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What Is AMD FSR 4, and How Does It Improve Image Quality and Performance?

AMD FSR 4 is a machine-learning temporal upscaler that renders fewer internal pixels and reconstructs a higher-resolution image. Here is what changes versus FSR 3.1, how much performance you can realistically expect, and why GPU, game and version support matter.
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AMD FidelityFX Super Resolution 4 (FSR 4)—now presented in AMD’s current documentation as FSR Upscaling—is a machine-learning temporal upscaler. A supported game renders fewer pixels than your monitor needs, then FSR reconstructs a higher-resolution image from those frames and temporal data. The lower internal resolution can increase frame rate, while AMD says the newer model improves detail, motion stability, particle preservation and ghosting versus FSR 3.1. The result depends on the game, GPU, resolution, preset, driver and integration; FSR 4 is not a guaranteed visual or FPS improvement in every situation.

What FSR 4 actually does

At a native 4K setting, a game must shade about 8.3 million output pixels for every frame. An upscaler lets it shade a smaller internal image—such as a performance-oriented fraction of 4K—and reconstruct the display-resolution result. FSR 4 receives the current lower-resolution frame together with information from earlier frames, motion data and other rendering inputs. Its learned model estimates detail that was not rendered at the target resolution.

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This is temporal upscaling, not simply stretching one finished frame. Information that remains consistent across several frames can help rebuild edges, textures and small features. When an object moves, disappears or changes lighting, the algorithm has to reject stale history and avoid turning that history into trails or flicker.

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AMD’s current consumer page uses the name FSR Upscaling because FSR 4 is part of a broader “Redstone” feature suite. That suite lists FSR Upscaling, FSR Frame Generation, FSR Ray Regeneration and FSR Radiance Caching. The original FSR 4 launch implementation and later FSR Upscaling releases do not have identical support rules, so a current compatibility statement should identify the version being discussed. See AMD’s FSR Technologies page for the current terminology.

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Why AMD moved to a machine-learning model

Earlier FSR versions used hand-designed algorithms. FSR 4 uses a model trained on high-quality reference game data. AMD says that training runs on AMD Instinct accelerators and that RDNA 4 hardware uses its FP8 Wave Matrix Multiply Accumulate (WMMA) capability to run the model efficiently. In AMD’s February 28, 2025 announcement, the company described it this way:

“The new ML-accelerated AMD FSR 4 upscaling algorithm is trained using high-quality ground truth game data on AMD Instinct™ Accelerators and uses the hardware-accelerated FP8 Wave Matrix Multiply Accumulate (WMMA) feature of the AMD RDNA™ 4 architecture to ensure maximum upscaling quality while still providing a substantial game performance boost.”

The statement is AMD’s corporate description, not a promise that every game will deliver the same quality or speed. The architecture claim also should not be confused with a measured frame-rate result. AMD says one RDNA 4 compute unit can provide up to eight times the previous generation’s INT8 sparse-matrix throughput; that is an accelerator specification, not an eightfold FSR performance increase. The full launch announcement is available from AMD Investor Relations.

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How FSR 4 is intended to improve image quality

More stable detail in motion

Temporal upscalers can look sharp in a still screenshot yet shimmer when the camera pans. AMD says FSR 4 improves temporal stability over FSR 3.1, meaning fine structures should change less erratically as they move between frames. Thin geometry, foliage, wires and distant texture patterns are typical stress cases for any temporal reconstruction system.

Less ghosting

Ghosting occurs when a previous frame’s information remains visible behind a moving object. Better motion handling and history rejection are meant to reduce these trails. The improvement is scene-dependent: transparency, rapid camera movement, disocclusion (a surface newly revealed when something moves away) and incorrect motion vectors can still challenge an upscaler.

Better preservation of small particles and specular highlights

Smoke, sparks, rain, hair and other particle effects may occupy only a few pixels at the internal resolution. AMD says FSR 4 preserves more of these moving details than FSR 3.1. The company also calls out small or thin features and high-specular surfaces—bright reflections that can flicker when their coverage changes from pixel to pixel—as areas with reduced flickering.

