There is a very simplistic upscaler for #GodotEngine, but it was pretty confusing, since many people compared it to #DLSS and #FSR, so the creator shared some insights about the algorythm:
https://www.youtube.com/watch?v=B70VOP80EHA
https://www.youtube.com/watch?v=B70VOP80EHA
YouTube
Open Source DLSS / FSR Alternative : Godot Super Scaling Deep Dive
Deep dive into my new scaling algorithm, which I developed for the recently released Decay graphics demo. Allows you to upscale from a lower resolution to native and dramatically increase performance with minimal loss to picture quality. This was developedβ¦
π1π₯1
Hey, folks! It seems, that #AMD GPUOpen is making another step forward with #FSR 2.0:
β Much more detailed (no artifacts on wires, ropes, etc)
β Vector Data required, can't be an addon
Still not relying on AI hardware, compatible with old GPUs.
As before both #Radeon and #NVIDIA will benefit from it.
Watch this: https://www.youtube.com/watch?v=oKD98lTqilQ
Check the description: https://gpuopen.com/fidelityfx-superresolution-2/
π₯ And support the proposal to include it into Godot 4.x: https://github.com/godotengine/godot-proposals/issues/4280
β Much more detailed (no artifacts on wires, ropes, etc)
β Vector Data required, can't be an addon
Still not relying on AI hardware, compatible with old GPUs.
As before both #Radeon and #NVIDIA will benefit from it.
Watch this: https://www.youtube.com/watch?v=oKD98lTqilQ
Check the description: https://gpuopen.com/fidelityfx-superresolution-2/
π₯ And support the proposal to include it into Godot 4.x: https://github.com/godotengine/godot-proposals/issues/4280
YouTube
AMD FidelityFX Super Resolution 2.0 First Look in DEATHLOOP
AMD FidelityFXβ’ Super Resolution 2.0*, our next-level temporal upscaling technology, is designed to deliver incredible image quality and boosts framerates in supported games across a wide range of products and platforms. Get a preview of one of the firstβ¦
π₯2π1
#DLSS from #NVIDIA finally meets a working competitor: #FSR 2.0 by #AMD:
β You still don't need AI-cores
β It has to be implemented via Render pipeline to use Per-pixel Motion Vectors and Previous frames
It's not just "good", but Better than native 4K and QHD.
And it will work on consoles, NVIDIA and Radeon (RX 500 or better)
https://www.youtube.com/watch?v=s25cnyTMHHM
β You still don't need AI-cores
β It has to be implemented via Render pipeline to use Per-pixel Motion Vectors and Previous frames
It's not just "good", but Better than native 4K and QHD.
And it will work on consoles, NVIDIA and Radeon (RX 500 or better)
https://www.youtube.com/watch?v=s25cnyTMHHM
YouTube
Impressive! AMD FSR 2.0 vs Nvidia DLSS, Deathloop Image Quality and Benchmarks
Support us on Patreon: https://www.patreon.com/hardwareunboxed
Join us on Floatplane: https://www.floatplane.com/channel/HardwareUnboxed
Buy relevant products from Amazon, Newegg and others below:
Radeon RX 6400 - https://geni.us/CHWSm
Radeon RX 6500 XTβ¦
Join us on Floatplane: https://www.floatplane.com/channel/HardwareUnboxed
Buy relevant products from Amazon, Newegg and others below:
Radeon RX 6400 - https://geni.us/CHWSm
Radeon RX 6500 XTβ¦
π2
Good news: AMD finally shared the source code of FSR 2.0 β their updated tech to upscale games, this time with vector-based data.
Even better one β 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 β 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
π₯6
There is a custom FSR 2.0 mod for RDR2, that has much better image quality than native TAA (on the left). It depends on the game, but overall FSR 2 seems very promising!
https://www.nexusmods.com/reddeadredemption2/mods/1550
#FSR #AMD #Radeon
https://www.nexusmods.com/reddeadredemption2/mods/1550
#FSR #AMD #Radeon
π1
This can be useful! #SpartanEngine livestream about #FSR 2.0 integration:
https://youtu.be/QhyMal6RY7M
#GameEngines #Tutorials
https://youtu.be/QhyMal6RY7M
#GameEngines #Tutorials
YouTube
Spartan Engine Livestream #2: FSR 2.0 Integration
If you liked this video, click the like button and subscribe.
