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The new Dev-Build for Godot 4.6 now includes DX12 support, but not like for the last two years: this time IT ACTUALLY WORKS!

(and since I reported the bug with it a few weeks ago, I also tested Dev 5 a few days earlier and yep, looks stable now)

https://godotengine.org/article/dev-snapshot-godot-4-6-dev-5/
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We have Overwatch at home and it's made with Godot!

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Literally me after few hours of prototyping...

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By the way, in Godot 4.6 the transparency no longer breaks reflections behind it even if the Screen texture is used and modified.

So, no more issues with screen effects if they are used as a 3D filter. Which is a huge upgrade that fixes a lot of possible screen effects. I have a few more stupid ideas!

PS. The scene I've tried it on was to check how pointlessly unoptimized can it be and still work. With like hundreds of objects which are not instanced scenes, but just a bunch of nodes placed in a grid. It works oddly fast though...

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