Live data from Hacker News

Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

claire-blackshaw.com

21–29 of 29 posts

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#21
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

It sounds like a mess, though comments about Godot are often vaguely positive. I appreciate you posting your experience about a limitation you’re running up against. I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.

Depends on what your threshold for "popular" is.

Other games that come to mind: Golden Idol series, Buckshot Roulette, Dome Keeper, Arctic Eggs, Cruelty Squad. Sonic Colors, kind of.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#22
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

Jolt is essentially the same physics engine that was used in the Horizon games, the performance there should be able to get quite good. If you're making any kind of even slightly ambitious 3d game you probably need to be using gdextensions (ie writing custom engine-extensions in C++). I'll add that the engine source is very accessible. It's deliberately pretty bare C++, so if you have a decent amount of C# / C experi…

I know that Jolt is used in Horizon, so I don't know why I had such problems with it. I've settled on Bepu for now, which fits better with my plans for multiplayer anyway.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#23
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

[dead]

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#24
Lots of great rabbit holes, and game engine colour from a veteran.

RE: 90s-era scenegraph As someone messing with their first Godot app - I was a little surprised to see Macromedia-era scene-graphs in the IDE.

RE: material-per-glyph warning / FastText alternative Very much appreciate the heads up

I feel its an article I'll return to occasionally.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#25
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

Have you tried using the profiler? Where is the bottleneck?

So I'm a bit embarrassed. I was going off my profiling work done 3 months ago when I was still having issues. I've been working a lot on optimization and hadn't done any proper non-headless profiling with high ship numbers since then. After seeing this your comment, I spent last night running some performance trials and the GPU rendering is down to 3ms even at a high number of ships. Any further slowdown is still coming from the physics step.

I unfortunately can't edit my comment anymore to correct what I wrote.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#26
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

It sounds like a mess, though comments about Godot are often vaguely positive. I appreciate you posting your experience about a limitation you’re running up against. I can think of only one popular game of note that was made Godot, Slay the Spire 2. I’d love for more titles to be released to prove the engine can be competitive.

After some renewed profiling last night I determined that currently the renderer isn't a blocker anymore after a lot of optimizing I've been doing these past months. A lot of that has been pulling stuff out into decoupled and Godot-independent C# threads, so Godot is pretty much just being used for rendering, UI and input handling now.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#27
post #13
post #5

Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same b…

For a pure C# engine maybe check out https://www.stride3d.net . It's using Bepu for physics.

I considered it, but there's no path towards a console port afaict since NativeAOT isn't supported yet, and I want to avoid being locked out of any platforms in the future. I've been playing my game on my phone and my Deck against the same server and being able to switch between devices whenever I want really appeals to me.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#28
post #18
post #15

Earlier quoted context omitted.

Looking at the example graphics in the OP post I would not think something as specific as the rtx-io matter, I thought it was something more conceptually general that could be applied everywhere without tie to a specific vendor.

The specific vendor is PlayStation hardware, and the more general concept modern 3D rendering engines architecture. Orbis OS might be a FreeBSD fork, but there is very little UNIX on PlayStation games. Similarly to how little there is on Apple and Google platforms, regardless of the underlying infrastructure, where doing POSIX file IO is equally inconvenient.

It appears this stuff is highly guarded under NDA and not available for anyone, I read the homebrew version (https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain), the SDL2 port and the other stuff and honestly didn’t find anything much interesting, or that makes any difference. Unless you have something properly as documentation to show I don’t think it is reasonable to expect anyone in an open source engine to care about whatever this “special” thing you mention is.

Re: Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem

#29
post #28
post #18

Earlier quoted context omitted.

The specific vendor is PlayStation hardware, and the more general concept modern 3D rendering engines architecture. Orbis OS might be a FreeBSD fork, but there is very little UNIX on PlayStation games. Similarly to how little there is on Apple and Google platforms, regardless of the underlying infrastructure, where doing POSIX file IO is equally inconvenient.

It appears this stuff is highly guarded under NDA and not available for anyone, I read the homebrew version ( https://github.com/OpenOrbis/OpenOrbis-PS4-Toolchain ), the SDL2 port and the other stuff and honestly didn’t find anything much interesting, or that makes any difference. Unless you have something properly as documentation to show I don’t think it is reasonable to expect anyone in an open source engine to ca…

I also have NDAs from PS2 and Wii days, back when I had a foot into trying to make games, and got access when SCEE still existed with PS2Linux, and Nintendo was still giving away access to indies.

Now, this whole discussion is kind of needless, given that she explains the issues on the article.

Post reply on HN