What the published comparison does—and does not—prove

GPUOpen’s published examples were captured on a Radeon RX 9070 XT at 3840×2160, using the High Quality preset and FSR Performance mode, with HDR off and motion blur disabled. The software was prerelease. Those conditions make the images useful for examining AMD’s stated changes, but they are not a universal result for every resolution, preset, game or graphics card. Different internal resolutions can expose different artifacts, and a game’s implementation quality matters as much as the upscaler itself. See GPUOpen’s FSR 4 release article and its FSR Upscaling documentation for the stated comparison context.

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How FSR 4 can increase performance

Rendering fewer internal pixels reduces work for the game’s graphics pipeline. The saved time can be exchanged for a higher frame rate, more demanding effects, ray tracing, or a higher output resolution. AMD describes FSR 4 as providing a substantial boost, including for demanding 4K workloads, but the official material does not establish one FPS percentage that applies to all games.

The size of the gain depends on what limits the frame. If the GPU is spending most of its time shading pixels, a lower internal resolution can help substantially. If the processor, simulation, asset streaming or another subsystem is the bottleneck, changing the upscaler mode may produce little change. A game that already runs at a high frame rate may also gain less noticeable benefit than a graphically intensive title near the GPU’s limit.

Do not combine an upscaling result with frame generation and call the total difference an “FSR 4 upscaling gain.” Upscaling changes the rendered resolution. Frame generation creates additional displayed frames and has separate latency and artifact considerations. Measure them independently when comparing settings.

FSR 4 versus FSR 3.1: what to compare

A fair comparison holds every relevant variable constant. Use the same game build and scene, GPU, driver, output resolution, internal-resolution mode, graphics preset, HDR and motion-blur settings, and frame-generation state. Record average and low frame rates with the same benchmark route, then inspect motion rather than relying on a paused screenshot.

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Comparison area What to inspect Why it matters
Fine detail Foliage, distant texture patterns, wires and hair Reveals reconstruction detail and shimmer
Motion stability Slow and fast camera pans Shows whether detail flickers or crawls between frames
Ghosting Characters, vehicles and particles crossing contrasting backgrounds Exposes stale temporal history
Particle effects Smoke, sparks, rain and transparent effects Tests preservation of features that occupy few internal pixels
Specular surfaces Wet roads, glossy armor and bright reflections Highlights flicker and instability on high-contrast highlights
Performance Average FPS, frame-time graph and 1% lows Separates a real rendering gain from a change in frame pacing

AMD’s sources support these comparison dimensions but do not establish a universal ranking against every competing upscaler. A result in one game should be labeled as that game’s result.

Which GPUs support FSR 4?

Support is a combination of the GPU, driver, operating system, game integration and the particular FSR Upscaling release. The original FSR 4 implementation launched with RDNA 4 and Radeon RX 9000 Series graphics, using DirectX 12 on Windows. AMD’s launch description also outlined a driver-upgrade feature for supported games that already integrate FSR 3.1.

AMD’s newer developer documentation for FSR Upscaling 4.1.1 in SDK 2.3 lists support for discrete RX 7000 Series as well as RX 9000 Series cards. AMD says RX 6000 support is planned for 2027. That roadmap statement is not the same as present-day support, and a future SDK may change the supported path. Check the current consumer compatibility information and the game’s own requirements before buying or configuring hardware.

Support statement Scope and qualification
Original FSR 4 launch RDNA 4/Radeon RX 9000 Series, DirectX 12 on Windows
FSR Upscaling 4.1.1 in SDK 2.3 AMD developer documentation lists discrete RX 7000 and RX 9000 Series support
RX 6000 Series AMD says support is planned for 2027; it is not current support
Any compatible GPU Still requires a game with the relevant FSR version or qualifying integration path
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Which games support it?

