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FSR “Redstone” is now a suite: upscaling, frame generation, ray regeneration and radiance caching are separate technologies that solve different rendering problems.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>AMD FSR “Redstone” is not simply a new version of the old FSR upscaler.\u003C\u002Fstrong> It is a neural-rendering suite with separate features for reconstruction, generated frames, ray-tracing reconstruction and learned lighting.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"naming-note\",\"data\":{\"body\":\"AMD renamed the former FSR 4 upscaler to \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> and now brands frame generation separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. The goal is to make each rendering feature identifiable on its own.\",\"title\":\"Why the naming changed\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-old\",\"data\":{\"text\":\"The old mental model no longer works\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-old-1\",\"data\":{\"text\":\"Earlier FSR discussions often treated the version number as if it described one main technology. That became awkward once AMD added machine-learning upscaling, machine-learning frame generation, neural ray reconstruction and learned global-illumination technology.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-2\",\"data\":{\"text\":\"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-3\",\"data\":{\"text\":\"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.\"},\"type\":\"paragraph\"},{\"id\":\"h-quartet\",\"data\":{\"text\":\"The Redstone Neural Rendering Quartet\",\"level\":2},\"type\":\"header\"},{\"id\":\"quartet-flow\",\"data\":{\"steps\":[{\"label\":\"1. FSR Upscaling\",\"description\":\"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.\"},{\"label\":\"2. FSR Frame Generation\",\"description\":\"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.\"},{\"label\":\"3. FSR Ray Regeneration\",\"description\":\"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.\"},{\"label\":\"4. FSR Radiance Caching\",\"description\":\"Learns and predicts how light propagates through a scene to reduce the cost of real-time global illumination.\"}],\"title\":\"Four different jobs inside FSR Redstone\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-quartet\",\"data\":{\"text\":\"These features can work together, but they are not interchangeable. One changes resolution reconstruction, one changes frame output, one changes ray-traced signal reconstruction and one changes how indirect lighting is estimated.\"},\"type\":\"paragraph\"},{\"id\":\"h-fsr4\",\"data\":{\"text\":\"FSR 4 did not disappear — the name changed\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fsr4-1\",\"data\":{\"text\":\"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.\"},\"type\":\"paragraph\"},{\"id\":\"p-fsr4-2\",\"data\":{\"text\":\"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.\"},\"type\":\"paragraph\"},{\"id\":\"translation\",\"data\":{\"body\":\"Old language: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Current language: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Frame generation is now presented separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\",\"title\":\"The simplest translation\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-upscale\",\"data\":{\"text\":\"FSR Upscaling: reconstruct more pixels than you render\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-up-1\",\"data\":{\"text\":\"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-2\",\"data\":{\"text\":\"The current ML-powered implementation in the FSR SDK is FSR Upscaling 4.1.1. AMD says it is trained on high-quality game captures and uses dedicated machine-learning acceleration on supported Radeon GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-3\",\"data\":{\"text\":\"The important performance trade-off remains familiar: the GPU performs less conventional pixel rendering work, then spends a smaller amount of compute reconstructing the final image.\"},\"type\":\"paragraph\"},{\"id\":\"h-fg\",\"data\":{\"text\":\"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fg-1\",\"data\":{\"text\":\"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-2\",\"data\":{\"text\":\"The current Redstone SDK includes ML-powered FSR Frame Generation 4.0.1 alongside the older analytical FSR 3.x frame-generation path.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-3\",\"data\":{\"text\":\"That distinction matters when reading a performance counter. Once generated frames are included, displayed FPS and conventionally rendered FPS are no longer the same number.\"},\"type\":\"paragraph\"},{\"id\":\"h-ray\",\"data\":{\"text\":\"FSR Ray Regeneration: denoising becomes neural reconstruction\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-ray-1\",\"data\":{\"text\":\"Ray tracing is expensive because every additional ray sample costs GPU time. Traditional real-time ray tracing therefore uses relatively sparse samples and then denoises the result.\"},\"type\":\"paragraph\"},{\"id\":\"p-ray-2\",\"data\":{\"text\":\"FSR Ray Regeneration replaces part of that reconstruction process with machine learning. AMD describes it as inferring and restoring full-quality ray-traced detail from sparse samples.\"},\"type\":\"paragraph\"},{\"id\":\"p-ray-3\",\"data\":{\"text\":\"The current SDK lists FSR Ray Regeneration 1.2.0.\"},\"type\":\"paragraph\"},{\"id\":\"ray-note\",\"data\":{\"body\":\"Ray Regeneration tries to extract a better final signal from a limited ray budget. The goal is to improve quality without paying for the same result entirely with additional conventional ray samples.