Is there any way to bake old-fashioned light- and AO-maps in Godot 3?

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:bust_in_silhouette: Asked By zejji
:warning: Old Version Published before Godot 3 was released.

The new GI probe tech in Godot 3 is very exciting and looks very impressive. However, the resource requirements are so high that it is currently unusable in production (for example, on my GTX 1050, I get about 10 fps in a game which takes place entirely within a series of small rooms!)

Is there any way to bake and/or use old-fashioned light- and AO (ambient occlusion) maps in Godot 3? For low-end hardware, this is still a necessity!

:bust_in_silhouette: Reply From: zejji

After a bit of further research, I think that this is not currently possible, but is on the roadmap for Godot 3.1 (see e.g. here).

Dang, only 10 FPS?! We need to do some development on that feature. Better make a note of that when they do the polls on Patreon.

Ertain | 2017-12-07 19:04

After a lot of experimenting, I discovered that the drop to 10 fps was contributed to in part by a Hidpi bug in Godot and was not entirely down to the GIProbe (see the thread linked to above for further details). However, it’s still true that the GIProbe is a major performance hog, causing a 50-66% drop in frame rates…

zejji | 2017-12-09 15:41