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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.7.3

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Godot NVIDIA + PhysX v0.7.3

Patch release for the DDGI branch. Focus: cleaner indirect lighting in dark interiors and tunnel-like spaces.

DDGI fixes

  • Fixed flicker and blotchy GI in dark areas.
  • Removed white speckles near bright openings.
  • Shortened near-field rays to 0.5 probe spacings for more stable nearby bounce light.
  • Added tunnel test view for checking dark-place stability and bright-opening artifacts.

Included downloads

  • Standard Windows editor
  • .NET/Mono Windows editor
  • Standard Windows export templates
  • .NET/Mono Windows export templates

Notes

  • Public packages do not include NVIDIA DLSS/Streamline runtime DLLs.
  • Windows exports copy PhysX, Blast, Flow and optional installed DLSS runtime files from the editor folder through the native runtime export plugin.
  • Build target: dev-ddgi at 25f6a147ed8ca36d521638ba2b5fe1715a3cbdaa.

Verification

Smoke tests passed for standard and .NET/Mono builds:

  • PhysX GPU game startup
  • PhysX GPU editor startup
  • Vulkan path tracer screenshot
  • DDGI interior render/measure

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.6.0

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.6.0

A DDGI (ray traced global illumination) update: dark places stay dark, the probes react faster to moving objects, and DDGI is up to 30% faster.

DDGI

  • Caves, tunnels and closed rooms stay dark. Points whose surrounding probes are all inside geometry no longer fall back to the sky's ambient light, so caves don't turn blue. DDGI now also occludes sky and reflection probe light (specular) in dark areas: in a test tunnel this was about 90% of the light left compared with the path tracer.
  • Volumetric fog is lit by DDGI where the probes cover it, so fog in caves stays dark.
  • No more black surfaces from custom shaders. Geometry with a custom shader material is traced with a default material while its ray tracing shader compiles, instead of being missing. Before, probes classified during those seconds could stay wrong and light shadowed faces black.
  • Faster response to moving objects. Fixed probe rays whose hit distance changed show where geometry moved, and the probes there let go of their old light sooner. Static scenes are unaffected.
  • Guided probe rays. Where a probe's light comes mostly from one side (a window, a lamp), some rays are sent toward it. That means less noise and flicker for the same number of rays, and the result stays unbiased.
  • Steadier scrolling. Probes that scroll in while the camera moves are no longer sampled before their first trace. They settle in a few updates instead of showing colored blotches.
  • Faster. The bounce light lookup at the probe rays' hits moved out of the ray tracing pipeline into a compute pass. At 1080p on an RTX 3060, DDGI takes 5.6 ms instead of 8.0 ms in an open street at Ultra, and 1.65 ms instead of 1.98 ms at Medium. Every scene and quality is faster, with the same image.

Other

  • The editors and templates are now built with screen reader support (AccessKit).

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • Windows x64 export templates (standard and .NET): release and debug, console wrappers and the D3D12 Agility SDK.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs in the editors.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not in these downloads (NVIDIA's redistribution terms allow shipping them inside a game, not on their own). Install them once with the editor's Get NVIDIA DLSS... button. From then on, every Windows game you export includes them.

Known issues

  • The .NET editor occasionally crashes while quitting.
  • DDGI and the path tracer need the Vulkan driver and a GPU with ray tracing. Baked DDGI probes also work on D3D12.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.3

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.3

A packaging fix. The engine is the same build as v0.5.2.

Fix

  • The editor zips of v0.5.1 and v0.5.2 put everything in a folder named . (shown by 7-Zip and other tools), so the zip looked empty or wrong. The files are now at the root of the zip. Extract it and run godot.windows.editor.x86_64.exe (or the .mono exe for .NET).

If v0.5.2 already works for you, you don't need to update. The export templates are unchanged.

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • Windows x64 export templates (standard and .NET): release and debug, console wrappers and the D3D12 Agility SDK.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs in the editors.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not in these downloads (NVIDIA's redistribution terms allow shipping them inside a game, not on their own). Install them once with the editor's Get NVIDIA DLSS... button. From then on, every Windows game you export includes them.

