[HN Gopher] GPU synchronization in Godot 4.3 is getting a major ...
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       GPU synchronization in Godot 4.3 is getting a major upgrade
        
       Author : __natty__
       Score  : 83 points
       Date   : 2024-02-16 17:58 UTC (5 hours ago)
        
 (HTM) web link (godotengine.org)
 (TXT) w3m dump (godotengine.org)
        
       | Vt71fcAqt7 wrote:
       | It's great that Godot keeps improving. AFAIK it is still mostly
       | for indie devs though. I don't know why valve isn't open sourcing
       | Source 2. They barely even make games anymore and it would make
       | them money in the long term if it means games could be made
       | cheaper and better. UE5 on the other hand is leaps and bounds
       | greater than both Source 2 and Godot judging from the few games
       | that have released with it so far. There's also O3DE which last I
       | checked isn't ready.
        
         | krapp wrote:
         | The AAA industry is eating itself right now. Indie seems like a
         | good place to be.
         | 
         | Also, indie games are a billion dollar market. Maybe it's time
         | to stop using it as a synonym for "not serious." The consumer
         | doesn't care that Undertale was made with Game Maker.
         | 
         | >There's also O3DE which last I checked isn't ready.
         | 
         | Literally no one cares about O3DE.
        
           | freedomben wrote:
           | I don't think "indie" is synonymous with "not serious," at
           | least if people use it that way I think they're wrong and I
           | think there a lot of people who use it the same way I do.
           | 
           | To me "indie" is usually more a reflection of budget, which
           | heavily impacts graphical sophistication, size of the game
           | (as in how many levels, how many hours of play, etc), and
           | usually means the price of the game will be between $5 and
           | $30. AAA I expect $60 and 100+ hours of playable content.
           | Indie game I expect 5 to 6 hours and I'm pleasantly surprised
           | when it's more. When it comes to choice of game engine, that
           | usually means they prefer less flexibility but more
           | simplicity and "free stuff" from the framework, whereas a AAA
           | game might prefer maximum flexibility, but that comes with
           | complexity. As in all things it's a budget (time & money)
           | tradeoff, not necessarily an "are we serious" tradeoff.
        
         | jsheard wrote:
         | Valve doesn't try to make general purpose engines, they make
         | engines that suit their own games, so unless you happen to be
         | making a game which is shaped very much like HL:Alyx or CS2 you
         | would probably be underwhelmed with Source 2. That includes
         | platform support, Source 2 doesn't officially support any of
         | the consoles because Valve hasn't needed it to, having only
         | ever shipped it on PC and (briefly) Android/iOS.
        
           | snoutie wrote:
           | Then again there is s&box which I would not consider being
           | close to either, well the games that can be made with s&box
           | at least. But I agree that it would probably be hard to build
           | something like Teardown inside the Source 2 Engine. On the
           | other hand: Teardown does not use Unity either.
        
             | jsheard wrote:
             | S&box licensing Source 2 is a bit of an enigma to me, I get
             | the impression that they're having to rewrite huge swaths
             | of the engine so I don't know what they're getting out of
             | it. They've gone to the lengths of integrating C# scripting
             | from scratch rather than using the scripting facilities
             | that Source 2 comes with. Nobody else has licensed Source 2
             | in the 4 years since s&box adopted it, so they're the lone
             | outlier in any case.
             | 
             | Respawns use of Source 1 was a similar story, they ended up
             | rewriting practically everything in the course of
             | developing Titanfall and Apex Legends, to the point that
             | it's almost unrecognisable as Source at this point.
        
         | pests wrote:
         | Valves doesn't make games anymore because they are making piles
         | of money running a platform.
        
           | rowanG077 wrote:
           | That and the skin trade is literally a multi billion dollar
           | business. It boggles the mind.
        
         | andrewmcwatters wrote:
         | Valve does not have a great reputation with its licensees
         | anymore or its former mod developer community. This is probably
         | a large part of it.
        
       | snoutie wrote:
       | I like the dedication behind godot. Since unity can be a hassle
       | to get to work on linux i might try out their solution.
       | 
       | On a tangential note: I am also excited to see whether Embark
       | Studios will open source their engine once it's ready.
        
       | vunderba wrote:
       | I really really really want to use Godot, but sadly, the support
       | for web exports just isn't there in Godot 4:
       | 
       | - Can't use C# at all
       | 
       | - Has issues running on MacOS / iOS
       | 
       | Meanwhile as much as Unity irritates me, they're working on even
       | better web platform support in Unity 6 and smaller runtime
       | bundled deployments.
       | 
       | https://unity.com/solutions/web
       | 
       | I think if I was predominantly focused on traditional
       | console/platform gaming it would be a different story.
        
         | ImPleadThe5th wrote:
         | I thought godot does have c# support? Isn't that what godot
         | mono is?
        
           | EGG_CREAM wrote:
           | I had the same thought as you, but then I saw this:
           | 
           | >Currently, projects written in C# cannot be exported to the
           | web platform. To use C# on that platform, consider Godot 3
           | instead.
           | 
           | https://docs.godotengine.org/en/stable/tutorials/scripting/c.
           | ..
        
       | dogprez wrote:
       | > The order of execution of the recorded commands inside a
       | command buffer is NOT guaranteed to complete in the order they
       | were submitted: the GPU can reorder these commands in whatever
       | order it thinks is best to complete the job as quickly as
       | possible.
       | 
       | It's my understanding that commands inside of a command buffer
       | are guaranteed to complete in order. The synchronization must
       | happen when you are `vkQueueSubmit`ing multiple command buffers,
       | no? I think that's what they meant to say?
        
         | unclad5968 wrote:
         | Commands are guaranteed to start in the order they are inserted
         | into the buffer but not guaranteed to complete in that order.
         | 
         | Per kronos:
         | 
         | > Commands are also guaranteed to start in the exact order they
         | were inserted, but because they can run in parallel, there is
         | no guarantee that the commands will complete in that same order
         | 
         | https://www.khronos.org/blog/understanding-vulkan-synchroniz...
        
       | andrewmcwatters wrote:
       | I've only done a rough minimal implementation of Vulkan in the
       | past. I thought Direct3D 12 was basically Vulkan.
        
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       (page generated 2024-02-16 23:00 UTC)