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For an AMD Radeon card, use the game’s native AMD FSR option first. FSR 3.1 is the practical default for RX 5000, RX 6000 and RX 7000 owners because it combines temporal upscaling with optional frame generation and is available across a broad range of games. On supported RX 9000 hardware, FSR 4 (AMD’s current Redstone generation) is the higher-end, machine-learning path, but it only works in supported games with the required drivers. If a game has no FSR integration, Radeon Super Resolution (RSR) is the driver-level fallback for compatible Radeon hardware running in exclusive full-screen mode. Intel XeSS-SR and Unreal Engine Temporal Super Resolution (TSR) are also valid choices when the developer has integrated them.
Which DLSS alternative should you use on a Radeon GPU?
Your best choice depends on what the game exposes and which Radeon generation you own. Native, in-game upscalers receive motion vectors and depth data from the renderer, so they generally have more information than a driver-only scaler.
| Situation | Start with | Important limitation |
|---|---|---|
| RX 5000, RX 6000 or RX 7000 with an FSR 3.1 menu option | FSR 3.1, usually Quality at 1440p or 4K | Image quality depends on the game’s implementation; frame generation needs a stable base frame rate. |
| Supported RX 9000 card and a game that lists FSR 4/Redstone | FSR 4/Redstone | Requires a supported RX 9000 product, driver and game; it is not a universal upgrade for older cards. |
| No native FSR, but the title supports exclusive full-screen mode | Radeon Super Resolution | Driver-level scaling has less scene information than a native integration. |
| The game offers XeSS-SR | Test XeSS against FSR or the game’s native option | Radeon support depends on the cross-vendor implementation, API and Shader Model 6.4 compatibility. |
| An Unreal Engine game offers TSR | Temporal Super Resolution | TSR must be implemented by the developer; players cannot add it to an unrelated renderer. |
Do not expect any alternative to produce identical results to DLSS in every scene. Output resolution, motion, sharpening, anti-aliasing, game engine and the developer’s integration all affect stability and detail.
How these technologies replace DLSS
Upscaling renders a frame below the monitor’s output resolution, then reconstructs a higher-resolution image. Temporal methods use information from previous frames, current motion vectors and depth data to rebuild detail while reducing the shading workload. Frame generation creates an additional displayed frame between rendered frames; it can raise the displayed frame rate, but it does not make the underlying game simulation run faster and can add latency when the base frame rate is low.
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Native integrations run inside the game’s renderer and can access motion data. A driver-level scaler such as RSR sees the finished frame and therefore has fewer clues about object movement, particles and transparency. That distinction explains why RSR can reach many more games while native FSR, XeSS or TSR can look cleaner in difficult motion-heavy scenes.
AMD FSR 3.1: the default choice for most Radeon owners
What FSR 3.1 provides
FSR 3.1 combines temporal super resolution with an optional frame-generation feature. AMD designed the family for broad hardware coverage, but each game still sets its own API, minimum GPU and display-mode requirements. A game must include the relevant FSR integration; installing an AMD driver does not add an FSR menu to every title.
Recommended settings
- Enable FSR 3.1 in the game’s graphics or upscaling menu.
- At 1440p or 4K, start with the Quality preset. Move to Balanced only if you need more performance and can accept softer fine detail.
- Check the base frame rate with frame generation disabled. Keep this rendered rate high enough that input response remains acceptable.
- Enable frame generation only after the base rate is stable, then test camera pans, fast traversal and menus for artifacts or uneven pacing.
FSR 3.1 is the practical starting point for RX 5000, RX 6000 and RX 7000 cards when available. It is not a promise of DLSS-equivalent image quality: implementation quality and the chosen output resolution matter more than the label alone.
Frame-generation trade-offs
Generated frames can make motion look smoother, but they do not replace real rendered frames. If the game is rendering at a low base rate, controls can still feel delayed while artifacts become more visible. Treat frame generation as a second-stage setting, not a way to rescue an otherwise unstable configuration.
