AMD FSR 2.0 - Deathloop
White FSR2 logo

AMD FidelityFX™ Super Resolution (FSR) 2.0 technology is our brand-new open source temporal upscaling solution. FSR 2.0 uses cutting-edge temporal algorithms to reconstruct fine geometric and texture detail, producing anti-aliased output from aliased input.

FSR 2.0 technology has been developed from the ground up, and is the result of years of research from AMD. It has been designed to provide higher image quality compared to FSR 1.0, our original open source spatial upscaling solution launched in June 2021.


  • DirectX®12.
  • Vulkan® (expected later)




High image quality

No machine learning


Open source


  • Delivers similar or better than native image quality using temporal data.


  • Includes high-quality anti-aliasing.
    • FSR 2.0 replaces any TAA within the game frame.

High image quality

  • Higher image quality than FSR 1.0 technology at all quality presets/resolutions.
    • Different quality modes available.
    • Dynamic Resolution Scaling supported.

No machine learning

  • Does not require dedicated Machine Learning (ML) hardware.
    • More platforms can benefit.
    • Gives more control to cater to a range of different scenarios.
    • Better ability to optimize.


  • Boosts framerates in supported games.
    • Wide range of products and platforms, both AMD and select competitors.

Open source

  • Will be provided on GPUOpen under an MIT license.

How it works

For very detailed information, make sure you watch our “FidelityFX Super Resolution 2.0” presentation which has just been shown at GDC. It will be available as a video, and with the slides to download on GPUOpen Thursday 24 March 9am PT.

You will also not want to miss our “A guided tour of Blackreef: rendering technologies in Deathloop” presentation video, in conjunction with Arkane Lyon, which also discusses FSR 2.0 technology. This will become available here on GPUOpen at the same time.

General integration

As with FSR 1.0, FSR 2.0 will be open source, via the MIT license. Integration is expected to be easy, via the intuitive, flexible API. FSR 2.0 requires three buffers be provided at render resolution.

Bonus tip: You’ll find an easier integration for FSR 2.0 technology into games that already have a temporal upscaling rendering path.

Render resolution

Presentation resolution

FSR2 Buffers

Where to integrate FidelityFX Super Resolution 2.0 in a frame

Compared to FSR 1.0, FSR 2.0 is earlier in the frame pipeline.

  • As it replaces TAA, any post processing that requires anti-aliased input will need to be post-upscale.
  • Any post-processing effect that requires the depth buffer will need to be pre-upscale.

Render resolution

Presentation resolution

FSR 2 Where in Frame

No machine learning?

Machine Learning (ML) is not a prerequisite to achieving good quality image upscaling. Often, ML-based real-time temporal upscalers use the model learned solely to decide how to combine previous history samples to generate the upscaled image: there is typically no actual generation of new features from recognizing shapes or objects in the scene. AMD engineers leveraged their world-class expertise to research, develop and optimize a set of advanced hand-coded algorithms that map such relationships from the source and its historical data to upscaled resolution.

The FidelityFX Super Resolution 2.0 analytical approach can provide advantages compared to ML solutions, such as more control to cater to a range of different scenarios, and a better ability to optimize. Above all, not requiring dedicated ML hardware means that more platforms can benefit, and more gamers will be able to experience FSR 2.0.

How long to integrate?

Integration time will vary from title to title.

FSR 2.0 quality modes

There are four different quality modes: Quality, Balanced, Performance, with Ultra Performance as an optional mode. These vary the amount of scaling to apply to the source image, depending on the quality/performance ratio desired. There’s also:
  • Support for Dynamic Resolution Scaling, whereby source resolution is determined by a fixed performance budget to achieve a minimum frame rate.
  • Optional configurable RCAS sharpening to help emphasize pixel detail.
    • We encourage developers to provide a sharpness slider to allow end users to set the sharpening amount according to their preferences.
FSR2 Quality Modes Table

* Optional

FSR 2.0 performance

FidelityFX Super Resolution 2.0 is designed to boost framerates in supported games. As an advanced temporal upscaling solution, it will be more demanding on graphics cards than a spatial upscaling solution like FSR 1.0. Gaming experience may vary, depending on specific system specifications, the requirements of individual games that support FSR 2.0, and the target resolution. Nevertheless, gamers may be able to have a good upscaling experience on lower performing or older GPUs.

The table below lists the upper bound of performance overhead of FSR 2.0 in quality and performance modes for different classes of AMD GPUs and target resolutions.

Quality mode

  • Includes auto-exposure, no sharpening.
FSR2 Performance Quality mode

Performance mode

  • Includes auto-exposure, no sharpening.

System used for performance testing

For both quality and performance mode tables:

  • AMD Ryzen™ 9 5900X.
  • Radeon™ Adrenalin 2020 22.2.3.
  • GPU as described in tables.