Twitter: https://twitter.com/panoskarabelas1
Discord: https://discord.gg/TG5r2BS
GitHub : https://github.com/PanosK92/SpartanEngine
Timestamps
0:00 - Start
0:33 - Introduction
2:02 - Test sceneβ¦
Twitter: https://twitter.com/panoskarabelas1
Discord: https://discord.gg/TG5r2BS
GitHub : https://github.com/PanosK92/SpartanEngine
Timestamps
0:00 - Start
0:33 - Introduction
2:02 - Test sceneβ¦
And #AMD #Radeon team just released #FSR 3 with frame generation. Only Forspoken and Immortals of Aveum are supported (2 games have 69 players online COMBINED), but you can try it even in a free demo of Forspoken.
1. The quality is only worth it with FSR set to quality (+ Frame Gen), balanced is a mess, and "native AA" is laggy.
2. Then it has ~10% higher FPS than what DLSS has in Balanced (DLSS still looks better), and 30% higher in Balanced.
3. And with FSR frame generation the frame time gets completely inconsistent + overall generated frames are messy. Altogether it led to a LAGGY AF feel. Which makes NVIDIA 80 frames way more responsive, than FSR 110 frames.
At least on NVIDIA, it's unplayable. Maybe Radeon cards are more compatible, but first impressions of Radeon Frame Generation are negative β it's not even close to what NVIDIA has right now.
1. The quality is only worth it with FSR set to quality (+ Frame Gen), balanced is a mess, and "native AA" is laggy.
2. Then it has ~10% higher FPS than what DLSS has in Balanced (DLSS still looks better), and 30% higher in Balanced.
3. And with FSR frame generation the frame time gets completely inconsistent + overall generated frames are messy. Altogether it led to a LAGGY AF feel. Which makes NVIDIA 80 frames way more responsive, than FSR 110 frames.
At least on NVIDIA, it's unplayable. Maybe Radeon cards are more compatible, but first impressions of Radeon Frame Generation are negative β it's not even close to what NVIDIA has right now.
Meanwhile, FSR 3.1 became available and it is surprisingly good: a little bit worse than DLSS but works on the majority of devices and works on Vulkan API (so it will eventually be available in Godot 4.x):
https://www.youtube.com/watch?v=6F3pURMsnZw #Hardware #DLSS #FSR #NVIDIA #AMD #Godot4
https://www.youtube.com/watch?v=6F3pURMsnZw #Hardware #DLSS #FSR #NVIDIA #AMD #Godot4
YouTube
Did AMD Lie?? - FSR 3.1 vs DLSS vs XESS! In 4 Games, 7 GPUs
FSR 3.1 IS FINALLY HERE!!! And AMD claimed it to be bringing huge improvements to FSR 2 upscaling, which is very much needed. Upscaling is becoming more and more important in our games and Nvidia's DLSS has pretty much been the king. However, even Intel burstβ¦
π₯6π1
Yet another comparison between upscaling techniques: this time with PSSR by #PlayStation!
https://www.youtube.com/watch?v=OQKbuUXg9_4 #DLSS #FSR #XeSS #NVIDIA #AMD
https://www.youtube.com/watch?v=OQKbuUXg9_4 #DLSS #FSR #XeSS #NVIDIA #AMD
YouTube
Upscaling Face-Off: PS5 Pro PSSR vs PC DLSS/FSR 3.1 in Ratchet and Clank Rift Apart
With PlayStation 5 Pro, consoles are embracing the reconstruction-based upscaling model that has made Nvidia DLSS in particular a must-have feature for the current era of gaming. PSSR is Sony's iteration and impressions thus far have been impressive - butβ¦
π₯5