AMD FidelityFX Super Resolution (FSR) is a family of technologies that reconstructs a higher-resolution image from lower-resolution rendered imagery. In a browser graphics tool, it can be an effect applied to a rendered 3D scene; it is not a browser-wide switch that sharpens every video you watch.
The distinction matters because “FSR video upscaling” can describe very different things: upscaling a scene that happens to contain video, processing a browser’s ordinary video playback, or using a game-focused FSR implementation. Each depends on a different rendering pipeline.
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What FSR means
FSR stands for AMD FidelityFX Super Resolution. It is a family of upscaling technologies, not one universal filter. An application renders imagery at a lower resolution, then an FSR implementation reconstructs it for a larger output. AMD’s technologies require integration by the application or game developer; they are not automatically applied to every image on a computer. AMD’s FSR overview distinguishes the technology generations and their supported hardware.
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FSR 1, FSR 2 and FSR 3 are different approaches
| Technology | How it upscales | What an implementation needs |
|---|---|---|
| FSR 1 | Spatial upscaling: works from a rendered image, using EASU reconstruction and RCAS sharpening in the Three.js implementation. | An anti-aliased source image is recommended. Three.js exposes it as a post-processing node. |
| FSR 2 and FSR 3 upscaling | Temporal upscaling: accumulates information across multiple frames. | A renderer with temporal data, including current color and depth inputs in AMD’s FSR 3 integration documentation. |
| FSR 3 frame generation | Generates interpolated frames from real frames; this is separate from upscaling. | Frame-generation integration and motion-vector data, as described in AMD’s FSR 3 documentation. |
| Newer FSR Upscaling features | AMD presents these separately as ML-based features under its broader Redstone branding. | Consult AMD’s current generation-specific requirements; these claims do not describe FSR 1. |
FSR 1 should not be treated as interchangeable with the temporal FSR 2/3 SDK integrations. A single rendered image is different input from a sequence of frames with scene data such as depth and motion information. AMD’s FSR 3.1.5 technique documentation describes its temporal inputs and scaling presets.
What “FSR in a browser” looks like
Upscaling a rendered scene
Three.js documents FSR1Node as a post-processing effect and provides a WebGPU FSR 1 example. The node takes a texture node and exposes sharpness and denoise settings. This is a browser-based graphics implementation: the renderer produces a scene, then the effect processes that rendered image.
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Three.js explicitly cautions: “Only use FSR 1 if your application is fragment-shader bound and cannot afford to render at full resolution.” The effect itself adds overhead, so a simple scene may run faster if rendered natively. FSR 1 is most relevant when the target application is limited by fragment-shader work and can benefit from rendering fewer pixels; it is not a guaranteed performance boost.
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The independent @pmndrs/upscaler project describes a Three.js temporal upscaler following FSR 2/3 architecture. Its documentation says it requires a WebGPU-capable browser, integrates with Three.js WebGPURenderer, and has no WebGL fallback. Those are that project’s requirements, not general requirements for every browser or every FSR implementation; check its current documentation and version before building around it.
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Why this does not mean YouTube or streaming video gets FSR
A browser can render video in a graphics scene: Three.js VideoTexture wraps an HTML video element so it can be used as a texture. That establishes a way to put video into a rendered scene. It does not establish that a browser’s ordinary video element, a streaming site, or protected playback can be enhanced by FSR.
AMD draws a similar line between game-integrated FSR and Radeon Super Resolution (RSR), its driver-based feature for supported games. AMD says RSR applies to games running in exclusive full-screen mode on AMD RDNA architecture-based or newer graphics hardware; that is not a general browser-video feature. See AMD’s Radeon Super Resolution page for its scope and hardware requirements.
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Browser and hardware compatibility
For a browser graphics implementation, compatibility depends on both the browser graphics API and the particular library. Three.js offers WebGPU.isAvailable() to check whether WebGPU is available. Its WebGPURenderer documentation says it attempts WebGPU where supported and falls back to WebGL 2 otherwise. That renderer fallback is not a promise that every effect works identically on both backends; an effect or third-party package may have narrower support.
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1Fix the driver behind crashes, sound loss and screen glitches2Clear out junk files and repair common Windows errors3Scan for outdated or missing drivers - takes under a minuteAMD’s current compatibility table lists different hardware tiers by FSR generation: FSR 1 support begins with Radeon RX 400-series graphics, FSR 2 with RX 590-class graphics and select Ryzen APUs, and FSR 3 upscaling with RX 590-class graphics. AMD states a higher Radeon-generation requirement for FSR 3 frame generation, and describes its newer ML-based FSR Upscaling separately. These are AMD’s compatibility statements for its technologies, not minimum requirements for every browser port. The reviewed Three.js FSR1Node documentation does not name a minimum GPU model.
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How to decide whether a browser implementation is useful
- Identify the content pipeline. Is the target a rendered interactive scene, or ordinary video playback? The documented Three.js node processes a rendered scene; it is not a universal enhancement control for video sites.
- Identify the FSR generation. FSR 1 is spatial and is the direct Three.js example. Temporal FSR 2/3-style approaches depend on information across frames and require a compatible renderer integration.
- Check the actual backend and project requirements. Test WebGPU availability in the target browser and verify that the chosen effect supports the renderer backend in use. Do not assume a fallback makes a WebGPU-only package work under WebGL 2.
- Measure the target workload. Compare native-resolution rendering with the upscaler in the actual scene. If the application is not fragment-shader bound, the added processing cost may outweigh reduced render cost.
- Judge image quality on the actual source. For FSR 1, use an anti-aliased source as Three.js recommends. Do not assume upscaling can restore authentic detail absent from the input.
Memory figures are not browser performance results
AMD’s current FSR 3.1.5 technique documentation gives approximate working-set figures measured on an RX 9070 XT under DX12, rounded to the nearest MB and subject to change. At 3840×2160 it lists 292 MB for Quality, 256 MB for Balanced, 226 MB for Performance, and 176 MB for Ultra Performance. At 1920×1080 it lists 75 MB, 65 MB, 61 MB, and 45 MB for those same presets. These are AMD’s illustrative SDK figures, not browser benchmarks, universal system requirements, or evidence of a particular frame-rate gain.
No browser benchmark result is established by these implementation references. Game benchmark figures should not be transferred to browser workloads: performance depends on the scene, renderer, hardware, API, and implementation.
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