Proof of concept for reprojecting low framerate viewports into a high-framerate output. See this video for what this is all about.
The code here is hacky and not intended to be used as-is. The math for compensating horizontal view angle changes is incorrect when looking up or down – feel free to open a pull request to fix this. Also, to be useful in most real world projects, this needs to have depth-based reprojection added, so that reprojection also works when the camera moves.
This demo uses Godot 3.x and GLES3, but the same technique can be applied to any rendering backend and Godot version.
Copyright © 2022 Hugo Locurcio and contributors
Unless otherwise specified, files in this repository are licensed under the MIT license. See LICENSE.md for more information.