The power of Vulkan in Godot 4.5 (Forward+). Despite my poor modeling, the buildings turned out quite vibrant, what do you think? The FPS didn't even drop significantly, and the dynamic shadows (depending on the sun) are also great. I'm not particularly skilled with Blender, so this is a small room without any fancy reflections or anything like that.
u/FootballElectronic28
Hey, guys. I'm developing my own online survival game set in the CIS using the Godot 4.5 engine (I switched from 4.6 due to stability issues). I only used the graphics and their editor from Godot, although I had to modernize it as well. I'm writing everything else entirely by hand, from scratch, in Rust. I'm using ENet (a raccoon, yeah, haha) for the network stack and gdCEF for the UI visuals. I recently finished the final synchronization stage, and it now handles up to 2,000 players without any drops thanks to visibility delta and zoning (near, medium, far, and different hertz depending on the distance to the player/car). I ran the tests on a Ryzen 7 9800X3D and an RTX 5080 Gigabyte Gaming (overclocked to 18,000 MHz for memory and 3,200 MHz for the chip). FPS on an empty map hovers around 600 (with 2,000 connections, each creating their own shadows). I'm actually from Russia, so I have to contend with restrictions on everything.
I'd love to hear your thoughts or advice!