@MisfitVillage@reduzio The direction of the blur on the lights look that way. It might just be depth of field though.
With TAA we got motion vectors. So motion blur is technically possible.
Could be alread implemented.
Now I am excited. :)
@john_clayjohn That is great news. I can't wait to build a realistic dynamic sky with completely dynamic GI on the ground. :)
I'm really excited for Godot 4.0. Gotta check out the alpha. :)
@JamesC01_@reduzio Last time I checked, SSR worked on Linux, but broke at some point in Windows. Same goes for dynamic GI objects with the GI Probe.
Don't worry about it too much. It is stil pre-alpha right now.
I'm more concerned that clear coat still only seems to work with lights.
@Akien I had a problem with light baking and changes/updates in the scene with an earlier release candiate. I don't have the time to run another test with the latest version. Could somebody look into this?
If you know someone who would fit into our team, we would really appreciate your recommendation.
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@john_clayjohn@NotaVonNoot This is still an interesting topic and somewhat similar to what Epic does in the Unreal 5 engine.
Would SDFGI or VXGI even mix well with SSGI?
Just adding SSGI over another GI solution does not sound like the right way to handle it.
@VisCircleGmbH@elonmusk@Tesla The main issue is that the video streaming is often laggy and eats away your mobile data. Worst of all is that video streaming does not work with Augmented Reality.
@elonmusk & @Tesla What do you say to that one: "For Lucid, this experience is dramatically more immersive than what Tesla offers shoppers."? We are able to do it better! Let us know if we we should! https://t.co/KuYhcpqq8P
@reduzio If no TAA means no Motion Vectors, how will Godot 4 handle Motion Blur?
Also, I get your intention from a technical/uability point, but I also think TAA can be a good choice (maybe even the best) in some scenarios.
@Mishok2000@reduzio I'm curious about HDRI lighting in the GI solution as well. I think environmental lighting was mention as a planned feature for the lightmapper.