Getting started
Download#
Latest release, named by commit:
- Windows: for Ray Reconstruction, add NVIDIA’s DLSS, Streamline and Reflex DLLs next to the exe (not shipped).
- Linux x86_64 and arm64: no Ray Reconstruction.
- macOS: raster only.
Projects open as in Godot 4. Without path tracing, Berlenga renders like Godot.
Turn on path tracing#
Path tracing needs a Vulkan GPU with hardware ray tracing. It is set per Environment:
pathtracing_enabled: on.pathtracing_samples_per_pixel(1) andpathtracing_max_bounces(3).pathtracing_denoiser: Ray Reconstruction runs inside DLSS, so set the viewport’sscaling_3d_modeto DLSS (scaling_3d_scale1.0 gives DLAA). With any other scaling mode the path tracer runs without a denoiser.pathtracing_sky_shader_enabled: camera rays see the sky shader exactly; needed for path-traced clouds.
var env := $WorldEnvironment.environment
env.pathtracing_enabled = true
env.pathtracing_samples_per_pixel = 1
get_viewport().scaling_3d_mode = Viewport.SCALING_3D_MODE_DLSS
get_viewport().scaling_3d_scale = 1.0
Viewport.use_pathtracing = false keeps a small render-to-texture viewport rasterized.
Settings#
Path tracer settings live under Project Settings > Rendering > Pathtracing (rendering/pathtracing/...). Each feature page names its setting or node property. Open worlds lists settings for large scenes.
Physics#
Choose PhysX or Jolt Physics in Project Settings > Physics > 3D > Physics Engine. See Physics.
Test scenes#
Each area has a bench project under docs/bench:
godot --path docs/bench/landscape
godot --path docs/bench/open_world --gpu-profile -- --count=100000
Build from source#
As Godot, for example scons platform=linuxbsd target=editor. Builds without the PhysX SDKs skip that module (modules/godot_physx/README.md). Release flags: release.yml.