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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitchesAMD’s CES 2025 preview showed FSR 4 running on Radeon RX 9070-series hardware and producing visibly cleaner results than FSR 3.1 in Ratchet & Clank: Rift Apart. The side-by-side demonstration showed less ghosting, shimmering and detail breakup at 4K Performance mode, but it was not a complete benchmark: there was no frame-rate counter, direct capture or broad game test. FSR 4 later launched as an RDNA 4 feature officially restricted to Radeon RX 9000-series GPUs.
What AMD announced at CES 2025
AMD used its RDNA 4 graphics launch to position the Radeon RX 9000 series around machine-learning-assisted rendering. The first announced cards were the Radeon RX 9070 XT and RX 9070, with FSR 4 presented as the software feature intended to make the new architecture more compelling. AMD formally announced the cards and FSR 4 on February 28, 2025, ahead of availability on March 6.
| # | Preview | Product | Price | |
|---|---|---|---|---|
| 1 |
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ASUS Dual Radeon RX 9060 XT 16GB GDDR6 Gaming Graphics Card | $529.00 | Buy on Amazon |
| 2 |
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ASUS Prime Radeon RX 9070 XT 16GB GDDR6 OC Edition Gaming Graphics Card | $829.00 | Buy on Amazon |
AMD announced U.S. suggested prices of $599 for the RX 9070 XT and $549 for the RX 9070. Those were launch announcements, not guarantees of retailer pricing, board-partner premiums, taxes or 2026 street prices. See AMD’s announcement for the launch specifications and positioning: AMD’s RDNA 4 and Radeon RX 9000 announcement.
What the CES demonstration showed
The reported show-floor comparison used Ratchet & Clank: Rift Apart on Radeon RX 9070-series systems. One display used FSR 3.1 and the other FSR 4; both rendered a 4K output in Performance mode. Coverage from attending media described the comparison rather than a controlled laboratory test.
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Performance mode matters because the game reconstructs a 4K image from a substantially lower internal resolution. Thin geometry, particles, transparency and distant textures have fewer source pixels to work with, exposing weaknesses in temporal reconstruction. The mode therefore made differences between the two versions easier to see, but it does not prove that every quality preset will show the same scale of improvement.
Which image-quality problems appeared improved?
Motion and temporal stability
Observers reported less ghosting behind moving objects, fewer unstable pixels and reduced breakup during camera movement. Fine geometry was less likely to crawl or shimmer than in the FSR 3.1 view.
Particles and transparency
Smoke, particles and semi-transparent effects looked cleaner in the FSR 4 comparison. These features are difficult for temporal upscalers because their shape and coverage change rapidly between frames.
Fine surfaces and character detail
Coverage highlighted sharper edges, more stable distant detail, clearer carpet and surface textures, and better-preserved fur on Ratchet. The visual difference was especially apparent in moving scenes, where FSR 3.1 could look soft or develop trails.
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Outbyte Driver Updater FREEFix the driver behind crashes, sound loss and screen glitchesFind Drivers →Outbyte PC Repair FREEClear out junk files and repair common Windows errorsFree Scan →The observations were reported by TechSpot, Notebookcheck and VideoCardz. Footage was filmed from monitors, so camera focus, display processing, scaling and compression limit what can be concluded from it.
FSR 4 was more than a sharpening pass
FSR upscaling reconstructs a higher-resolution image from a lower-resolution render. AMD changed the underlying approach for FSR 4 by introducing a machine-learning model designed to use RDNA 4’s AI acceleration capabilities. AMD’s technical explanation is available through GPUOpen’s FSR 4 release article.
That change should not be confused with other parts of AMD’s graphics stack:
- FSR upscaling reconstructs the current image at a higher output resolution.
- FSR frame generation creates additional displayed frames and has separate artifact and latency behavior.
- Radeon Anti-Lag 2 targets input latency; it does not improve reconstructed detail.
- HYPR-RX is a broader Radeon software bundle, not the upscaler itself.
What CES did not prove
- There was no visible FPS counter, so the demonstration did not establish whether FSR 4 was faster or slower than FSR 3.1 in that scene.
- A monitor recording cannot provide the same evidence as direct framebuffer captures.
- One selected game, scene and preset cannot establish image quality across all engines, resolutions or titles.
- The preview did not measure frame-time consistency, power use or input latency.
- It could not prove that FSR 4 universally surpassed DLSS or eliminated every artifact.
Later independent testing generally found a substantial image-quality improvement over FSR 3.1 with a measurable, often relatively small performance cost in tested configurations. Results varied with the game, resolution, preset, driver and integration. Ars Technica’s launch review and TechSpot’s image-quality testing provide examples: Ars Technica and TechSpot.
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Hardware requirements and game support
At launch, AMD’s official FSR 4 implementation required a Radeon RX 9000-series GPU, meaning the RDNA 4 generation. In practical launch terms, that meant the RX 9070 XT and RX 9070 rather than an undefined product called a “Radeon 9000.” AMD’s developer material documents Radeon RX 9000 or newer hardware with Windows and DirectX 12 requirements; see FidelityFX SDK 2.0.
AMD also introduced an FSR 4 Upgrade path for selected games that already integrated FSR 3.1. It could deliver FSR 4 through AMD Software without requiring a completely new native integration from the developer, but it was not universal compatibility. A game needed the supported integration path, and an older or unrelated FSR implementation did not automatically qualify. AMD’s release notes describe the supported process at AMD Software FSR release notes.
| Milestone | What happened |
|---|---|
| January 6, 2025 | AMD previewed RDNA 4, RX 9070-series hardware and FSR 4 around CES. |
| January 2025 | Attending media examined the Ratchet & Clank FSR 3.1 versus FSR 4 comparison. |
| February 28, 2025 | AMD announced launch pricing, specifications and FSR 4 plans. |
| March 6, 2025 | RX 9000-series cards became available and supported FSR 4 features began rolling out. |
| August 20, 2025 | FidelityFX SDK 2.0 gave developers public FSR 4 access. |
| September 8, 2025 | AMD reported FSR 4 support in more than 85 games. |
AMD’s launch target was more than 30 games, with a stated goal of 75 during 2025; those figures were forward-looking and did not mean every listed title supported FSR 4 on day one. AMD later reported the expanded total in its FSR 4 game-support update.
What FSR 4 means for an RX 9000 buying decision
Check your games first
FSR 4 is not a driver-level replacement for every upscaler. Its value depends on whether the games you play have native support or qualify for the FSR 4 Upgrade path.
Consider resolution and workload
The reconstruction gains matter most at 4K and demanding 1440p settings, particularly when ray tracing pushes the GPU below a comfortable native-rendering frame rate. At near-native resolution, the visual gap can be less consequential.
Separate frame rate from latency
Upscaling can reduce the rendering workload, while frame generation can increase displayed frame rates. Neither automatically lowers input latency. Evaluate frame generation and Anti-Lag separately from FSR 4’s image reconstruction.
Account for the hardware lock
For the original implementation, moving to an RX 9000-series card was the official route to FSR 4. Owners of RX 6000 or RX 7000 cards should not assume that a driver update adds the same feature to their existing GPU.
What happened after the CES preview?
FSR 4.1 and AMD’s later “Redstone” work extended the FSR story in 2026, but those developments are follow-up technology rather than part of the January 2025 demonstration. AMD discusses that later context at its 2026 upscaling overview.
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