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v2 is really nice on my GTX950 2GB graphic card. Would be nice to have some water(river, pool, waterfall).

It looks very good, I tested it with Ryzen 5 3500 + Gtx 1660 Super OC, it runs at between 30 and 45 stable fps, I really liked that the graphic changes were made in real time both in FPS and Drone modes, they did a very good job, I hope keep creating more things like this.

Looks great! Im getting around  80-100fps at 1080p using the Ultra preset on my RTX3070. Godot's performance is definitely improving but it's still got a long way to go. SSIL, SDFGI, grass shadows and areas with dense foliage have the biggest performance impact. FPS mode is also more intensive than the drone or showcase for some reason.

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Amazing, thank you for making this!

fantastic

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Stunning! Ran at 144FPS on my ASUS TUF laptop, really got the fans running! The graphics is RTX 3070, it was dead smooth. Love the alternate mode, like FPS or Drone.

Glad you enjoyed it!

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can you give us the Purchased assets list ?

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This is super cool, you did a great job!

Looks gorgeous. But I also had to restart the game because it didn't load the ground textures correctly on the first run. But I had no errors or crashes whatsoever. I'm using GTX 3070 TI with 4K Monitor. Ultra runs at about 44 FPS.

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It doesn’t work for me. The first time I launched it, it made it to the main menu, but when I clicked Start, it immediately crashed. Each attempt after that when I press Start the screen goes dark and it shows “Loading…” in the corner and then a few seconds later I start hearing music. But I never see anything else. It’s just black. If I press Escape then I can see my mouse cursor, but no menus or anything.

My system is pretty old, so perhaps it’s not surprising. But I do meet the recommended requirements. Windows 10, Core i7-2600K, 16GB RAM, GTX 670 4GB VRAM with Vulkan support.

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I left it running for about 10 minutes to see if it would eventually start working. It never did. I checked the log and found 68 MB of the following:

First, about 150 lines of:

USER ERROR: Invalid Task ID
   at: wait_for_task_completion (core/object/worker_thread_pool.cpp:363)

Then:

loaded
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: command_queue_execute_and_present (drivers/vulkan/rendering_device_driver_vulkan.cpp:2266)
USER ERROR: Condition "err != VK_SUCCESS" is true. Returning: FAILED
   at: fence_wait (drivers/vulkan/rendering_device_driver_vulkan.cpp:2066)
USER ERROR: Unable to acquire framebuffer.
   at: screen_prepare_for_drawing (servers/rendering/rendering_device.cpp:3503)

Those err != VK_SUCCESS and Unable to acquire framebuffer errors repeat tens of thousands of times.

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Looks stunning! The first time I started the new demo I must have had a bug that cuase the ground textures to not load, (just solid color). Restarting fixed it though.

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Really Nice, Great!, can you make a tutorial on creating this realistic tree/plant in blender. Also you can add more feature in this demo like motion blur, dynamic DOF blur, etc.

The newer version looks even better, but performance tanks a lot with foliage and all this stuff, also some stuff with shadows that should comunicaated with  the godot devs , like they seem to jitter a lot, have banding and acne, specially on lower sethings.

The new version hasn't been released yet! And yes shadow flickering can be an issue, I hope to have fixed most issue is the new version.

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4k, Ryzen 5 5600x, RTX 4070 TI, 32GB.

Looks great, but doesn't scale well for high end PCs I guess. On high 100 fps. But on ultra just 55-60. Noticed SSIL takes ~15 fps for basically no visual difference. DOF also takes ~20 fps away. And FSR 2.0 reduces fps by 15-20 instead of improving it.

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Thank you for trying out the demo. SSIL and DOF are both really expensive for what they do so they only get enabled on the ultra preset. (SSIL has a comparable effect as SSAO, but it also includes simple GI) This also explains the performance difference between high and ultra. 

FSR 2.0 upscaling only works if you lower the 3d resolution. Otherwise it just acts as TAA with sharpening. (It looks better than TAA but it's almost unnoticeable at 4k)

For example FSR "balanced" in a lot of games is 3D resolution at 60%.

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This is a great demo!

Would it be much effort to provide the source code without any of the assets, even in a half broken not working state? I would love to see how you implemented the graphical settings.

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Hi, I have just released the source code with copyrighted assets removed on Github: https://github.com/WrobotGames/Jungle-Demo-Setup

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Hi, I have just released the source code with copyrighted assets removed on Github: https://github.com/WrobotGames/Jungle-Demo-Setup

This demo is really amazing.

As I changed the settings, it was one surprise after another, really incredible.

At some point I switched to drone mode and the camera was upside down, I found it very funny but after switching back to automatic mode and returning to the drone again everything was ok.

When I was exploring the map, I constantly imagined myself collecting some leaves and breaking trees.

The lowest fps i had was 52.

2560x1080 - i5-10400F - 16GB DDR4 - NVIDIA GeForce RTX 2060

thank you for playing. The camera sometimes flips upside down when leaving the GUI. It occurs when the mouse goes from free to 'captured' mode. It's because of the smoothing I use in de the camera controller.

