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
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
🔥6
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
https://github.com/sienaiwun/TAA_Unity_URP
👍6