Describe the project you are working on
All visually demanding games will benefit from it
Describe the problem or limitation you are having in your project
Currently FSR 2 is in use, it has slightly worse upscaling and no Frame Generation.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The biggest part of FSR 3 is Frame Generation support. It works surprisingly good even for games where it wasn't implemented by developers (and was added by modders). By data from real frames, it creates intermediate ones.
- It can almost double the original performance of the game (in CP2077, for example, it can turn 40 FPS into 70+)
- Which provides enough space for very demanding games (that are still going to work fast).
- It may be handy to use it only for 3D space and not UI-space (if possible)
- Compared to DLSS Frame Generation, FSR 3 FG supports RTX 20 and all modern Radeon cards.
- Requirements for Upscaling only are even less strict (and many testers suggest, they are the same as for FSR2).
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Currently, the public release is for DirectX12 https://gpuopen.com/fsr3-source-available/
The Vulkan plugin is in the works and will take several months to complete.
It may be handy to check out right now what data these frames need and how can it be implemented.
And how to use it for 3D and not for 2D elements (since the algorithm may blur them out)

If this enhancement will not be used often, can it be worked around with a few lines of script?
No, it requires low-level access and motion vectors
Is there a reason why this should be core and not an add-on in the asset library?
FSR 2 is in the core and was admitted as one of the main updates of the recent Godot 4.2 release
Describe the project you are working on
All visually demanding games will benefit from it
Describe the problem or limitation you are having in your project
Currently FSR 2 is in use, it has slightly worse upscaling and no Frame Generation.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The biggest part of FSR 3 is Frame Generation support. It works surprisingly good even for games where it wasn't implemented by developers (and was added by modders). By data from real frames, it creates intermediate ones.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Currently, the public release is for DirectX12 https://gpuopen.com/fsr3-source-available/
The Vulkan plugin is in the works and will take several months to complete.
It may be handy to check out right now what data these frames need and how can it be implemented.
And how to use it for 3D and not for 2D elements (since the algorithm may blur them out)
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, it requires low-level access and motion vectors
Is there a reason why this should be core and not an add-on in the asset library?
FSR 2 is in the core and was admitted as one of the main updates of the recent Godot 4.2 release