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What does "primitives drawn" in the performance counter mean? Is that triangle count? Very nice demo btw!

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It is the amount of rendered triangles reported by the renderer. So this is the amount of thiangles on screen + the triangles in the shadow-maps.

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I'M SHOCKED

[Default settings] ran a consistent flatline at my monitor's limit of 60fps.

I'm on a laptop with an i7-11370H (laptop ver.) and a rtx3060 (laptop ver)

and it was running at 3440x1440 resolution too.

If I set settings to Ultra it averages 40fps, has a low of 30, and ofc sometimes is at my monitor's max  refresh rate of 60

wait this was totally an unfair test... I had discord, 30 youtube tabs, and osu open at the same time :V

laptop with 2700U with Vega10 gpu and 8GB of shared VRAM, i got 20 fps on 20 fps on low settings lol.

Still very impressive that Godot can do this.

lovely !

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lowest FPS i hit on ultra was 51. And it looks glorious.

Specs: Windows 11 Home, AMD Ryzen 7 5700X, 32G RAM DDR4, Nvidia GeForce RTX 3060

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Thank you for playing! Do you mind sharing your screen resolution?

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Sure thing, I forgot to add it .1920x1200 for the screen this was running on :)

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Linux version doesn't run in Ubuntu 22.04.

./JungleDemoV1.0.1_Linux.x86_64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.36' not found

you need to compile project on older distro like Ubuntu 18.04 using a virtual machine or docker

cool!! It is very inspiring to see all the good work being done on the godot engine. Keep it up!! <33

Deleted 1 year ago

Amazing project by the way, never seen Godot look so good.

Is there any chance to get a build for Apple Silicon users?
Just curious about performance produced by engine on Macs.

To enable the asset encryption I have to compile Godot. I do not own a mac, so I cant compile for MacOS. If I hadn't used purchased assets, I wouldn't have used encryption and then I could have made a MacOS build. Maybe in future projects, who knows.

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wow this is amazing .... I'm making a game with this kinda vhibe but I'm waay behind in building an environment .... I'd pay for a tutorial ...

You don't have to pay me, you can always ask me questions. DMs are open on twitter and mastodon.

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Radeon RX 7900 XTX with max settings at 3440 x 1440 yields 100 FPS which is the max refresh rate of my monitor. Could be higher, didn't disable vsync though.

Nice demo. On Windows 11, MS Defender quarantined the executable reporting that it detected Trojan:Win32/Wacatac.B!ml. It had no problem with the Terrain3D library, only the Godot executable. Might be an issue with Godot 4.2.

Malwarebytes saw no issue and I ran the demo fine once retrieving the executable. Malwarebytes & Defender scans afterwards reported no issue.

Thank you for playing, and thank you (and and your team) for creating the Terrain3D extension.

The fact that MS Defender picked it up as a potential virus is probably because I didn't codesign the executable (and it's a custom build).

All settings enabled/maxed, except 3D resolution (105%, any more results in ~<50 lows) and had 60 FPS low and ~75-80 FPS average on a 4070ti. Pretty nice!

Could you make a Linux build? It's not that difficult; just click the "export" button in the Godot editor.

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It's a custom engine build so it's a bit more work than that, but I will try.

Thanks, I was wondering what else had to be done.

Just uploaded the Linux version

Thank you.

Drat, my version of glibc is too old. :-(

Archlinux-based distro, running it via wine.

In 1440p ultra, the gain by FSR 2.2 is small on my 6700XT (64 to around 69fps at 85% resolution scale). But comparing the FSR 2.2 85% and the native resolution screenshots, FSR 2.2 is really really close (I could tell which one was the FSR one only because FSR sharpens a bit by default).

In any case, it's a great demo of what Godot 4 can do. Are you using every occlusion method Godot has ?

The config is Ryzen 7 3700X with 16GB of ram and an RX 6700XT fyi.

It uses most effects that are available in Godot. Ssao, sdfgi and ssgi are all used on the ultra setting. On high and lower however only ssao is used. The demo does not use the voxelgi or the lightmap nodes, everything is real-time.

Sorry, I meant occlusion culling, not occlusion. 

I was wondering if this was already very optimized or if it could be optimized further.

I think it can be optimized a lot further. Some of it would be in the engine and some of it would be in the game projects. I would start calling this 'well optimised' if it can achieve about 1.5-2x the performance of what it is now. (So with 50-60fps on 1080p ultra on my gtx1060, I would be very pleased.)

As far as occlusion; The game does use Godots built in occlusion culling (But I don't think its really that effective with all these alpha clipped materials), but more important it uses frustum culling with the vegetation in chunks. (Possible thanks to ProtonScatter)

The demo utilizes billboards (impostors) for the trees in the distance. For better performance I could have used a better setup for LODs in general.

Really nice looking, but performance was a problem (Linux). On my 1650Ti with a Ryzen 5 it really struggled at medium settings, about 23-25fps. Managed to get it to go to 50fps, but it made the GPU and CPU whine with the load.

Thank you for downloading, I'm planning on uploading a Linux version. I hope that will improve the performance.

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Just released the Linux version.