FSR 4 and Redstone: the premium path on supported RX 9000 hardware
AMD’s current FSR 4/Redstone materials tie the machine-learning features to supported Radeon RX 9000 products, supported games and compatible drivers. This is a hardware-generation decision: an RX 6000 or RX 7000 card should not be expected to run every FSR 4 feature simply because it can run earlier FSR versions.
When to choose FSR 4
- Use it when the game explicitly lists FSR 4 or Redstone and your RX 9000 card and driver meet the stated requirements.
- Compare Quality and Balanced modes in the same scene, especially foliage, thin geometry, hair, particles and rapid camera movement.
- Keep frame generation separate from the upscaling comparison so you can judge reconstruction quality before adding generated frames.
FSR 4 is not a driver-wide replacement that can be forced into a game that only ships another upscaler. Its availability remains controlled by the game’s integration and AMD’s supported hardware and software list.
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Radeon Super Resolution (RSR): the no-integration fallback
How RSR differs from FSR
AMD describes FSR as a game-integrated technology and RSR as a driver-based feature included in AMD Software. RSR can therefore work in thousands of games without a developer adding FSR code, but it operates on the completed frame and lacks the motion-vector integration available to native FSR, XeSS or TSR.
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Requirements and setup
- Use a Radeon GPU based on RDNA or newer and install a driver that exposes RSR.
- In AMD Software, enable Radeon Super Resolution for the game profile or global graphics settings. Driver labels can vary by release.
- Run the game in exclusive full-screen mode; RSR’s documented support is tied to that display mode.
- Select an in-game resolution below your monitor’s native output resolution. RSR scales that lower-resolution frame back to the desktop output.
- Adjust the game’s resolution and quality settings together. If the image is too soft, raise the in-game resolution or use a native FSR/XeSS option when one becomes available.
RSR is the answer to “What should I use when a game has no FSR option?” provided the title can run in the required exclusive full-screen mode. It is not equivalent to adding FSR to the renderer, and it may struggle more with fine motion, transparent effects and rapidly changing detail.
Intel XeSS-SR on AMD Radeon
Does XeSS work with Radeon?
Yes, when the game ships XeSS-SR’s cross-vendor implementation and your GPU meets its requirements. Intel documents an HLSL path for GPUs supporting Shader Model 6.4, with DP4a acceleration recommended. That means compatible Radeon cards can run XeSS; the presence of an AMD logo or an Intel-developed upscaler does not by itself guarantee support.
How to evaluate XeSS
- Confirm that XeSS appears in the game’s upscaling menu and that the title is using its cross-vendor path rather than a hardware-specific implementation.
- Check the game’s API and GPU requirements. Shader Model 6.4 support is a technical prerequisite for the documented HLSL route.
- Compare XeSS and FSR from the same camera position, with identical output resolution, sharpening and anti-aliasing settings.
- Inspect moving foliage, fences, hair, particles and distant geometry; these areas reveal temporal instability more readily than a static scene.
Intel’s XeSS-SR Developer Guide 2.0 lists presets including 3.0× Ultra Performance, 1.3× Ultra Quality Plus and 1.0× Native Anti-Aliasing. Those labels describe render-scale choices, not a guarantee that every game exposes every preset.
Unreal Engine TSR
Epic describes Temporal Super Resolution as a platform-agnostic temporal upscaler. In an Unreal Engine game that exposes TSR, it can reconstruct a lower internal resolution using engine-level temporal data and may be competitive with the other options on Radeon hardware.
TSR is not a driver toggle. The developer must enable and configure it in the game’s Unreal Engine renderer. If TSR is absent from the graphics menu, a player cannot add it to a non-Unreal title or force it into a renderer that does not implement it. Test TSR against the game’s other temporal options at the same output resolution, paying attention to ghosting and fine geometric detail during movement.