Comparison images

Our engineers have been working closely with engineers at Arkane Lyon to bring FSR 2.0 to DEATHLOOP™. We’re excited to bring you some updated screenshots, which now include lower resolutions. You can read more about these new images on the latest AMD blog.

The three sets of comparison images¹ below are 1280 x 600px 1:1 crops (zoom in if needed) of different resolution frames taken from a development build of DEATHLOOP. The embedded images shown below are JPEGs saved with minimal compression so this web page loads much faster.

If you would like to view the original PNGs, these are available under every image, along with links to a new alternative scene not shown on this page. You can also download every image linked to below in this one big ZIP:

[All images ZIP ~300MB]

Please note: At low resolutions (under 720p), DEATHLOOP can sometimes not render certain small objects at far distances, such as the light bulbs shown in the 1080p comparison images. When targeting 1080p output, the FSR 2.0 internal render resolution is 1280 x 720 or below, which results in the missing objects shown here — this issue is therefore not related to FSR 2.0.

4K comparison

Native FidelityFX Super Resolution 2.0 Quality Mode
  • 4K all qualities from scene 1 shown above [ZIP ~80MB]
  • 4K all qualities alternate scene 2 [ZIP ~80MB]

1440p comparison

Native FidelityFX Super Resolution 2.0 Quality Mode
  • 1440p all qualities from scene shown above [ZIP ~40MB]
  • 1440p all qualities alternate scene [ZIP ~40MB]

1080p comparison

Native FidelityFX Super Resolution 2.0 Quality Mode
  • 1080p all qualities from scene shown above [ZIP ~20MB]
  • Scene 1 – 1080p Native [as above, PNG ~5MB]
  • Scene 1 – 1080p Quality [as above, PNG ~5MB]
  • Scene 1 – 1080p Balanced [PNG ~5MB]
  • Scene 1 – 1080p Performance [PNG ~5MB]
  • 1080p all qualities alternate scene [ZIP ~20MB]

Take a look at our video to see FSR 2.0 in action!

Thumbnail FSR 2 teaser
(View on YouTube in new window)

Latest FSR 2.0 news!

You can now try DEATHLOOP with FSR 2.0 for yourself with the patch released May 12th! Find out more in the latest FSR 2.0 blog.

How is FSR 2.0 going to be available?

We will make FSR 2.0 available via GPUOpen on GitHub in Q2 2022. Once it’s posted you’ll have access to:

  • FSR 2.0 API for integration.
  • API documentation for those who want to know what happens behind the scenes.
  • The full C++ and HLSL source provided via a library.
  • Samples provided for DirectX 12 (and later Vulkan).
  • A plugin for Unreal Engine (UE4.26/4.27).
  • A GDKX sample will also be made available to registered Xbox® developers.

Find out more

You can read more from a gamer perspective over on the latest blog:

Our earlier announcements:

Information about FSR 2.0 including our FSR 2.0 video (with subtitles in Chinese) can also be found over on Zhihu.

See the full presentation on YouTube

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Current developers with games which will support FSR 2.0

Arkane Lyon
Giants Software
Luminous Productions
Obsidian Entertainment
Asobo Studio
Thunder Fire
Net Marble Souleve
Perfect World Games
Reflector Bandai Namco
Respawn Entertainment

Related GPUOpen content

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The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur.

1.DEATHLOOP screenshot game settings: “Ultra” graphics preset, DirectX® 12. AMD Radeon™ RX 6900 XT with AMD Smart Access Memory™ and FSR 2.0 “Quality”, “Balanced”, and “Performance” modes enabled (driver: AMD Radeon™ Software Adrenalin 22.2.1), AMD Ryzen™ Threadripper 3970X, 128GB DDR4 RAM, and Windows® 10 Pro Results may vary. 



Deathloop © 2022 ZeniMax Media Inc. Developed in association with Arkane Studios. Deathloop, Arkane, Bethesda, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.

Trailer: DEATHLOOP game settings: “Ultra” graphics preset with raytracing, DirectX® 12. AMD Radeon™ RX 6900 XT with AMD Smart Access Memory™ and FSR 2.0 “Quality” and “Performance” modes enabled (driver: AMD Radeon™ Software Adrenalin 21.50-220210a), AMD Ryzen™ 9 5900X, 16GB DDR4-3200 RAM, Qogir AM4 motherboard, and Windows® 10 Pro May 2020 update (19041.508). Results may vary.

© 2022 Advanced Micro Devices, Inc. All rights reserved. AMD, the AMD Arrow logo, FidelityFX, Radeon, Ryzen, and combinations thereof are trademarks of Advanced Micro Devices, Inc. Other product names used in this publication are for identification purposes only and may be trademarks of their respective owners.