The SAGE 2025 Demo version of the game is now available on https://t.co/IRan5uoEhN, future updates will be uploaded to this site
https://t.co/Bu97ZV5aZc
Running on an Intel Celeron N3060 | HD 400 at 60fps!
Using single channel DDR3 1600, with multiple 4096x4096 lightmap textures
Recorded from capture card
Testing the game against Software rendered Quake 2 and GLQuake
GLQuake ran at 1400fps at 640x480 on OpenGL
On the right, the game runs at 1000fps at 960x540!
#GodotEngine#gamedev
Running on CRT!
The game renders at a 640x448 resolution, the same used by many PS2 games
Every 2D scene in the game takes aspect ratio into account, even with non-integer resolutions (The game is being developed with 960x540 in mind for 1080p/4K scaling)
#GodotEngine#gamedev
Uploaded a video demonstrating how a gesture driven touch system can improve controls in a complex action game
It consists of 2 areas, a movement circle and an action circle, gestures and taps can perform different actions depending on context
https://t.co/M6hOoP29u8
Even more optimisations on mobile!
Left is a 2016 Samsung Galaxy J7, Right is a 2022 Samsung A33
Constant 30fps is now possible on the J7, and the A33 can run at 90fps because of the 90hz display (disabled in the screenshot)
#GodotEngine#gamedev
Tried making a low performance cost bloom shader, but it eats enough performance to make the game decrease resolution, it uses too much memory bandwidth for the phone
The game uses dynamic resolution scaling too, but it can stay most of the time at the target 960x540 resolution
The game is now optimised enough to run on 12 year old phone hardware, running on Samsung Galaxy J7 with a ARM Mali-T830 MP1!
Godot really shines even on very low end hardware, the game is using baked lighting, fake reflections and more tricks to achieve constant 30fps!
The game is now optimised enough to run on 12 year old phone hardware, running on Samsung Galaxy J7 with a ARM Mali-T830 MP1!
Godot really shines even on very low end hardware, the game is using baked lighting, fake reflections and more tricks to achieve constant 30fps!
I've been doing many optimisations, and now the game can work on very low end mobile devices, this is running on a Samsung J7 Neo! A decade old low end mobile phone
The device has around 24GFlops, for comparison a Wii has 12GFlops!
Found a way to get a clean 1080p image while running at lower resolution, almost no visual impact!
The game uses the Mobile renderer so the FSR1/2 upscaling isn't available, it's a shader that upscales and sharpens
Huge increase on low end devices!
#GodotEngine#gamedev