Known issues

  • The editors are built without screen reader support (AccessKit).
  • The .NET editor occasionally crashes while quitting.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.2

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.2

A bugfix release. Update both the editor and the export templates.

Fixes

  • Exported Windows games crashed at startup when the PCK was embedded in the .exe (binary_format/embed_pck). The export wrote the executable's section table into its code, so the game closed instantly with 0xC0000005 and wrote no log. Cause: the faster Windows file reader wrote at the wrong position after a seek inside its read cache. Re-export your games with this editor. Games exported with a separate .pck were not affected.
  • The 3D view jittered when DLSS was selected but not installed. With the 3D scaling mode set to DLSS and no Streamline/DLSS files present (a fresh download, or an exported game without them), the camera kept its temporal jitter, but nothing smoothed it out. The viewport now falls back to bilinear scaling with no jitter and prints one warning. With DLSS installed, nothing changes.

All features from v0.5.1 are included.

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • Windows x64 export templates (standard and .NET): release and debug, console wrappers and the D3D12 Agility SDK.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs in the editors.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not in these downloads (NVIDIA's redistribution terms allow shipping them inside a game, not on their own). Install them once with the editor's Get NVIDIA DLSS... button. From then on, every Windows game you export includes them.

Known issues

  • The editors are built without screen reader support (AccessKit).
  • The .NET editor occasionally crashes while quitting.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.1

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.1

Highlights

  • Windows export templates, standard and .NET (.tpz). Install them in the editor with Editor > Manage Export Templates > Install from File.

  • Exported games get the native libraries automatically. When you export a Windows game, the editor copies these from its own folder next to the game's .exe:

    • PhysX GPU (PhysXGpu_64.dll).
    • NVIDIA Blast (NvBlast*.dll).
    • NVIDIA Flow (nvflow*.dll).
    • NVIDIA DLSS / Streamline files, if you installed them with the editor's Get NVIDIA DLSS... button. This includes NVIDIA's license texts.

    Before this release, exported games had none of these DLLs. Two export options control it: native_runtime/include_physx_libraries and native_runtime/include_nvidia_dlss (both on by default).

All features from v0.5.0 are included (DDGI baking, realtime updates, smooth light changes, bounce energy and more).

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • Windows x64 export templates (standard and .NET): release and debug, console wrappers and the D3D12 Agility SDK.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs in the editors.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not in these downloads (NVIDIA's redistribution terms allow shipping them inside a game, not on their own). Install them once with the editor's Get NVIDIA DLSS... button. From then on, every Windows game you export includes them.

Known issues

  • The .NET editor occasionally crashes while quitting (seen once in three test runs).

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.0

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.5.0

Highlights

DDGI baking

  • Bake DDGI button in the 3D editor toolbar (or DDGIVolume.bake()): traces the probes until they converge and saves them as a DDGIProbeData resource next to the scene.
  • DDGIVolume.bake_mode:
    • Dynamic: traced at runtime, as before.
    • Baked: no ray tracing at all. It also works on the D3D12 driver and on GPUs without ray tracing.
    • Baked + Dynamic: correct indirect light from the first frame, then live updates.
  • Baking runs on the GPU with up to 16384 probes per frame, and the editor's 3D views pause while it runs. A 20,736-probe volume bakes in about 1.2 s on an RTX 3060.

Smooth, flicker-free indirect light

  • Smooth light changes: a weather change or light switch now fades in evenly over the whole scene instead of probe by probe. Set the fade time with rendering/global_illumination/ddgi/light_transition_time.
  • Realtime Updates (DDGIVolume.realtime_updates): every probe updates every frame, for dynamic weather and day/night cycles that need the light to follow at once. It can be switched at runtime without losing the probes' light.
  • Dark interiors: rooms lit through a window no longer flicker (29% → under 1% of pixels in the test scene).
  • Sun disk: probe rays no longer pick up the sky's sun disk as a firefly.

More DDGI controls

  • Bounce energy (DDGIVolume.bounce_energy): brightens rooms lit by bounced light, without flicker.
  • Probe count (DDGIVolume.probe_count): set the number of probes per axis (width, height, depth) directly.
  • Infinite World: the toggle for probes that follow the camera, so DDGI covers any area. It was called follow_camera in dev builds; old scenes still load.

