Every article tag can be clicked to get a list of all articles in that category. Every article tag also has an RSS feed! You can customize an RSS feed too!
We do often include affiliate links to earn us some pennies. See more here.

Godot Engine gets AMD FidelityFX Super Resolution

By -

The free and open source Godot Engine recently had support for AMD FidelityFX Super Resolution merged into the code, ready for the next big release. A wonderful case of open source tech meeting together.

What is FidelityFX Super Resolution (FSR)? Put simply: a fancy upscaler. FSR allows you to bring down the rendering resolution and have FSR boost it up to a higher resolution, giving you a clear picture. The result is that you should see better performance than simply using the native resolution - something 4K users seem quite happy about.

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

It's not fully finished yet for Godot, with a couple of tweaks planned to come in another merge request but it's pretty-much all there. So hopefully this means we will see plenty of Godot games release with support for it. This major feature is likely to come with Godot 4.0, which is the big one pulling in Vulkan support and an overhauled rendering system.

In other game dev news: AMD FSR plugin for Unreal Engine is live now too. So we're eventually going to see a nice bump in the amount of games with it supported.

Article taken from GamingOnLinux.com.
24 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can also follow my personal adventures on Bluesky.
See more from me
The comments on this article are closed.
All posts need to follow our rules. For users logged in: please hit the Report Flag icon on any post that breaks the rules or contains illegal / harmful content. Guest readers can email us for any issues.
5 comments

ThatOneGuy Nov 25, 2021
Hell yes! I was actually hoping Godot would get something like this.
This is an open source match made in heaven.
CatKiller Nov 25, 2021
View PC info
  • Supporter Plus
While AMD should get all the kudos and headstart from releasing their open-source cross-vendor scaling tech first, I hope Nvidia's similar one will also ultimately get integrated for those developers that want to use movement vectors to help their scaling. It would be a shame for that use case to only be covered by DLSS.
tuubi Nov 25, 2021
View PC info
  • Supporter Plus
While AMD should get all the kudos and headstart from releasing their open-source cross-vendor scaling tech first, I hope Nvidia's similar one will also ultimately get integrated for those developers that want to use movement vectors to help their scaling. It would be a shame for that use case to only be covered by DLSS.
Does the open source Nvidia Image Scaling actually make use of motion vectors? As far as I understood, it's just a clever single-pass scaling + sharpening algorithm, much closer to FSR than DLSS. I don't see any mention of motion vectors in the readme on the github page.
CatKiller Nov 25, 2021
View PC info
  • Supporter Plus
While AMD should get all the kudos and headstart from releasing their open-source cross-vendor scaling tech first, I hope Nvidia's similar one will also ultimately get integrated for those developers that want to use movement vectors to help their scaling. It would be a shame for that use case to only be covered by DLSS.
Does the open source Nvidia Image Scaling actually make use of motion vectors? As far as I understood, it's just a clever single-pass scaling + sharpening algorithm, much closer to FSR than DLSS. I don't see any mention of motion vectors in the readme on the github page.
Actually, maybe it doesn't. I saw references to directional scaling and assumed they were using motion information for their scaling (like they do with their anti-aliasing), but maybe it's just for different scaling in different directions.


Last edited by CatKiller on 25 November 2021 at 2:38 pm UTC
Calinou Nov 25, 2021
Godot doesn't have motion vectors yet, so implementing a temporal AA/upscaling solution is still a way off. Support for TAA is planned in a future 4.x release, not 4.0.

NVIDIA's DLSS SDK is proprietary, which means that support would have to be done by a third-party engine fork (it can't be done officially or at an add-on level).

Intel plans to open source XeSS once their GPUs are released, so this may be an usable solution that could be integrated in the engine (depending on how good it turns out to be).


Last edited by Calinou on 25 November 2021 at 7:16 pm UTC
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.