I think we've all but made up our minds to use Godot for our next VR contract. I was looking into light mapping and other rendering quality features today. Even as a light mapping noob, I was able to produce some pretty satisfactory results. Maybe my only complaint is that the only way I could figure out to enable ASF was at runtime via a script. (?!)

Even on my 10 year old work PC with a RX590 it held a steady 144 hz in VR.

All this from an engine that doesn't have a yearly license that costs more than my car, or the cost of all the computers I own combined. Nor is it made by a company that will further change that deal whenever their investors feel like it. >_>
@slembcke Also you can actually fix it without selling a kidney for a source license.
@dotstdy I'm like 80% certain I'll probably end up doing that (edit: rather, submitting changes/features anyway) if we are able to keep using it honestly. The code seems pretty approachable.
@slembcke Nice. What's ASF?
@rburing anisotropic filtering. Keeps things looking sharp in the distance at very shallow viewing angles.