Fixes

  • Fixed DLSS slSetConstants duplicated-constants errors while baking, and in other editor features that render extra frames.
  • Fixed bake errors in projects that use DLSS or FSR as the default 3D scaling.
  • Fixed "Another resource is loaded from path" when rebaking.
  • custom_probes_per_frame is now limited to 16384. Higher values could never work.
  • The class reference now describes every class, property, method and setting this build adds, including the PhysX ones.

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not bundled due to NVIDIA redistribution terms. Use the editor's "Get NVIDIA DLSS..." menu item or install the Streamline SDK files manually.

4.8-dev NVIDIA + PhysX v0.4.0

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Godot NVIDIA + PhysX (Godot 4.8-dev) v0.4.0

Highlights

  • Added DDGI ray traced diffuse global illumination for Forward+ Vulkan.
  • Added DDGIVolume node for scene placement and editor viewport resizing.
  • Hidden legacy Environment DDGI controls from the inspector; use DDGIVolume for authoring.
  • Included DDGI fixes for scrolling/moving-camera black probe flicker and inactive probe sampling.

Included

  • Standard Windows x64 editor.
  • .NET/Mono Windows x64 editor.
  • PhysX GPU, Blast, Flow and D3D12 Agility SDK DLLs.

Not included

NVIDIA DLSS / Streamline runtime DLLs are not bundled due to NVIDIA redistribution terms. Use the editor's "Get NVIDIA DLSS..." menu item or install the Streamline SDK files manually.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.3.0

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Windows x64 editor builds of Godot Engine 4.8-dev (master) with NVIDIA DLSS support, the NVIDIA real-time path tracer and the PhysX 5 GPU physics module.

This is build 0.3.0, tag godot4.8-dev-nvidia-rt-dlss-physx-v0.3.0.

What's new in 0.3.0

NVIDIA Blast and NVIDIA Flow are included

  • Blast (destruction): PhysXDestructible3D fractures meshes at run time. In the editor, right-click a MeshInstance3D in the Scene dock (or a mesh file in the FileSystem dock) and pick Fracture with Blast....
  • Flow (smoke, fire, dust): PhysXFlow3D and PhysXFlowEmitter3D work out of the box. The flow/ scenes of the PhysX example project now run instead of showing placeholders.
  • The zips now contain NvBlast.dll, NvBlastGlobals.dll, NvBlastExtAuthoring.dll, NvBlastExtShaders.dll, nvflow.dll and nvflowext.dll, plus their licenses.

Path tracer

  • Glass: alpha blended and refractive StandardMaterial3D surfaces are path traced instead of being drawn on top by the rasterizer.
    • Alpha blend: you see through the surface in proportion to its alpha, and it casts a matching partial shadow.
    • Refraction: real glass with Fresnel reflections, tinted by the albedo color and frosted by roughness. Godot's refraction_scale sets the index of refraction: IOR = 1 + 10 × scale, so the default 0.05 gives 1.5.
    • Glass uses one bounce per surface. Raise Max Bounces (for example to 6) if the inside of glass objects looks speckled.
    • Custom shader transparency, add/subtract/multiply blending, billboards and proximity fade are still drawn by the rasterizer.
  • Volumetric fog: Environment volumetric fog, FogVolume and light shafts now show up when path tracing, including Sky Affect.
  • Emission: StandardMaterial3D emission without a texture rendered black; it now glows. Glowing meshes also act as lights, so they light the scene with much less noise.
  • Less noise from lights: the light to sample is now picked by importance, not at random. That removes the black pixels in directly lit areas.
  • Alpha scissor uses the material's threshold instead of a fixed 0.5.
  • Custom shader vertex() displacement is path traced, including shadows (as long as vertex() samples no textures).
  • Fixed a leaked Shader RIDs warning and Attempted to free invalid ID errors on exit with path tracing on.
  • A test scene for all of this is in misc/pathtracer_test_project; notes and limits are in PATHTRACER_TESTING.md.

Sync

  • PhysX module updated to 5681d7519a (Flow on Linux, build patches, MIT license).
  • Godot master and the NVIDIA branch are unchanged since 0.2.0.

Important

These downloads work out of the box. You only need the NVIDIA Streamline SDK if you want DLSS.

