[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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