FidelityFX-FSR2
godot-proposals
FidelityFX-FSR2 | godot-proposals | |
---|---|---|
43 | 610 | |
1,902 | 1,044 | |
0.5% | 2.6% | |
3.1 | 2.7 | |
9 months ago | 7 months ago | |
C | ||
GNU General Public License v3.0 or later | MIT License |
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FidelityFX-FSR2
- AMD FSR is the building block for Apple's hybrid MetalFX upscaling tech
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Since the RX 7600 has more than 2x the theoretical compute per CU as a 6600xt (43 TF vs 21 TF) is there any compute use cases where dual issue SIMD32 actually bears fruit?
- https://github.com/GPUOpen-Effects/FidelityFX-FSR2/releases/download/v2.2.1/FidelityFX-FSR2-v2.2.1-prebuilt-sample.zip
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AMD Screws Gamers: Sponsorships Likely Block DLSS
AMD's scaler is open-source. Here's the github for FSR2.
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Competitive practices
Sure, go ahead: here is the link. Go contribute and make it better, as it's an OPEN SOURCE project.
- Nixxes graphics programmer: "We have a relatively trivial wrapper around DLSS, FSR2, and XeSS. All three APIs are so similar nowadays, there's really no excuse."
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AMD to be Bethesda's exclusive PC partner for Starfield, FSR2 support at launch - VideoCardz.com
DLSS is a proprietary black box that developers have no control over (bad). FSR is open source, you can check the code, fix the code, modify the code, and port it to new devices (good). It also means there is a community of developers who are trying new things and submitting code for inclusion (there are currently 148 forks on the github).
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Thoughts on recent events.
literally not true. FSR has been constantly updated in the background and 2.2.1 was released 3 weeks ago.
- [TweakTown] AMD sponsored games with FSR don't feature NVIDIA DLSS support, and that's a little strange
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Layers of Fear 2023 game ships with non-working FSR probably due to missing FSR API files
If I get the FSR API files (ffx_fsr2_api_dx12_x64.lib, ffx_fsr2_api_vk_x64.lib and ffx_fsr2_api_x64.lib) from github what directory structure do they need to go into? Looking at working DLSS and XeSS as a template...
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OpenGL port of FSR 2
From the official docs:
godot-proposals
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Show HN: My wife and I made a maze game
Godot was fine, for the most part, it's a good engine for small games. The main issue was around working together and resolving conflicts with git (Godot isn't really working and constantly kept changing IDs in resource files), and it kept losing data in scenes when the code changed so we had to rebuild things several times. On previous test games we also ran into huge performance issues in the editor when we wanted to do too much work in scenes, so we had to switch to doing most of the work in code.
The worst part was when I had to rip out a bunch of testing code that used @tool for release as it seemed to cause issues when doing a release build. The engine is generally not great when you want to follow clean software engineering (e.g. dependency injection is not possible, I opened a proposal to that end here[1]).
[1]: https://github.com/godotengine/godot-proposals/issues/8850
- Dev snapshot: Godot 4.3 dev 3
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How to make thick object disappear while passing through thin one?
If we had a Mask2D, this would be super easy and straight forward.
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How to use line2D as a mask texture?
So if that's what OP meant, clip_children property won't work. Instead OP needs to use a CanvasGroup parent and the Line2D (with CanvasItem Material in Subtract mode) and TextureRect as siblings, or any of the other methods explained here until we have a Mask2D node.
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New Running And Debugging System for Android And Ios &gui apps
There is an open proposal to have a compile option for a LibGodot, as a Library https://github.com/godotengine/godot-proposals/issues/6267
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What IDE has the best support for GdScript?
Yes, there could be the option to open at least 2 tabs at the same time, when working with scripts. This has probably already been suggested in: https://github.com/godotengine/godot-proposals
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How to fix the jittery pixel in my game?
I cannot tell exactly where the jitter is from the video, but if it is what I'm thinking of, it is a known issue, see here. There is a proposal to fix this, with tons of discussion here. Try some of the workarounds mentioned in these two links. Game looks great by the way!
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4.2 did Ctrl + K change or is this a bug?
It's in the release notes. Here is a link to the pull request, based on this proposal.
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How do I view the scene in runtime?
Currently not possible: https://github.com/godotengine/godot-proposals/issues/7213
- Made a proposal for clone a key in AnimationPlayer
What are some alternatives?
REFramework - Scripting platform, modding framework and VR support for all RE Engine games
o3de - Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
DLSS - NVIDIA DLSS is a new and improved deep learning neural network that boosts frame rates and generates beautiful, sharp images for your games
godex - Godex is a Godot Engine ECS library.
Q2RTX - NVIDIA’s implementation of RTX ray-tracing in Quake II
Godot - Godot Engine – Multi-platform 2D and 3D game engine
vkcv-framework - Mirror from https://gitlab.uni-koblenz.de/vulkan2021/vkcv-framework.git
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
Streamline - Streamline Integration Framework
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
WispRenderer - RTX Ray Tracing Renderer, made by Y3 students at Breda University of Applied Science
openseeface-gd - A GUI for running OpenSeeFace.