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Good news: AMD finally shared the source code of FSR 2.0 – their updated tech to upscale games, this time with vector-based data.

Even better one – Godot team is going to implement it soon in Godot 4. After Alpha 10, that received TAA, implementation of FSR is just a matter of time.

Keep in mind, that this isn't for low-end machines anyway: to increase framerates, FSR 2.0 must be used with hight-end visuals and at least mid-core GPUs.

https://github.com/godotengine/godot-proposals/issues/4280

Tags: #TAA #Godot #GodotEngine #AMD #Radeon #FSR #DLSS
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SMAA sucks in #Unity, but #TAA is only supported in HDRP. But there's MIT-licensed library to use #TAA in URP

https://github.com/sienaiwun/TAA_Unity_URP
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