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    Here are just a few of the stunning games made with Unity. Monument Valley 2 ist ein Spiel, das vollständig mit 3D-Assets erstellt wurde – aber durch Spiel auch bei den "Made With Unity"-Awards den Preis für die "Best 2D Visuals". From folks who brought you Run Race 3D. Experience full parkour experience with hundreds of unique levels. Race with others, achieve levels, unlock new. Jungle Island Survival 3D Game: Survivor Adventure. Oktober App · GRATIS. Jetzt als Download verfügbar. Surprising deadly death match missions are waiting, you need to be one step ahead in this best horror survival game story. Kill your enemies and creepy ghost to. Best Free Running game. Compete with others and get the real parkour experience. Jump from wall to wall, climb ropes, slide to get faster, flip to jump higher.

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    GRID Autosport is one of the newer racing games and easily one of the best over the last couple of years. It features excellent 3D graphics, reasonably realistic physics, and plenty of content for racing fans.

    The game boasts over unlockable cars, over circuits to race through, scalable difficulty to keep the challenge alive, and support for external game controllers.

    Lumino City is a puzzle game from Noodlecake Studios. The story takes about eight to ten hours to complete. Otherwise, you just engage with the world and solve the puzzles to progress.

    Minecraft is one of the most popular 3D games available. Most people know how this game works. You have a randomly generated world to explore and build.

    There are a ton of items to craft, online multiplayer, and a lot more. Updates in September allow mobile players to play with PC and console players as well.

    The number of things you can do is virtually limitless. It plays surprisingly well for a mobile port. You embark on an adventure, capture monsters, train them, level them up, and have them fight with you against bad guys.

    There are also local PvP battles, a decent story line, and a decent soundtrack. You complete the prequel and that data transfers to the main game if you buy it.

    Monument Valley 2 is one of the best puzzle games available. It uses Escher style level design and puzzles. Players need to rotate, move, or otherwise mess with levels in order to proceed.

    The game is rather short, but entertaining. The first Monument Valley game is also quite good and fairly priced.

    Those looking for huge games may be disappointed, though. This is definitely a quick play. PUBG Mobile is a new release in The game also includes a smaller arcade mode and some other modes for players.

    It also plays shockingly well for being a mobile shooter that is also this new. The game was free at first. However, updates brought a freemium element to the game.

    The game features a deep campaign mode with an actual story line. In any case and again, you are right about performance not being optimal and also are right that there is not much documentation on how to achieve more performance.

    I hope this will improve a lot when we port to Vulkan. My criticism is that polygons per se are not at all a good measure for performance, amount of objects drawn is better draw calls and Godot definitely is behind in there due to OpenGL being inferior to DX12 what Unreal and Unity use now.

    Still, most games don't really need a high amount of objects drawn, which should not make much of a difference to most users.

    This is the point you are failing to understand. I am not saying this is some kind of estimate, this is a fact. Tested on all three of our mid-range computers, all build to the specifications that our players recommended.

    It didn't matter if we merged the meshes, it didn't mater if every mesh had it's own material or shared, it didn't matter if the mesh consisted of a vertex count above 64 or bellow, didn't matter if the meshes where the same or different, we always ended up near 3 polygons.

    Yes, different shaders mattered, but we stuck with the basic spatial material. Texel density at 32 pixels per meter.

    Yes, different computers gave different results, but each had a clear polygon range limit, we decided to discard the results of our development computers.

    We make games for our players, not our self, their computers are mostly in the low-mid range; most indie players are. Unfortunately it is a large factor.

    Selling the idea of a real object requires it to look at least like a real object. Think of how the pipe in Mario looks compared to a real world pipe.

    Real pipes have nuts and bolts, clearly indicate where connected, could have taps and other detail.

    I am no 3D modeler, I just know enough to help out the team with little stuff, but here you can see a low poly apple vs a high poly. Lower polygon count makes things bulky, it isn't just because of the subsurface calculation, to make the shape convincing it has to be "blown up".

    The PBS material just highlights the problems, the sharp edges are a bit reflective making it look like there is a apple inside the apple. The second case should be a lot less performant than the first in real life use cases , given the first literally does not depend on the engine itself at all.

