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AMD FidelityFX Super Resolution 4 (FSR 4) reconstructs a higher-resolution game image from a lower-resolution render. It uses machine learning with spatial image data and temporal information from multiple frames. The game supplies color, depth and motion-vector data to help the upscaler rebuild detail and account for movement. FSR 4 upscaling is separate from frame generation, and it is available only in supported games and configurations.

How FSR 4 turns a lower-resolution frame into a higher-resolution image

Rather than rendering every pixel at the display resolution, a game can render at a lower resolution and pass that image to an upscaler. FSR 4 then uses machine-learning inference to reconstruct an output at a higher resolution. AMD GPUOpen describes it as “an upscaling technique for games that leverages machine learning to upscale lower-resolution frames to higher resolutions.”

The reconstruction uses both spatial and temporal information. Spatial information comes from the current image; temporal information lets the algorithm use information across frames to help interpret details and movement. AMD’s stated goals for FSR 4 include improved temporal stability, detail preservation and reduced ghosting compared with FSR 3.1. Those are AMD’s claims, not independent test results.

What the game provides

AMD’s SDK describes an inference-based algorithm that receives the current rendered color buffer, depth buffer and motion vectors. A motion vector indicates where a pixel in the current frame was in the previous frame, giving the reconstruction process information about how the scene has moved.

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The API also supports exposure input or automatic exposure. FSR 4 no longer requires reactive or transparency/composition masks, though developers may provide those masks. AMD says the algorithm uses RDNA 4’s hardware-accelerated FP8 Wave Matrix Multiply Accumulate (WMMA) feature. Its reviewed documentation does not give further detail about the model architecture or training data.

FSR 4 upscaling is not frame generation

Upscaling reconstructs the image for a rendered frame. Frame generation, also called frame interpolation, is a separate feature that creates additional frames between rendered ones. A game may support both, but one does not mean the other is enabled or available.

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AMD said FSR 4 could be combined with existing in-game FSR 3.1 advanced frame generation and Radeon Anti-Lag 2. The exact combination depends on the game and its implementation.

Compatibility: hardware, operating system, API and game support

AMD’s current FidelityFX SDK documentation lists FSR Upscaling 4.1.1, dated June 24, 2026. The documented baseline requirements are an AMD Radeon RX 9000 Series GPU or later, Windows 10 or 11, and DirectX 12. AMD’s initial launch announcement identified RX 9070-series cards as launch hardware; some official preview materials separately list RX 9060 XT desktop compatibility. The current SDK requirements are the broad baseline, while preview-specific compatibility can depend on its particular driver path.

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A compatible graphics card alone does not make FSR 4 available in every game. The game must support it natively or qualify for an eligible driver upgrade path. AMD described a driver option that replaces an integrated FSR 3.1 upscaler in supported DirectX 12 games when they use a signed FSR 3.1 DLL. AMD excludes Vulkan titles and certain non-standard integrations from that path. As a result, support for another FSR version—or for a game using a different graphics API—does not guarantee FSR 4.

Check the game’s own graphics settings and AMD’s current support information before assuming the feature is available. AMD’s published counts are snapshots, not permanent totals: its September 2025 driver-upgrade announcement covered over 85 games, while technical-preview release notes described support for over 60 titles in that preview.

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FSR 4 scaling modes and what their ratios mean

AMD lists the following per-dimension scaling factors. A larger factor means the game renders at a lower input resolution relative to the output, leaving more reconstruction work to FSR 4. The practical image-quality and performance balance depends on the game, output resolution, implementation and hardware.

Mode Per-dimension scaling factor What it indicates
NativeAA 1.0× No input-resolution reduction implied by the scaling factor; this mode applies anti-aliasing at the output resolution.
Quality 1.5× A lower-resolution input than output, with less scaling than the modes below.
Balanced 1.7× A larger input-to-output scaling ratio than Quality.
Performance 2.0× A still lower-resolution input relative to output.
Ultra Performance 3.0× The largest listed input-to-output scaling ratio.

These ratios are per dimension, not a promise of a particular frame-rate increase or image-quality result. A mode that is a useful compromise in one game or output resolution may look or perform differently in another; there is no universally best setting.

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AMD’s documented processing cost and memory estimate

AMD’s FidelityFX SDK gives reference measurements, not guarantees for every PC or game. For FSR 4 Performance mode at 3840×2160 on a Radeon RX 9070 XT, AMD reports 1,316 microseconds of processing time with peak GPU clocks and RCAS sharpening disabled. The same documentation estimates an 81 MB working set at 1920×1080 on an RX 9070 XT, rounded to the nearest megabyte and subject to change. Treat these as implementation-specific reference figures rather than expected results for other hardware or configurations.

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