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Start by checking whether your handheld and the specific game support AMD’s ML-based FSR Upscaling, formerly called FSR 4. If they do, begin with the game’s built-in upscaling option and Balanced preset, then adjust image quality and other graphics settings to meet a stable performance target. The right settings depend on the game and device; no preset guarantees a particular frame rate.
Check whether your handheld and game support FSR Upscaling
AMD now calls FSR 4 FSR Upscaling, distinguishing the upscaler from the broader FSR “Redstone” suite. Availability depends on the graphics hardware and the way the game implements FSR. AMD describes two routes: native ML-based support exposed in a game’s settings, or an AMD Software upgrade for some supported games that already integrate FSR 3.1 or higher. In the latter case, the game must still expose the relevant option. Check the current AMD supported-game information and the game’s graphics menu; follow the prompts there for the applicable version.
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AMD GPUOpen identifies ML-based FSR Upscaling support on RDNA 4 and RDNA 3 discrete graphics. AMD’s consumer compatibility table lists RX 9000 series for the full Redstone feature set and RX 7000 series for upscaling only. These published graphics-card categories should not be assumed to cover every integrated GPU in a handheld APU. For example, an AMD GPUOpen case study published April 2, 2026, says current Ryzen Z-series handhelds in the game GOALS AB use analytical FSR 3.1 rather than ML-based upscaling in that implementation. That example describes one game, not every title or future handheld.
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Use the game’s FSR option before considering alternatives
When a game provides its own FSR option, use that first. AMD says game-specific optimization can produce better results than driver-level Radeon Super Resolution (RSR), a separate feature. AMD’s RSR FAQ describes a Windows desktop/discrete Radeon compatibility requirement, so RSR should not be treated as a universal handheld fallback.
Choose an upscaling preset for clarity and GPU workload
FSR upscaling renders the game at a lower internal resolution and reconstructs the image for the output resolution. AMD’s documented ratios are measured per output dimension. Lower internal resolution can reduce rendering work, but these ratios are not promised frame-rate gains, and visual results differ by game and implementation.
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| Mode | Input resolution per output dimension | When to try it |
|---|---|---|
| Quality | About 67% (1.5× scaling) | Try when you have GPU headroom and want to preserve more image detail. |
| Balanced | About 59% (1.7× scaling) | A practical starting point when balancing image clarity and GPU workload. |
| Performance | 50% (2.0× scaling) | Try when the game is short of its performance target, then inspect fine detail and motion. |
| Ultra Performance | About 33% (3.0× scaling) | Use only if the game needs a substantially lower internal resolution; check the image carefully. |
| Native AA | Native output resolution; no upscaling | Use when you prefer native-resolution rendering and the device can sustain the desired performance. |
Start with Balanced, then compare a repeatable scene in the actual game. Move to Quality if performance is already adequate and fine detail matters more; move to Performance if you need more headroom. Look at fine textures, edges, and moving objects rather than judging from a static menu. Preset names do not guarantee identical results across games.
Adjust other graphics settings only as needed
Keep the handheld’s native display or output target where sensible, then reduce costly in-game options only if you need to reach a stable performance target. Change one setting at a time so you can tell whether it helped. A lower upscaling preset and reduced graphics quality may ease GPU workload, but the best combination depends on the game and the handheld’s sustained power and thermal limits.
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There is no universal low, medium, or high profile for all handhelds. In a GOALS AB case study published on AMD GPUOpen on April 2, 2026, the developer describes a device-specific profile system that accounts for resolution scale, upscaling, anti-aliasing, power, and thermals. Its baseline uses Balanced in that game; it is an implementation choice, not an AMD requirement for other games. GOALS AB explained the rationale: “On a handheld, the device needs to open, start playing, and feel good immediately.”
If the game offers a sharpening slider, make small changes and check the image again. No universal handheld sharpening value is established by AMD’s documentation.
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Treat frame generation as a separate, optional setting
Upscaling and frame generation do different things: upscaling reconstructs an image from a lower internal resolution, while frame generation inserts interpolated frames. First establish a stable base frame rate without relying on interpolation. AMD GPUOpen’s FSR 3.1.5 documentation says frame generation works best from at least 60 fps before interpolation; artifacts become more noticeable below that, and AMD advises avoiding rates below 30 fps. This is guidance, not a guarantee that a handheld or game can sustain those rates.
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Follow this adjustment order
- Confirm compatibility: Check AMD’s current supported-game information and the game’s graphics menu for FSR Upscaling, FSR 3.1, or an AMD Software upgrade option.
- Enable the game-integrated option: Use native FSR support when available. For an eligible FSR 3.1-or-higher game, follow AMD Software and in-game prompts for the upgrade path and preset.
- Start at Balanced: Check clarity and performance in a representative gameplay scene. Try Quality if you have headroom; try Performance if you need to reduce GPU workload.
- Reduce demanding graphics options selectively: Make changes one at a time and account for the handheld’s sustained power and thermal behavior.
- Test frame generation separately: Aim for a healthy, stable pre-interpolation frame rate; use AMD’s 60 fps recommendation as a reference, not a promise or device-specific benchmark.
- Recheck sharpening and image quality: Adjust sharpening only in small increments if the game provides a control, then inspect detail and motion again.
Sources
- AMD: FidelityFX Super Resolution and supported games
- AMD GPUOpen: FSR Upscaling
- AMD GPUOpen: GOALS AB handheld profiles, April 2, 2026
- AMD GPUOpen: FSR 3.1.5 documentation
- AMD: Radeon Super Resolution FAQ
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