Developers behind the free and open-source Godot Engine have announced support for AMD's FSR 2.2 & other improvements in the latest build.
The Godot Engine is currently in version 4.0. The developers are working hard to develop the upcoming version 4.1, adding upgrades and performance fixes plaguing the game engine, especially in 3D rendering and shadowing. The Godot development team recently shared their outline for the next version of Godot Engine in a blog.
The Godot team plans to release version 4.1 later this year, creating more scheduled releases. Right now, the team is working on performance and usability, which include:
Identify bottlenecks in 3D renderings, such as the main scene shader
When users render profiles on desktop and mobile, the depth pre-pass, shadow pass, and opaque pass take too long to process, especially in high-complexity scenes. The team is working to fix this performance issue and is working on it now. They ask if the community wants to assist with this task and extend the offer. The vertex shader is causing unexpectedly higher hindrances in the vertex shader. They discern that the issue is related to memory-bound vertex shading. The group has standard solutions that will allow for limitations of the cache to halt further problems.
When users render profiles on desktop and mobile, the depth pre-pass, shadow pass, and opaque pass take too long to process, especially in high-complexity scenes. The team is working to fix this performance issue and is working on it now. They ask if the community wants to assist with this task and extend the offer. The vertex shader is causing unexpectedly higher hindrances in the vertex shader. They discern that the issue is related to memory-bound vertex shading. The group has standard solutions that will allow for limitations of the cache to halt further problems.
Time-slicing DirectionalLight3D shadows
As DirectionalLight3D shadows are camera-dependent, every frame must be updated. The process, when creating shadows, raises several draw calls and adds additional strain to the GPU for each frame. The Godot team expects to include an additional "time slicing" that will permit future splitting to happen in fewer frequencies.
As DirectionalLight3D shadows are camera-dependent, every frame must be updated. The process, when creating shadows, raises several draw calls and adds additional strain to the GPU for each frame. The Godot team expects to include an additional "time slicing" that will permit future splitting to happen in fewer frequencies.
Background pipeline compilation
Godot 4.1 is expected to fix a well-known "Vulkan pipeline compilation stall." The team will transfer the pipeline compilations to background threads to work simultaneously with the regular rendering, which the team feels will assist with any stalls in processing renders.
Godot 4.1 is expected to fix a well-known "Vulkan pipeline compilation stall." The team will transfer the pipeline compilations to background threads to work simultaneously with the regular rendering, which the team feels will assist with any stalls in processing renders.
GL Compatibility renderer - 3D
The Godot Engine version 4.0 included a lower-processing renderer that "targets OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2 devices." The group created the GL Compatibility renderer with mobile and low-end processing systems as the focus. This allows those systems to run more efficiently than the standard GLES3 renderer introduced in Godot version 3.x and is still used today. Godot Engine 4.1 will finalize the 3D renderer that is currently inactive in version 4.0.
The Godot Engine version 4.0 included a lower-processing renderer that "targets OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2 devices." The group created the GL Compatibility renderer with mobile and low-end processing systems as the focus. This allows those systems to run more efficiently than the standard GLES3 renderer introduced in Godot version 3.x and is still used today. Godot Engine 4.1 will finalize the 3D renderer that is currently inactive in version 4.0.
AMD FSR 2.2 and TAA improvements
The Godot Engine development team will introduce AMD FSR 2.2 as a replacement to the Temporal Antialiasing (TAA) currently in use, as it provides more features and a streamlined upscaler that is not offered in the current TAA. However, the team does not plan to drop TAA altogether, as it will use the TAA to work with different effects, such as SSAO, SSR, shadows, and more.
The Godot Engine development team will introduce AMD FSR 2.2 as a replacement to the Temporal Antialiasing (TAA) currently in use, as it provides more features and a streamlined upscaler that is not offered in the current TAA. However, the team does not plan to drop TAA altogether, as it will use the TAA to work with different effects, such as SSAO, SSR, shadows, and more.
The Godot Engine is an all-in-one free game engine with cross-platform capabilities to allow game developers to easily make games, whether they be in 2D or 3D. You can find out more information on the Godot website.
News Sources: Gaming on Linux, Godot Engine blog