AMD FSR Ray Regeneration

ML-powered real-time denoising

AMD FSR™ Ray Regeneration is a standalone, machine learning-powered real-time denoiser that integrates with any game engine, enabling high-quality visuals by denoising inputs from ray-traced workloads.

Requiring AMD RDNA™ 4 architecture graphics, it works best when combined with other AMD FSR “Redstone” technologies to transforming noisy outputs from ray tracing into a clean, coherent image.

AMD FSR Ray Regeneration delivers:

  • Superior results compared to analytical denoising using ML.
  • Decoupled denoising independent of upscaling.
  • Optimal results when paired with FSR Upscaling.

Supports:

  • DirectX® 12
  • Windows® 11

Download the latest version - v1.1.0

This release:

AMD FSR Ray Regeneration “Redstone” 1.1.0 release (as part of the AMD FSR SDK 2.2 release):

  • Quality and memory improvements

  • Addition of debug view modes using ffxDispatchDescDenoiserDebugView (ffx::DispatchDescDenoiserDebugView)

  • API breaking additions:
    • Dynamic configuration is now at the granularity of individual parameters:
      • FfxApiDenoiserSettings is replaced with:
        • FfxApiConfigureDenoiserKey
      • ffxConfigureDescDenoiserSettings (ffx::ConfigureDescDenoiserSettings) is replaced with:
        • ffxConfigureDescDenoiserKeyValue (ffx::ConfigureDescDenoiserKeyValue)
      • ffxQueryDescDenoiserGetDefaultSettings (ffx::QueryDescDenoiserGetDefaultSettings) is replaced with:
        • ffxQueryDescDenoiserGetDefaultKeyValue (ffx::QueryDescDenoiserGetDefaultKeyValue)

    • Type of ffxDispatchDescDenoiser::motionVectorScale is now FfxApiFloatCoords3D instead of FfxApiFloatCoords2D.

    • Alpha channel of ffxDispatchDescDenoiser::diffuseAlbedo is now unused.

    • Alpha channel of ffxDispatchDescDenoiser::specularAlbedo is now unused.

    • Alpha channel of ffxDispatchDescDenoiserInput1Signal::fusedAlbedo is now unused.

    • These alpha channels now contain the specular ray length:

      • ffxDispatchDescDenoiserInput4Signals::indirectSpecularRadiance::input
      • ffxDispatchDescDenoiserInput2Signals::specularRadiance::input
      • ffxDispatchDescDenoiserInput1Signal::radiance::input

Features

ML-powered denoising

Superior image quality

Decoupled denoising

Easy integration

ML-powered real-time denoising

Since the advent of hardware-accelerated ray tracing, real-time game and rendering engines have increasingly adopted ray tracing techniques. From realistic reflections to finely detailed shadows, ray tracing has significantly elevated visual fidelity in modern games. As GPU ray tracing capabilities continue to improve, developers are pushing the boundaries of global illumination (GI) and exploring real-time path tracing. However, raw ray-traced outputs are inherently noisy, making effective denoising essential for producing clean, high-quality images.

Denoising transforms noisy ray- or path-traced outputs into coherent, visually accurate images, often leveraging both spatial and temporal information. AMD FSR™ Ray Regeneration performs this task with a key advantage: it uses machine learning (ML) to dynamically determine optimal filter weights, delivering superior results compared to purely analytical methods.

FSR Ray Regeneration OFF
FSR Ray Regeneration ON
JPG (3840x2160)
JPG (3840x2160)

AMD FSR Ray Regeneration 1.1 example

Decoupled denoising

FSR Ray Regeneration performs denoising independently of upscaling, making it a decoupled denoiser. In contrast, denoising and upscaling can also be combined into a single, joint operation. Both approaches are valid, but decoupling denoising into its own dispatch call simplifies adding additional rendered content afterward.

Denoising modes

To maximize compatibility and efficiency when denoising your game’s specific workloads, FSR Ray Regeneration provides multiple input/output configurations:

ConfigurationInputs
FSR Ray Regeneration mode: 4 signalsDirect specular, direct diffuse, indirect specular, indirect diffuse
FSR Ray Regeneration mode: 2 signalsFused specular and diffuse
FSR Ray Regeneration mode: 1 signalFused specular and diffuse into one signal

Works with AMD FSR Upscaling and FSR Frame Generation

AMD FSR Ray Regeneration is designed to work seamlessly with AMD FSR Upscaling and AMD FSR Frame Generation. Additionally, the temporal anti-aliasing provided by FSR Upscaling adds an extra layer of smoothing when used alongside FSR Ray Regeneration.

Performance

AMD FSR Ray Regeneration performance may vary depending on your target hardware and configuration.

Denoising 4 signals + dominant light signal:

Target Render ResolutionMilliseconds (ms)
960x5401.13
1920x10804.09
2560x14407.72

Denoising 2 signals + dominant light signal:

Target Render ResolutionMilliseconds (ms)
960x5400.94
1920x10803.33
2560x14406.34

Denoising 1 signal:

Target Render ResolutionMilliseconds (ms)
960x5400.78
1920x10802.63
2560x14405.18

Performance figures are accurate at the time of writing for an AMD Radeon™ RX 9070 XT GPU and are subject to change.

Requirements

Supported GPUs

  • AMD Radeon™ RX 9000 Series graphics cards and above.

Supported graphics APIs

  • DirectX® 12 + Shader Model 6.6

Supported OS

  • Windows® 11

Footnotes and disclaimers

Crimson Desert © 2025-2026 Pearl Abyss Corp. Crimson Desert is a trademark of Pearl Abyss. All rights reserved.

DirectX and Windows are trademarks of the Microsoft group of companies.

Version history

AMD FSR Ray Regeneration 'Redstone' 1.1.0 release (as part of the AMD FSR SDK 2.2 release):

  • Quality and memory improvements

    - Addition of debug view modes using ffxDispatchDescDenoiserDebugView (ffx::DispatchDescDenoiserDebugView)

  • API breaking additions:
    • Dynamic configuration is now at the granularity of individual parameters:
      • FfxApiDenoiserSettings is replaced with:
        • FfxApiConfigureDenoiserKey
      • ffxConfigureDescDenoiserSettings (ffx::ConfigureDescDenoiserSettings) is replaced with:
        • ffxConfigureDescDenoiserKeyValue (ffx::ConfigureDescDenoiserKeyValue)
      • ffxQueryDescDenoiserGetDefaultSettings (ffx::QueryDescDenoiserGetDefaultSettings) is replaced with:
        • ffxQueryDescDenoiserGetDefaultKeyValue (ffx::QueryDescDenoiserGetDefaultKeyValue)

    • Type of ffxDispatchDescDenoiser::motionVectorScale is now FfxApiFloatCoords3D instead of FfxApiFloatCoords2D.

    • Alpha channel of ffxDispatchDescDenoiser::diffuseAlbedo is now unused.
    • Alpha channel of ffxDispatchDescDenoiser::specularAlbedo is now unused.
    • Alpha channel of ffxDispatchDescDenoiserInput1Signal::fusedAlbedo is now unused.

    • These alpha channels now contain the specular ray length:
      • ffxDispatchDescDenoiserInput4Signals::indirectSpecularRadiance::input
      • ffxDispatchDescDenoiserInput2Signals::specularRadiance::input
      • ffxDispatchDescDenoiserInput1Signal::radiance::input

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