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Compatibility by Radeon generation
| Radeon generation | Most relevant option | What to verify |
|---|---|---|
| RX 5000 | Native FSR 3.1 when offered; RSR on supported RDNA drivers | Game integration, API requirements and whether exclusive full-screen is available for RSR. |
| RX 6000 | Native FSR 3.1; RSR; cross-vendor XeSS or TSR when exposed | Do not assume FSR 4 support; check the game and AMD’s current hardware list. |
| RX 7000 | Native FSR 3.1; RSR; XeSS or TSR where implemented | Use the game’s stated minimum GPU and driver requirements. |
| RX 9000 | FSR 4/Redstone in supported games, plus FSR 3.1 and other native options | Install the required driver and confirm that the specific game supports the FSR 4 path. |
FSR generations are not interchangeable. A Radeon card that supports FSR 3.1 is not automatically eligible for every FSR 4/Redstone feature.
Choosing a mode at 1080p, 1440p and 4K
1080p
At 1080p, aggressive upscaling leaves fewer source pixels for reconstruction. Start with the game’s highest-quality mode or native resolution if performance allows. Examine text, foliage and thin geometry before choosing a faster preset.
1440p
Quality is a sensible first test for FSR 3.1, FSR 4, XeSS or TSR. Balanced can recover performance, but compare it during movement rather than from a paused screenshot.
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Temporal upscalers have more output pixels to work with, so Quality or Balanced modes can provide substantial performance headroom. Use the same scene and camera path when comparing alternatives, and verify that the display is actually receiving the selected output resolution.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Frame generation, latency and image quality
Upscaling and frame generation solve different problems. Upscaling reduces the cost of each rendered frame. Frame generation inserts an estimated frame between rendered frames. A higher displayed frame count can improve perceived smoothness, but input latency still depends largely on the rate of genuinely rendered frames and the game’s synchronization path.
- Measure responsiveness with frame generation off before enabling it.
- Use a frame limiter or synchronization method that avoids severe frame-time swings.
- Look for doubled geometry, disocclusion errors and UI artifacts during rapid movement.
- Disable frame generation if controls feel delayed or visual artifacts outweigh the smoothness benefit.
Do not describe generated frames as equivalent to native-rendered frames. They can improve fluidity while leaving latency and occasional reconstruction errors unchanged.
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Can you use FSR when a game only supports DLSS?
Not through a normal in-game setting. FSR requires game integration, so a title that exposes only DLSS has not provided the code path needed for FSR. Check whether the developer later adds FSR, whether the game offers XeSS or TSR, or whether it can run in exclusive full-screen mode for RSR. Do not assume that a compatible Radeon driver can convert a DLSS-only menu into an FSR menu.
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- Update the Radeon driver and restart the game so its feature detection runs again.
- Record the game’s native-resolution frame rate and frame-time consistency in a repeatable scene.
- Test each native option the game exposes—FSR, XeSS or TSR—at the same output resolution and quality target.
- Inspect static detail and motion separately. Pause on foliage and distant geometry, then repeat the test while panning and traversing.
- Choose the highest-quality mode that meets your frame-time target. Only then test frame generation.
- If no native option exists, switch the title to exclusive full-screen and configure RSR with a lower in-game resolution.
- Recheck after major game or driver updates because integrations and supported feature lists can change.
Troubleshooting common failures
The upscaler option is missing
Confirm that the game version, graphics API and GPU meet the developer’s requirements. Native FSR, XeSS and TSR appear only when the game includes the corresponding integration. For RSR, verify that the game is using exclusive full-screen mode and that the Radeon driver supports the feature.
The image shimmers or ghosts
Move to a higher-quality preset, reduce sharpening, or compare another integrated upscaler in the same scene. Temporal artifacts often become more visible at lower output resolutions and during fast camera motion.
Frame generation feels laggy
Check the base rendered frame rate with generation disabled. If it is unstable or low, lower the rendering workload first. If controls remain delayed, leave frame generation disabled.
FSR 4 is unavailable on an older Radeon
This is expected when the game and AMD documentation restrict FSR 4/Redstone to supported RX 9000 products. Use FSR 3.1, RSR or another native option that the title supports instead of assuming a driver problem.
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What AMD’s published figures do—and do not—mean
AMD’s 2024 FSR 3 announcement referred to “60 current and upcoming games.” That was a historical announcement figure, not a current catalog count. AMD’s RSR product information describes support across “thousands of games,” a qualitative scope statement rather than a promise that every title has identical behavior. Always check the individual game’s menu, API and display-mode requirements.
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