Introduction to the AMD FSR™ SDK
The AMD FSR™ SDK is a collection of heavily optimized effects (headers and DLLs) that can be used by developers to improve their DirectX® 12 and/or Vulkan® applications. The AMD FSR™ SDK includes:
- AMD FidelityFX™ Super Resolution 2.3.4
- AMD FidelityFX™ Super Resolution 3.1.6
- AMD FSR™ Upscaling 4.1.2
- AMD FidelityFX™ Super Resolution Frame Generation 3.1.6
- AMD FidelityFX™ Super Resolution Frame Generation (Swapchain) 3.1.7
- AMD FSR™ Frame Generation (Swapchain) 4.0.0
- AMD FSR™ Frame Generation 4.0.2
- AMD FSR™ Ray Regeneration 1.2.1
- AMD FSR™ Radiance Caching (Preview)
For SDK-focused getting started material (API, structure, and naming guidelines), see the AMD FSR™ SDK documentation.
Supported ecosystems
This version of the AMD FSR™ SDK comes with samples that run on the following APIs:
- DirectX® 12 (Agility SDK 1.616.1)
- Vulkan® 1.2
New APU support and Vulkan support are provided by the SDK DLLs integrated with the application, and do not require a specific driver version.
Driver-Assisted Frame Pacing requires AMD Software: Adrenalin Edition™ driver version 26.10.1, an AMD Radeon™ RX 9000 Series GPU (AMD RDNA™ 4 architecture), and AMD FSR™ Frame Generation (Swapchain) 4.0.0, or newer in each case. The swapchain is included in this SDK, and titles integrated with AMD FSR™ SDK 2.1 or AMD FidelityFX™ Super Resolution Frame Generation (Swapchain) 3.1.6 and newer can also receive it through an automatic driver override.
Driver-Assisted Frame Pacing operates inside the frame generation swapchain’s own present call, so the application must present through that swapchain. Integrations that dispatch frame generation manually and present through their own swapchain do not use it, for example if the AMD FSR™ Unreal® Engine plugin has OverrideSwapChainDX12 set to false. Driver-Assisted Frame Pacing is optimized for Windows® 11 with Hardware-accelerated GPU scheduling enabled. See the Frame pacing and presentation section for details.
The shader code used by our sample framework is written in HLSL, and can easily be ported to other platforms which support modern shader models.
If you are a registered Xbox developer, you can find AMD FSR™ features available as part of the Microsoft Game Development Kit (GDK).
Samples
Most samples are written in C++, and use the Cauldron Framework for DirectX® 12 and Vulkan®.
Open source
AMD FSR™ SDK Samples are open source, and distributed under the MIT license.
For more information on the license terms please refer to the license.
Support
We endeavour to keep the AMD FSR™ SDK updated with new features and bug fixes as often as we can, and perform compatibility and performance testing on a wide range of hardware.
If you find an issue, or have a request for the AMD FSR™ SDK, please consider opening an issue.