[non-Blender] Godot 3.6 Released

Note: as pointed out, Godot is actually already on 4.3 – this is just a branch update. Sorry!

Here’s an overview of some of the new features:

  1. 2D Physics Interpolation: This feature improves the smoothness of 2D physics simulations.
  2. 2D Hierarchical Culling: It increases performance on large 2D maps by culling entire branches of the scene tree that are off-screen.
  3. Tighter Shadow Culling: This reduces the workload for shadow mapping, improving frame rates.
  4. Mesh Merging: This feature allows merging of similar objects into a single draw call, improving rendering performance.
  5. Discrete Level of Detail (LOD): Godot 3.6 introduces a new LOD system that changes visual representation of objects based on the distance from the camera.
  6. ORM Materials: Godot 3.6 now supports ORM materials, which combine occlusion, roughness, and metallic into a single texture.
  7. Vertex Cache Optimization: This new setting in the mesh import options can increase rendering performance for high poly models on low-end hardware.
  8. Performance Improvements: There are also improvements in the performance of BakedLightmap light probes and directional shadows.
  9. View Selected Mesh Stats: This new feature allows you to view total triangle, vertex, and index counts for the selected meshes.
  10. SceneTree Dock’s Filter Improvements: This feature improves the functionality of the SceneTree dock.
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