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Releases: cybereality/godot-super-scaling

Godot Super Scaling : 1.2.0 Release

22 Jan 07:56
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This 1.2.0 release does not change the visuals, but makes the installation and setup substantially easier. You no longer have to change your scene tree setup, and a new property was added to select which UI nodes to display at native resolution. However, some code changes are still necessary as absolute paths in get_node() will not function due to the way the add-on uses a dynamically generated viewport.

For most cases, if you use relative paths for get_node(), they should still work without issue. However, if absolute paths are necessary, you can use this function find_node() instead, such as: get_tree().get_root().find_node("Player", true, false) which will be able to find any node, provided it has a unique name.

I've also added new screenshots, shown below, you can gain 188% performance on a complex 3D game by using a 50% render scale (1080p upscaled to 4K). Though there is some quality loss, using more moderate scales, such as 80% to 90%, still result in gain (between 25% and 50% performance uplift) with very minimal noticeable loss to picture quality.

Decay_GSS_4K

Decay_GSS_1080p

Godot Super Scaling : 1.1.2 Hotfix

21 Jan 10:27
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After doing more testing, I realized the multi pass method was not totally working. While it did look more clear, it lost most of the benefit of the upscaling, meaning it looked better at native resolution or higher, but noticeably worse at sub-native resolutions. I spent the day debugging it, and was eventually able to solve the issue. However, the solution dropped performance significantly and I realized it won't work with this algorithm, at least not without major changes to the way it works. Though the result I got today did look pretty good, there was no point in exploring it further since the performance loss was too great, and that is the whole point of the add-on.

So I have reverted back to the single pass method. But I was able to bring in all the sampling tweaks and things I learned from the multi pass exploration, so now the single pass solution looks way better than before and the performance is still at the original speed. Though it does not look quite as good as the working multi pass method, the performance is very smooth and it still looks better than ever. Both the Ella and Decay demos have been updated with the new solution, so feel free to give them a try if you want to see how it looks.

Decay_GSS_Fixed_Super_1080p

Decay_GSS_Fixed_Super_4K

Godot Super Scaling : 1.1.1 Patch

21 Jan 01:18
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Godot Super Scaling 1.1.1 is a small patch to the sampling radius to avoid blurring at native resolution.

Godot Super Scaling : 1.1.0 Update

20 Jan 20:13
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The 1.1.0 update adds multi-pass rendering, which separates the upscaling from the super sampling, resulting in a much more clear image. This eliminates the need for a smoothing parameter, and the default sampling parameters have been tweaked to give good results at all render scales. The quality has improved across the board, but most noticeably better at lower scales, such as going from 540p to 1080p.

Decay_GSS_New_1

Decay_GSS_New_2

Godot Super Scaling : 1.0.3 Update

20 Dec 08:06
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Fixed issue with engine errors.

Godot Super Scaling : 1.0.2 Update

20 Dec 03:44
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Renamed shader extension for support of Godot 3.3.

Godot Super Scaling : 1.0.1 Update

19 Dec 11:27
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Fixed issue with hard-coded paths for script and shader. Add-on now works in any folder.

Godot Super Scaling : Official First Release

18 Dec 18:02
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Godot Super Scaling, a comprehensive post-processing effect for 3D and 2D Godot Engine games that allows you to upscale or downscale the viewport for increased performance or higher quality visuals. Supports up to 200% native resolution or down to 10%. Check the readme on Github for install and configuration instructions.