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Integrate AMD FSR 2 in the Vulkan renderer (currently, FSR 1.0 is supported) #4280

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godotengine/godot
#81197
@ArseniyMirniy

Description

Bugsquad edit: Related to #2809, which is about the FSR 1.0 implementation (which is now in master).

Describe the project you are working on

This feature will help almost any project to improve FPS on low-end systems.

Describe the problem or limitation you are having in your project

There is never too many FPS.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

AMD showcased their new FSR 2.0 that has vector data and previous frames data included into the algorithm, so the quality is way better, than the original FSR 1.x branch. It allows to properly work with thin lines, like ropes or netting fences.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

AMD Described it better: https://gpuopen.com/fidelityfx-superresolution-2/

image

[All images ZIP – 155MB]

Scene 1 – Native
Scene 1 – Quality
Scene 1 – Balanced
Scene 1 – Performance
Scene 2 – Native
Scene 2 – Quality
Scene 2 – Balanced
Scene 2 – Performance

If this enhancement will not be used often, can it be worked around with a few lines of script?

Nope, not even close. Unlike FSR 1.0 this feature must be enabled on rendering pipeline, so Vector Data and Previous Frames will be available for the algorithm.

Is there a reason why this should be core and not an add-on in the asset library?

Unlike FSR 1.0 this feature must be enabled on rendering pipeline, so Vector Data and Previous Frames will be available for the algorithm. Only with this data small and thin details can be saved on the output.

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