Godot's 3D Visual Fidelity
Hi everyone, I'm trying to make a call on which Engine should I invest from now on, and so far Godot seemed to be the best choice in terms of freedom, general vision, projection and community but:
I mean absolutely no disrespect since I reckon that the work conducted with Godot is amazing in general, but I've spent the last month running through the documentations and the base 3D demos for most engines (in my case Unreal, Xenko, Armory and Godot, I refuse to use Unity) and for some reason, Unreal, Xenko and Armory base demos have a pretty similar look (and smoothness) that just feels good, but for Godot the basic examples as well as setting up a basic demo just feels off in terms of visual fidelity compared to the aforementioned engines. So I just wanted to know why could this be? Could it be because of Godot's default tone map? (I know that this can be changed, maybe to filmic?). Is it because Godot is not implementing some sort of advanced 3D technique that those 3 are implementing? Is it because of the shadow's implementation (they look like made of stripes in the the FPS tutorial and most demos)? Is it because of the assets that those engines provide with their demos? (I would discard this one since in general they are quite flat and dull). I just cannot pinpoint this really noticeable difference in visual fidelity for the base demos and it's a little bit off-putting when you are in that step of choosing a 3D engine.
Also, I've been struggling to obtain solid knowledge on how to do 3D with Godot. I've gone the extra mile on researching and I've read and seen plenty of tutorials. I've seen Jayanam's, Jeremy Bullock's tutorials (both are great), Bastian Olij's, as well as the official documentation for FPS (which I felt was giving too much knowledge for granted) among many many others, but somehow I don't have the feeling that I'd know how to go on from there. I reckon that I'm missing something like a presentation to all the nodes provided and their potential application in games (why were they all created? I presume each one of them was trying to solve one or more problems) as well as other types of utilities like those for obtaining the camera basis which seems to be essential to most games an yet it seems to be missed from a key part of the documentation that provides it with such importance. I guess that in general I'm missing more core level tutorials on how to do 3D in godot? But maybe I'm also missing really relevant sources. I reckon that GDQuest is about to release some basic tutorials that will more accurately describe the task, but do you know any other sources where I could get such information?
Thank you very much in advance