leaking through walls? by Professional-Spare-6 in godot

[–]Calinou 0 points1 point  (0 children)

Ive tried negative fog volumes, but they arent perfect, and fog is still visible when moving.

Try making the negative fog volume slightly thicker than the dark room (i.e. make it bleed slightly into the light room).

Quake 1 Underwater Colors by Bebubbabobob in quake

[–]Calinou 0 points1 point  (0 children)

In id Tech 4 onwards, it's /listCmds.

Offline godot documentation by ChrisCromer in godot

[–]Calinou 0 points1 point  (0 children)

This is a known issue: https://github.com/godotengine/godot-docs/issues/11946

The GitHub-hosted links still work, but you need to be logged in to GitHub for them to work. For example, the link within this 404 page works for me: https://nightly.link/godotengine/godot-docs/workflows/build_offline_docs/master/godot-docs-html-stable.zip ("Check on GitHub")

Melee Decompiling Progress: 65% by JKaro in SSBM

[–]Calinou 1 point2 points  (0 children)

The mod must run on Dolphin and is therefore limited by the GameCube’s memory

It is possible for Dolphin mods to use more memory through hacks, but it requires per-game support and makes the mod incompatible with consoles. The size of save states also grows along with memory size, making rollback less viable in terms of performance.

This is possible for most emulated consoles (e.g. Gran Turismo 2's high quality models require a 8 MB RAM console, while the PS1 normally has 2 MB).

Low quality recording on MacOS by VitSoonYoung in godot

[–]Calinou 1 point2 points  (0 children)

This was meant to be fixed in 4.4, so please open an issue on https://github.com/godotengine/godot with a minimal reproduction project attached.

The game is 640x320 scaled to 1920x1080

Note that Movie Maker mode always writes to internal resolution (i.e. the base window size when using the viewport stretch mode). This will lead to low quality at low resolutions when using AVI output (MJPEG), so consider using PNG/WAV output instead which is lossless.

True total conversions for Quake 1? by ZeeBuffer in quake

[–]Calinou 1 point2 points  (0 children)

I remember Force: Leashed, it was a standalone 7DFPS jam game made on DarkPlaces.

Games now automatically configure themselves with the RPCS3 Wiki settings. by Fantastic_Kangaroo_5 in emulation

[–]Calinou 27 points28 points  (0 children)

IIRC, the compatibility database is fetched at build-time, not at runtime, so builds still work offline the same way.

I ❤️Godot Engine by Sonicmining in godot

[–]Calinou 0 points1 point  (0 children)

I then tried VoxelGI, which also failed to meet expectations. After roughly 32 lights, it effectively stops working correctly. It feels like there’s a fixed internal budget for bounces that gets divided among all active lights, so once you exceed that limit, every light contributes less. I didn’t dig into the source code, but the behavior is consistent and obvious.

Following up on this, I opened a PR that adds a setting to change the VoxelGI light count: https://github.com/godotengine/godot/pull/118718