NVIDIA DLSS is not included, because NVIDIA's license doesn't allow redistributing the DLSS, Ray Reconstruction, Frame Generation and Reflex runtime files this way. The editor, the path tracer, PhysX GPU, Blast and Flow all work without them.

Only if you want DLSS (or Ray Reconstruction, Frame Generation or Reflex), either:

  • click Get NVIDIA DLSS... in the editor's menu bar and follow the dialog, or
  • download the NVIDIA Streamline SDK 2.10.0 yourself. From its bin\x64 folder (not bin\x64\development), copy the sl.*.dll files, nvngx_dlss.dll, nvngx_dlssd.dll, nvngx_dlssg.dll, nvngx_deepdvc.dll, NvLowLatencyVk.dll and their license files next to the editor .exe, then restart the editor.

By downloading those files you accept NVIDIA's license terms, which come with the SDK.

Downloads

File What
godot_4.8-nvidia-rt-dlss-physx_v0.3.0-editor_windows_amd64.zip Standard editor
godot_4.8-nvidia-rt-dlss-physx_v0.3.0-editor_windows_amd64_mono.zip .NET (C#) editor, with the GodotSharp folder. Needs the .NET SDK (8 or newer) to build C# projects.

Each zip contains:

  • the editor (.exe plus a .console.exe that keeps a console window open),
  • PhysXGpu_64.dll for PhysX GPU dynamics,
  • the Blast DLLs (NvBlast*.dll) and the Flow DLLs (nvflow.dll, nvflowext.dll),
  • the Microsoft DirectX Agility SDK DLLs (D3D12Core.dll, d3d12SDKLayers.dll),
  • NVIDIA_DLSS_NOT_INCLUDED_README.txt, explaining the optional DLSS setup above,
  • a licenses folder with every license.

Unzip it anywhere you can write to and run godot.windows.editor.x86_64.exe (or the .mono.exe). No installer is needed.

Requirements

  • Windows 10/11 x64.
  • An NVIDIA GPU with a current driver for PhysX GPU dynamics. Without one, PhysX runs on the CPU.
  • An NVIDIA RTX GPU for the path tracer (Vulkan driver, Forward+ renderer) and DLSS.

What's inside

  • Godot Engine master (4.8-dev): godotengine/godot
  • NVIDIA path tracer, DLSS (via Streamline), Ray Reconstruction, Reflex: NVIDIA-RTX/godot (nvidia-pt-dlss)
  • PhysX 5 module (GPU rigid bodies, fluid, cloth, soft bodies, Blast destruction, Flow smoke and fire, vehicles, water) by Wild Ox Studios: uno1982/godot (feature/physx5-module). Watch it in action on their YouTube channel, @WildOxStudios, and try the demo scenes in their example project, uno1982/godot-physx-example.

Built from commit af8925f33 with production=yes physx_gpu=yes plus Blast and Flow. To compile it yourself, see the README.

Licenses

All components and licenses are listed in THIRD_PARTY_LICENSES.md, which is also in each zip:

  • Godot Engine and this fork's changes: MIT
  • NVIDIA PhysX 5, Blast and Flow (including PhysXGpu_64.dll, NvBlast*.dll, nvflow*.dll): BSD-3-Clause
  • Boost and V-HACD (inside NvBlastExtAuthoring.dll): Boost Software License 1.0, BSD-3-Clause
  • NVIDIA Streamline SDK headers: MIT
  • Microsoft DirectX Agility SDK DLLs: Microsoft DirectX license (distributable files)
  • NVIDIA DLSS / Reflex / Streamline runtime: not included; NVIDIA's own license terms apply when you download the SDK.

This is an unofficial build and is not affiliated with, sponsored or endorsed by NVIDIA, the Godot Foundation or Microsoft. NVIDIA, DLSS, PhysX and Reflex are trademarks of NVIDIA Corporation; Godot is a trademark of the Godot Foundation.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.2.0

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Windows x64 editor builds of Godot Engine 4.8-dev (master) with NVIDIA DLSS support, the NVIDIA real-time path tracer and the PhysX 5 GPU physics module.

