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  • Anyone working with/on AMD FidelityFX for Godot?

With improved 3D support being one of the big features for Godot 4 and AMD making it both open source and supported as far back as Radeon 500-series or Geforce 10x0 it seems like a decent fit for the project, but I'm far too much of a novice at coding to do anything meaningful on that end myself. Just curious really, but a little extra buzzword compliance never hurt anyone's market share prospects.

FidelityFX is many things, what specifically do you find interesting? Also note that it is only the higher end Vulkan renderer in godot 4.0 that would be able to make any use of any some of it(FidelityFX is primarily dx12, a subset of it also supports vulkan). The gles renderer for lower end systems and mobile games would not benefit in any ways.

Sorry for the slow reply, my internet service crapped out late Friday, and it took Verizon this long to fix whatever the problem was.

Specifically I was thinking the newly announced upscaling, in our case, would let material optimized for relatively low-res phone screens still look decent on a PC with much better resolution, and/or to flat out push more frames for fast-twitch games where that matters. If that's not part of what's portable between platforms or isn't enough benefit for the effort involved, well, if I even had the skills to judge I wouldn't be putting it in such vague terms. Obviously with it being just rolled out no one is likely to have done anything with that directly, but if anyone was already working with other parts of the package there are undoubtedly points of familiarity at least.

Yeah, I could look into it. I don't think it would be too hard, but it may require features only available in Vulkan and/or certain types of renderers (not sure, but it may require motion vectors usually used for TAA, which I don't think Godot has).

But I see the older FidelityFX CAS shader was open source and available under MIT so hopefully the new one will be as well. That said, the Godot render is fairly simple, so might not benefit as much from this feature that is designed for heavier AAA games.

https://github.com/GPUOpen-Effects/FidelityFX-CAS

Cool, that's basically the best-case response I was hoping for; someone who knows what['s what saying "Huh, sounds plausible, I'll take a look." Realistically speaking, I'm a half-hearted 3d modeler (love making geometry and simple/material-per-polygon color, loathe working with image maps for UV texturing) with a few credits of programming classes and vague thoughts that seeing my transforming robots in an action RPG would be cool rather than a legit game programmer, so as far as community contribution goes suggesting this kind of minor feature and use cases is about as much as I can offer.

Godot's ease of use and free-as-in-beer nature does mean it's the best chance of getting even as far as a "run, transform, and fly" demo I have, though, so it's where I keep looking for daydream material along those lines ;)