    It might help the second case if they all use the same material and geometry but then again, this would be pretty much the GPU limit and in any case, if performance in both cases is similar, it shows that Godot is very efficient on the CPU side.

    You could use a lot less polygons that cover a similar amount of screen and, to your surprise, the FPS may not vary much given the bottleneck will most of the time be pixel processing.

    You also have to start factoring a lot of variables here, such as lighting conditions lights used and different material characteristics.

    The more complex a scene gets, the less polygons have a meaningful impact on performance, by far. Then again, I insist, your measure for performance is incorrect and not representative of anything.

    Using polygons which is usually never the bottleneck on modern engines is plain wrong. In the end, any 3D scene Godot can render at 60FPS, Unity can render twice and Unreal can render it three times at more or less the same frame rate; the scenes will look more or less the same.

    The polygon count reflects this, I did the tests myself I can prove it to anyone who ask. So it is the measurement I will keep using. It isn't perfect but it is better than anything else.

    I know, I don't have the full understanding like my artist so I can't explain it properly. If you lookup the uncanny valley effect it will help you understand.

    A example my artist used is from 2D VS 3D. In 2D animations, characters in the background't don't move. In 3D a character suddenly stopping looks wrong.

    My 3D artist used this good looking Colt Walker revolver to prove his point. I will ask his permission to upload it. Unfortunately he didn't want us to use it for anything besides testing, as it is a patented weapon; and it looks like the real thing.

    If you want to prove it, I suggest you learn to use tools like NVidia or Intel profilers and back up your claims with real numbers of fragment vs vertex load.

    Otherwise it's just anecdotal evidence based on in my opinion meaningless conjecture. Even for AAA you would only use a Think cutscenes.

    All other moments you use LODs. However the lack of a Lod-manager, culling ect are indeed a hug issues for serious production. So many of the current gen games and up use polygons per model, it would be insane to try and name them all.

    AAA is aiming at for the next set. That is what annoys me, the PBR material was design for detailed character and terrain meshes with such high polycounts as Final Fantasy XV.

    But instead of the they used per model, or even the 48 that Unity's developers enjoy. It is not bad, but it is like we are stuck in the XBox gen.

    I don't get why Godot doesn't have a LOD manager, it is such a easy tool to make. It would go a long distance to fixing the 3D engine.

    Hopefully it won't be a situation like them implementing a sane material editor, where it took them, what, versions from the one where it was supposed to be added to add it?

    The culling is supposed to arrive in 3. Ah that sucks big time haha. I know that Unreal is a massive engine so I was hoping I wouldn't have to use it my computer's not fantastic , but if that's how it has to be, then I guess I gotta go with that.

    Thanks for the help! Unreal is nice for graphically intensive games, but IMO Unity is a better choice for most games as it's more general purpose.

    If I may ask, what kind of game are you trying to make? Another SS13 remake, as a kind of pet project. I probably won't get anywhere with it, but it beats watching YouTube all day lol.

    I Think once you get more familiar with godot you will see how fun it is to work in :- Once you go godot you never go back :-P Godots 3D engine is fine atm.

    And will get even better when Vulcan is implemented. I would say it's better than unity for most things, but definitely not on an unreal engine level.

    It's certainly enough to make a great looking game, the only issue might be lack of learning resources. Use of this site constitutes acceptance of our User Agreement and Privacy Policy.

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    Unreal can't be beaten 10 million polygons, 50 objects. Cry-engine- unknown, no one could get it working properly. I wrote the renderer in Godot and the 3D platformer demo.

    Some information that may be useful for you: Amount of polygons depends on the complexity of the vertex program which is very simple in Godot and the performance of your GPU.

    But just to check. That is what I am saying. The shaders look good, TOO good. Then tell me a easy way to express Godot's performance to others. That is a fair point, I hope after porting to Vulkan it will be much easier to do this.

    I have the Godot files of over two weeks of testing to prove it. Yes, none of the meshes had the exact same limit, but it was always near 3 polygons.

    Sorry that makes no sense. This is where I disagree. It's like using Frames Per Second. Technically FPS means nothing.

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