The Tool Desk
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Start by checking whether your handheld and game support AMD’s ML-based FSR upscaler, now called FSR Upscaling. If it is available, use the game’s own FSR option and begin with Balanced. Move to Quality for clearer detail when performance allows, or Performance when you need more GPU headroom. These presets lower the game’s internal render resolution; they do not guarantee a particular frame rate.
Check whether FSR Upscaling is available on your handheld and in your game
AMD now uses the name FSR Upscaling for its ML-based upscaler, separating it from the broader FSR Redstone feature set. There are two ways it can appear: a game may include native support in its graphics menu, or some games that already integrate FSR 3.1 or higher may be eligible for an upgrade through AMD Software. In the latter case, AMD’s instructions say to enable the game’s FSR 3.1 option and choose the desired in-game preset after enabling the upgrade path. Follow the prompts for the specific game and supported version; an AMD Software upgrade does not add a menu option to every game.
AMD’s GPUOpen documentation lists ML-based FSR Upscaling support on RDNA 4 and RDNA 3 discrete graphics. Its consumer compatibility table lists RX 9000 series for the full Redstone feature set and RX 7000 series for upscaling only. These are graphics-card categories, not a blanket compatibility statement for integrated graphics in handheld APUs. Check AMD’s current FSR support information, then confirm the option in the game’s graphics menu.
For a concrete handheld example, GOALS AB’s April 2, 2026, AMD GPUOpen case study says current Ryzen Z-series handhelds in that game fall back to analytical FSR 3.1 rather than ML-based upscaling. That describes one game’s implementation, not every game or future handheld. It is a reminder to check what the game actually offers rather than infer support from the device name alone.
#1 Best Overall
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Choose an upscaling preset for the balance you need
FSR presets set the internal input resolution relative to the output resolution, measured per dimension. Lower internal resolution can reduce GPU rendering work, but visual quality and performance effects depend on the game’s implementation and scene.
| Mode | Internal resolution per output dimension | When to try it |
|---|---|---|
| Quality | About 67% (1.5× scaling) | Try it when performance has headroom and you want to retain more fine detail. |
| Balanced | About 59% (1.7× scaling) | A practical starting point when you want a middle ground between clarity and GPU workload. |
| Performance | 50% (2.0× scaling) | Try it when the game is short of your performance target and you can accept a softer image. |
| Ultra Performance | About 33% (3.0× scaling) | Use only if the game offers it and you need a substantial reduction in internal resolution. |
| Native AA | Native output resolution; no upscaling | Use when you want native-resolution rendering and the device can sustain the performance you need. |
The ratios are AMD’s documented mode values, not predicted frame-rate gains. Preset names also do not guarantee identical image quality from one game to another. Inspect fine detail, edges, and motion in the game you are playing when you compare modes.
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Adjust settings in this order
- Confirm support. Check the game’s graphics menu and AMD’s current supported-game information for the specific FSR route available to you.
- Enable the game’s FSR option. Prefer built-in FSR Upscaling when the game exposes it. If the game uses FSR 3.1 or higher and is eligible for AMD Software’s upgrade path, follow AMD’s and the game’s prompts for that title.
- Start with Balanced. Play a representative section and check image clarity and performance. If the game has enough headroom and fine detail matters, try Quality. If performance is below your target, try Performance and inspect the image again.
- Change other demanding graphics options only as needed. If the preset alone does not meet your target, lower costly in-game settings in small steps and recheck the result. Keep the handheld’s native display/output target where sensible; consider sustained power and thermal behavior rather than copying a setting from a different device.
- Make small sharpening changes only if the game provides a slider. Recheck edges and fine detail after adjusting it. There is no universal handheld sharpening value established by AMD’s cited guidance.
- Test frame generation separately. First establish an acceptable, stable base frame rate without interpolation. Then enable frame generation only if the game supports it and compare the result in motion.
Keep frame generation separate from upscaling
Upscaling renders the game at a lower internal resolution and reconstructs an image for the output resolution. Frame generation inserts interpolated frames between rendered frames; it is a separate feature and should not be treated as a substitute for a healthy base frame rate.
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AMD’s FSR 3.1.5 documentation says frame generation works best when the game is already running at a minimum of 60 fps before interpolation. AMD says artifacts become more noticeable below that rate and advises avoiding pre-interpolation rates below 30 fps. This is general guidance, not a promise that a handheld or a particular game can sustain 60 fps. If the base rate is low or unstable, reduce rendering load or leave frame generation off.
Rank #3
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Why a handheld needs its own settings profile
Handhelds differ in graphics hardware, display resolution, power limits, and cooling, so a preset that works on one device may not behave the same on another. In its GOALS AB case study, AMD GPUOpen describes profiles tuned to device capability, resolution scale, upscaling, anti-aliasing, power, and thermals. That game uses Balanced as the baseline in its inherited handheld profile; it is the developer’s choice for that implementation, not a requirement for all players.
As GOALS AB put it, “On a handheld, the device needs to open, start playing, and feel good immediately.” Its approach favors device-specific defaults over one universal low, medium, or high preset. For your own device, judge settings by sustained play as well as a brief performance reading: a configuration that starts well but cannot hold its behavior under the handheld’s power and thermal limits may not be the right one.
Rank #4
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When Radeon Super Resolution is not the answer
Radeon Super Resolution (RSR) is a separate driver-level feature, not another name for in-game FSR Upscaling. AMD says game-specific optimization may produce better results than RSR when a game has native FSR support. RSR also has compatibility requirements described in AMD’s RSR FAQ, including a Windows desktop/discrete Radeon context. Do not assume it is a universal fallback for handheld PCs.
Quick Recap
Best Value
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