Welcome to the AMD FSR SDK 2.2, now available on GPUOpen

Originally posted:
Alexander Blake-Davies's avatar
Alexander Blake-Davies
Jason Lacroix's avatar
Jason Lacroix

Neural rendering is transforming real-time graphics, enabling developers to deliver higher visual fidelity and performance than ever before. AMD FSR™ “Redstone” puts these capabilities directly in your hands, combining machine learning (ML) and analytical techniques to unlock new possibilities in upscaling, frame generation, ray tracing denoising, and lighting.

The AMD FSR “Redstone” SDK is our easy-to-integrate solution that enables you to reach more players by supporting millions of AMD gamers across handheld gaming devices, game consoles, and PCs with a single implementation. By integrating FSR features into your games, you can deliver enhanced performance and visual quality that scales seamlessly across the entire AMD ecosystem.

Today, we’re releasing our first major update since the December FSR “Redstone” launch: AMD FSR SDK 2.2. This update delivers significant improvements to two key neural rendering technologies: AMD FSR Upscaling 4.1 and AMD FSR Ray Regeneration 1.1.

What’s new in v2.2?

The AMD FSR “Redstone” SDK includes four neural rendering features optimized for AMD RDNA™ 4 architecture graphics cards: AMD FSR Upscaling, FSR Frame Generation, FSR Ray Regeneration, and FSR Radiance Caching. While the ML-powered features require RDNA 4 architecture-based hardware, analytical fallback (FSR 3) modes are available for upscaling and frame generation features, supporting RDNA 3.5 architecture and earlier graphics. Below are more details about the specific FSR features being updated in the SDK 2.2 release.

AMD FSR Upscaling 4.1

AMD FSR Upscaling is a cutting-edge upscaler that delivers significant image quality improvements over previous FSR generations. Our ML-powered upscaler uses neural networks to reconstruct visuals from lower-resolution frames that match or exceed native rendering quality, delivering a substantial boost in game performance.

The FSR Upscaling 4.1 update brings enhanced image quality, especially while in-motion, thanks to improvements from an update to inference resulting in a sharper image. The update also improves ultra-performance and dynamic resolution scaling (DRS) modes. You can see an example of the v4.1 improvements below in the recently released Crimson Desert by Pearl Abyss.

FSR Upscaling 4
FSR Upscaling 4.1
JPG (2560x1440)
JPG (2560x1440)

Crimson Desert FSR Upscaling 4 vs. 4.1 | Captured with an AMD Radeon™ RX 9070 XT & Ryzen™ 7 9800X3D | 1440p Cinematic game settings (max lighting).

AMD FSR Ray Regeneration 1.1

AMD FSR Ray Regeneration is a ML-powered real-time denoiser that integrates with any game engine, enabling high-quality visuals by denoising inputs from ray-traced workloads. Requiring RDNA 4 architecture graphics, it works best when combined with other FSR “Redstone” technologies to transform noisy outputs from ray tracing into a clean, coherent image.

The FSR Ray Regeneration 1.1 update includes quality and memory improvements, and the addition of debug view modes. You can see an example of FSR Ray Regeneration 1.1 in the screenshots below from Crimson Desert by Pearl Abyss, the first game to integrate this latest version of Ray Regeneration.

Standard denoiser
FSR Ray Regeneration 1.1
JPG (3840x2160)
JPG (3840x2160)

Crimson Desert standard denoiser vs. FSR Ray Regeneration 1.1 | Captured with an AMD Radeon RX 9070 XT & Ryzen 7 9800X3D | 4K Cinematic game settings (max lighting) using FSR Upscaling 4.1 (Native AA) + FSR Ray Regeneration 1.1.

NOTE: FSR Ray Regeneration 1.1 contains ABI breaking changes from version 1.0. Please see the FSR Ray Regeneration SDK documentation for more details.

AMD FSR branding updates

With the FSR “Redstone” release back in December 2025, we streamlined our branding to better serve both developers and gamers. We’ve unified all our technologies under the AMD FSR brand, replacing the AMD FidelityFX™ naming convention. This simplified branding makes it easier for developers to implement these features in game UI and for players to immediately recognize and enable them.

The AMD FSR name now encompasses existing technologies like upscaling and frame generation, as well as all new solutions in the FSR “Redstone” release and beyond. To help with these branding updates, we’ve created a new AMD FSR naming guidelines page for developers with detailed recommendations on how to name FSR SDK solutions in your games.

Try out the updated AMD FSR SDK now

The AMD FSR “Redstone” SDK 2.2 is available today, delivering improved ML-powered FSR Upscaling 4.1 and Ray Regeneration 1.1 optimized for RDNA 4 architecture GPUs, with analytical fallback modes for upscaling and frame generation to ensure your games scale seamlessly across the entire AMD ecosystem.

Ship one implementation that enhances experiences for millions of AMD gamers across handheld gaming devices, game consoles, and PCs with AMD Radeon RX 9000 Series graphics cards. Download the FSR “Redstone” SDK 2.2 today and join us in pushing the boundaries of real-time rendering.

Help contribute to the AMD FSR SDK

Do you have feature requests or have found issues with the SDK? Please get in touch with your AMD representative or join the AMD Developer Community on Discord or Discourse to connect with fellow developers and AMD staff to discuss and provide feedback for this release.

You can also connect with us on social media at @GPUOpen on X, gpuopen.bsky.social on Bluesky, or mastodon.gamedev.place/@gpuopen on Mastodon.

All requests and feedback are very valuable to us, and we will read and try to respond to everyone.

Requirements

Supported GPUs

  • AMD FSR Upscaling 4.1.0: AMD Radeon RX 9000 Series GPUs and above. Requires Shader Model 6.4 support.
  • AMD FSR Frame Generation 4.0.0, FSR Ray Regeneration 1.1.0, FSR Radiance Caching 0.9.0 (technical preview): AMD Radeon RX 9000 Series GPUs and above. Requires Shader Model 6.6 support. †
  • AMD FidelityFX Super Resolution 3.1.5, FidelityFX Super Resolution 2.3.4: AMD Radeon RX 500 Series GPUs and above (or equivalent from other GPU vendors). Requires Shader Model 6.2 support.
  • AMD FidelityFX Frame Generation 3.1.6: AMD Radeon RX 5000 Series Graphics and above (or equivalent from other GPU vendors). Requires Shader Model 6.2 support.

† Shader Model 6.6 support requires DirectX 12 Agility SDK 1.4.9 or later.

Supported graphics APIs and engines

  • DirectX® 12.
  • Unreal® Engine 5 FSR plugin (with Upscaling/Frame Generation support).

NOTE: The AMD FSR Unreal Engine 5 plugin uses FSR Upscaling 4.0.3. It will be updated to v4.1 at a later date.

Supported OSs

  • Windows® 10
  • Windows® 11 (required by AMD FSR Frame Generation 4.0.0 and FSR Ray Regeneration 1.1.0)

Endnotes

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.

Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere.

Alexander Blake-Davies's avatar

Alexander Blake-Davies

Alexander Blake-Davies is a Senior Software Product Marketing Specialist for AMD Developer Programs.
Jason Lacroix's avatar

Jason Lacroix

Jason Lacroix is a principal member of technical staff at AMD, working on the FidelityFX SDK/GDK and FidelityFX Cauldron graphics framework. Prior to AMD, he spent over 20 years in game development working on titles such as NHL, Wet, Tomb Raider, Metal Gear Solid, Evolve, and Marvel's Avengers among others.

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