This is build 0.2.0. From now on, releases carry the Godot version they're based on and this build's own version: tag godot4.8-dev-nvidia-rt-dlss-physx-v0.2.0. The previous release is now tagged godot4.8-dev-nvidia-rt-dlss-physx-v0.1.0.

What's new in 0.2.0

  • Get NVIDIA DLSS from inside the editor. A new Get NVIDIA DLSS... button in the menu bar (after Help) installs the NVIDIA Streamline SDK files that DLSS needs. The dialog:

    • explains what DLSS is, every step it will take, and what each installed file does,
    • lists what it does not do: no administrator rights, no installer program, no registry or system changes, no telemetry,
    • requires you to accept NVIDIA's license terms first,
    • asks you to confirm before it connects to GitHub, showing the exact address, and asks before opening any link in your browser,
    • downloads the official Streamline SDK 2.10.0 release from NVIDIA's GitHub account, checks its SHA-256 fingerprint, and copies only the signed release files next to the editor,
    • shows live progress and a log of each step, and offers Save & Restart when done.

    Once installed, the button reads DLSS Setup.

  • New release file names: godot_4.8-nvidia-rt-dlss-physx_v0.2.0-editor_windows_amd64.zip.

Important

These downloads work out of the box. You only need the NVIDIA Streamline SDK if you want DLSS.

NVIDIA DLSS is not included, because NVIDIA's license doesn't allow redistributing the DLSS, Ray Reconstruction, Frame Generation and Reflex runtime files this way. The editor, the path tracer and PhysX GPU all work without them.

Only if you want DLSS (or Ray Reconstruction, Frame Generation or Reflex), either:

  • click Get NVIDIA DLSS... in the editor's menu bar and follow the dialog, or
  • download the NVIDIA Streamline SDK 2.10.0 yourself. From its bin\x64 folder (not bin\x64\development), copy the sl.*.dll files, nvngx_dlss.dll, nvngx_dlssd.dll, nvngx_dlssg.dll, nvngx_deepdvc.dll, NvLowLatencyVk.dll and their license files next to the editor .exe, then restart the editor.

By downloading those files you accept NVIDIA's license terms, which come with the SDK.

Downloads

File What
godot_4.8-nvidia-rt-dlss-physx_v0.2.0-editor_windows_amd64.zip Standard editor
godot_4.8-nvidia-rt-dlss-physx_v0.2.0-editor_windows_amd64_mono.zip .NET (C#) editor, with the GodotSharp folder. Needs the .NET SDK (8 or newer) to build C# projects.

Each zip contains:

  • the editor (.exe plus a .console.exe that keeps a console window open),
  • PhysXGpu_64.dll for PhysX GPU dynamics,
  • the Microsoft DirectX Agility SDK DLLs (D3D12Core.dll, d3d12SDKLayers.dll),
  • NVIDIA_DLSS_NOT_INCLUDED_README.txt, explaining the optional DLSS setup above,
  • a licenses folder with every license.

Unzip it anywhere you can write to and run godot.windows.editor.x86_64.exe (or the .mono.exe). No installer is needed. The in-editor DLSS installer puts its files in that same folder.

Requirements

  • Windows 10/11 x64.
  • An NVIDIA GPU with a current driver for PhysX GPU dynamics. Without one, PhysX runs on the CPU.
  • An NVIDIA RTX GPU for the path tracer (Vulkan driver, Forward+ renderer) and DLSS.

What's inside

  • Godot Engine master (4.8-dev): godotengine/godot
  • NVIDIA path tracer, DLSS (via Streamline), Ray Reconstruction, Reflex: NVIDIA-RTX/godot (nvidia-pt-dlss)
  • PhysX 5 module (GPU rigid bodies, fluid, cloth, soft bodies, destruction, vehicles, water) by Wild Ox Studios: uno1982/godot (feature/physx5-module). Watch it in action on their YouTube channel, @WildOxStudios, and try the demo scenes in their example project, uno1982/godot-physx-example.

Built from commit 6a74142d2 with production=yes physx_gpu=yes. To compile it yourself, see the README.