There is no single permanent number that describes all FSR support. AMD said it expected more than 30 games at the original FSR 4 launch. A later technical-preview release-notes page describes an upgrade path for more than 60 games from FSR 3.1 to FSR 4 on RX 9000 Series cards. That page identifies driver version 25.10.13.02 and specific RX 9070, RX 9070 XT and RX 9060 XT desktop products, with Windows 10 and Windows 11 versions listed there. The “more than 60” figure belongs to that preview release, not a live total for every current FSR version. Read the technical-preview release notes for its exact scope.

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A compatible card alone is therefore insufficient. The game must expose native FSR Upscaling, or qualify for the applicable AMD Software upgrade path. A title that supports an older FSR release may not automatically receive every feature or quality mode of a later release.

How to enable FSR 4 or FSR Upscaling

Use the game’s graphics menu first

  1. Update the Radeon driver and confirm that your GPU and Windows version meet the current AMD requirements.
  2. Open the game’s Settings or Options menu, then its Graphics, Display or Video section.
  3. Set the desired output resolution, such as 2560×1440 or 3840×2160.
  4. Find the upscaling or resolution-scaling control and choose FSR, FSR 4 or the current FSR Upscaling label if the game provides it. Select a quality mode appropriate to the output resolution.
  5. Apply the change, restart the game if requested, and inspect a moving scene. Check for shimmering, trails and particle behavior before deciding whether to keep the setting.

Use AMD Software only when the game qualifies

AMD’s consumer documentation also describes an AMD Software path for games with FSR 3.1 or higher. The exact labels and availability can change with the driver. Open AMD Software, select the game from its gaming library, and look for the FSR Upscaling option only if the title and GPU meet AMD’s listed conditions. If the option is absent, that does not prove a hardware fault: the game may lack the required integration, use an unsupported API, or fall outside the preview’s supported list.

Common limitations and troubleshooting

The option does not appear

  • Verify the game supports the relevant FSR version rather than a different upscaler or an older FSR release.
  • Check the GPU generation, Windows version, DirectX 12 requirement for the original implementation, and installed driver against AMD’s current page.
  • For a driver-upgrade preview, confirm that the title and exact Radeon model are on the release-notes list.

The image looks soft

Lower-quality modes render at a smaller internal resolution and have less source detail to reconstruct. Try a higher quality mode, a lower output resolution, or native rendering if performance allows. Sharpening can change perceived crispness but cannot recreate detail that was never present in the internal frame.

You see shimmering or ghost trails

Test a different scene and disable motion blur while evaluating. Thin geometry, transparent effects and incorrect game motion vectors can expose temporal artifacts. If the game offers FSR 3.1 and FSR Upscaling choices, compare them with the table’s controlled procedure rather than assuming the newer label wins in every scene.

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There is little or no FPS improvement

Check the frame-time graph and GPU utilization. A CPU-limited game, a low internal-resolution bottleneck elsewhere, or a frame cap can hide the benefit of upscaling. Test with frame generation off first, then evaluate it separately so the two effects are not conflated.

What FSR 4 means for a buying or upgrade decision

FSR 4 is most relevant when you already play supported games at a demanding output resolution and need additional GPU headroom. An RX 9000 Series card, such as an RX 9070 XT, is a directly relevant hardware example for the original implementation, but compatibility does not guarantee a fixed FPS increase or a universally better image. Current FSR Upscaling documentation broadens the supported family to discrete RX 7000 and RX 9000 cards, while RX 6000 support is described as planned for 2027. Confirm the exact game and current driver support before treating FSR as a reason to change hardware.

The practical verdict

FSR 4 is AMD’s machine-learning temporal reconstruction system: it lowers the game’s internal rendering resolution and uses a trained model plus frame history to produce a higher-resolution output. AMD’s stated advance over FSR 3.1 is cleaner motion behavior, better fine-detail and particle retention, and less ghosting or flicker. The performance benefit comes from rendering fewer pixels, not from a universal algorithmic FPS multiplier. Because results vary by game, mode, hardware and driver—and because the name now covers evolving FSR Upscaling releases—the reliable way to judge it is to verify compatibility and compare the same scene with controlled settings.

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