Licenses

All components and licenses are listed in THIRD_PARTY_LICENSES.md, which is also in each zip:

  • Godot Engine and this fork's changes: MIT
  • NVIDIA PhysX 5 and Blast (including PhysXGpu_64.dll): BSD-3-Clause
  • NVIDIA Streamline SDK headers: MIT
  • Microsoft DirectX Agility SDK DLLs: Microsoft DirectX license (distributable files)
  • NVIDIA DLSS / Reflex / Streamline runtime: not included; NVIDIA's own license terms apply when you download the SDK.

This is an unofficial build and is not affiliated with, sponsored or endorsed by NVIDIA, the Godot Foundation or Microsoft. NVIDIA, DLSS, PhysX and Reflex are trademarks of NVIDIA Corporation; Godot is a trademark of the Godot Foundation.

Godot NVIDIA + PhysX (Godot 4.8-dev) v0.1.0

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Windows x64 editor builds of Godot Engine 4.8-dev (master) with the NVIDIA real-time path tracer and the PhysX 5 GPU physics module.

Important

These downloads work out of the box. You only need the NVIDIA Streamline SDK if you want DLSS.

NVIDIA DLSS is not included, because NVIDIA's license doesn't allow redistributing the DLSS, Ray Reconstruction, Frame Generation and Reflex runtime files this way. The editor, the path tracer and PhysX GPU all work without them.

Only if you want DLSS (or Ray Reconstruction, Frame Generation or Reflex):

  1. Download the NVIDIA Streamline SDK 2.10.0.
  2. From its bin\x64 folder (not bin\x64\development), copy the sl.*.dll files, nvngx_dlss.dll, nvngx_dlssd.dll, nvngx_dlssg.dll, nvngx_deepdvc.dll, NvLowLatencyVk.dll and their license files next to the editor .exe.
  3. Restart the editor.

By downloading those files you accept NVIDIA's license terms, which come with the SDK.

Downloads

File What
godot_v4.8.dev.custom_build.6638925af_..._standard.zip Standard editor
godot_v4.8.dev.mono.custom_build.6638925af_..._mono.zip .NET (C#) editor, with the GodotSharp folder. Needs the .NET SDK (8 or newer) to build C# projects.

Each zip contains:

  • the editor (.exe plus a .console.exe that keeps a console window open),
  • PhysXGpu_64.dll for PhysX GPU dynamics,
  • the Microsoft DirectX Agility SDK DLLs (D3D12Core.dll, d3d12SDKLayers.dll),
  • NVIDIA_DLSS_NOT_INCLUDED_README.txt, explaining the optional DLSS setup above,
  • a licenses folder with every license.

Unzip it anywhere and run godot.windows.editor.x86_64.exe (or the .mono.exe). No installer is needed.

Requirements

  • Windows 10/11 x64.
  • An NVIDIA GPU with a current driver for PhysX GPU dynamics. Without one, PhysX runs on the CPU.
  • An NVIDIA RTX GPU for the path tracer (Vulkan driver, Forward+ renderer) and DLSS.

What's inside

  • Godot Engine master (4.8-dev): godotengine/godot
  • NVIDIA path tracer, DLSS (via Streamline), Ray Reconstruction, Reflex: NVIDIA-RTX/godot (nvidia-pt-dlss)
  • PhysX 5 module (GPU rigid bodies, fluid, cloth, soft bodies, destruction, vehicles, water): uno1982/godot (feature/physx5-module)

Built from commit 6638925af with production=yes physx_gpu=yes. To compile it yourself, see the README.

Licenses

All components and licenses are listed in THIRD_PARTY_LICENSES.md, which is also in each zip:

  • Godot Engine and this fork's changes: MIT
  • NVIDIA PhysX 5 and Blast (including PhysXGpu_64.dll): BSD-3-Clause
  • NVIDIA Streamline SDK headers: MIT
  • Microsoft DirectX Agility SDK DLLs: Microsoft DirectX license (distributable files)
  • NVIDIA DLSS / Reflex / Streamline runtime: not included; NVIDIA's own license terms apply when you download the SDK.

This is an unofficial build and is not affiliated with, sponsored or endorsed by NVIDIA, the Godot Foundation or Microsoft. NVIDIA, DLSS, PhysX and Reflex are trademarks of NVIDIA Corporation; Godot is a trademark of the Godot Foundation.