\",\"title\":\"This is not simply “more ray tracing”\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"h-radiance\",\"data\":{\"text\":\"FSR Radiance Caching: learn the lighting field\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-rad-1\",\"data\":{\"text\":\"Radiance Caching attacks a different problem: indirect lighting.\"},\"type\":\"paragraph\"},{\"id\":\"p-rad-2\",\"data\":{\"text\":\"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.\"},\"type\":\"paragraph\"},{\"id\":\"p-rad-3\",\"data\":{\"text\":\"AMD describes FSR Radiance Caching as a system that dynamically learns and predicts how light propagates through the scene. In the current SDK it remains a 0.9 technical preview.\"},\"type\":\"paragraph\"},{\"id\":\"h-map\",\"data\":{\"text\":\"The Feature Independence Map\",\"level\":2},\"type\":\"header\"},{\"id\":\"feature-map\",\"data\":{\"rows\":[{\"id\":\"upscale\",\"label\":\"Upscaling\",\"values\":{\"input\":\"Lower-resolution rendered image\",\"output\":\"Higher-resolution reconstructed image\",\"measure\":\"Image quality, temporal stability, GPU cost\"}},{\"id\":\"framegen\",\"label\":\"Frame Generation\",\"values\":{\"input\":\"Rendered frames + motion\u002Fhistory data\",\"output\":\"Additional displayed frames\",\"measure\":\"Displayed FPS, pacing, latency, artifacts\"}},{\"id\":\"ray\",\"label\":\"Ray Regeneration\",\"values\":{\"input\":\"Sparse\u002Fnoisy ray-traced signal\",\"output\":\"Reconstructed ray-traced detail\",\"measure\":\"Lighting\u002Freflection quality, temporal stability, performance\"}},{\"id\":\"radiance\",\"label\":\"Radiance Caching\",\"values\":{\"input\":\"Scene-light transport information\",\"output\":\"Predicted indirect illumination\",\"measure\":\"GI quality, temporal stability, compute savings\"}}],\"title\":\"Do not judge all FSR features with the same metric\",\"layout\":\"table\",\"columns\":[{\"id\":\"input\",\"label\":\"Main input\u002Fproblem\"},{\"id\":\"output\",\"label\":\"What it changes\"},{\"id\":\"measure\",\"label\":\"What to measure\"}]},\"type\":\"comparison\"},{\"id\":\"h-why-names\",\"data\":{\"text\":\"Why AMD split the names\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-names-1\",\"data\":{\"text\":\"The new naming makes technical comparisons more precise.\"},\"type\":\"paragraph\"},{\"id\":\"p-names-2\",\"data\":{\"text\":\"A game might support FSR Upscaling but not ML Frame Generation. Another might add Ray Regeneration but leave Radiance Caching disabled. Saying only “this game has FSR” no longer tells you enough.\"},\"type\":\"paragraph\"},{\"id\":\"p-names-3\",\"data\":{\"text\":\"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?\"},\"type\":\"paragraph\"},{\"id\":\"h-hardware\",\"data\":{\"text\":\"Hardware support is not identical across the suite\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-hw-1\",\"data\":{\"text\":\"This is another reason the umbrella label can be misleading.\"},\"type\":\"paragraph\"},{\"id\":\"p-hw-2\",\"data\":{\"text\":\"AMD’s current public compatibility table lists the full Redstone feature set around Radeon RX 9000 Series hardware, while ML-based FSR Upscaling has expanded to Radeon RX 7000 Series GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-hw-3\",\"data\":{\"text\":\"GPUOpen’s FSR SDK 2.3 update specifically added FSR Upscaling 4.1.1 support for RDNA 3 discrete GPUs. The same SDK also updates ML Frame Generation and Ray Regeneration for the current Redstone stack.\"},\"type\":\"paragraph\"},{\"id\":\"hardware-warning\",\"data\":{\"body\":\"Support depends on \u003Cstrong>feature, game integration, GPU generation, API and driver path\u003C\u002Fstrong>.\",\"title\":\"Do not read “FSR supported” as “every Redstone feature supported”\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-driver\",\"data\":{\"text\":\"Driver-side upgrades make version numbers even more confusing\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-driver-1\",\"data\":{\"text\":\"FSR SDK 2.3 adds an unusual capability: supported games can receive newer ML technology versions through AMD Software driver updates without waiting for a complete game patch in every case.\"},\"type\":\"paragraph\"},{\"id\":\"p-driver-2\",\"data\":{\"text\":\"AMD says eligible FSR 3.1-and-later games can be upgraded to ML-powered FSR Upscaling on supported RX 9000 and RX 7000 GPUs. Eligible FSR 3.1.4 frame-generation integrations can also receive ML-powered Frame Generation on supported RX 9000 GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-driver-3\",\"data\":{\"text\":\"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The FSR Identification Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"id-test\",\"data\":{\"steps\":[{\"label\":\"1. Identify the feature\",\"description\":\"Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?\"},{\"label\":\"2. Identify the implementation\",\"description\":\"ML-powered Redstone path or older analytical FSR path?\"},{\"label\":\"3. Identify the hardware\",\"description\":\"RX 9000, RX 7000 or another supported GPU family?\"},{\"label\":\"4. Check driver behavior\",\"description\":\"Could AMD Software be supplying a newer ML implementation than the original game integration?\"},{\"label\":\"5. Separate rendered and generated FPS\",\"description\":\"Do not use one final FPS number to describe both conventional rendering and frame generation.\"},{\"label\":\"6. Measure the correct failure mode\",\"description\":\"Upscaling artifacts, generated-frame pacing, ray reconstruction and GI stability are different problems.\"}],\"title\":\"Before comparing FSR performance, identify what is actually enabled\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-architecture\",\"data\":{\"text\":\"Redstone is really an architecture, not a preset\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-arch-1\",\"data\":{\"text\":\"Thinking of Redstone as “a faster Ultra setting” misses the point.\"},\"type\":\"paragraph\"},{\"id\":\"p-arch-2\",\"data\":{\"text\":\"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.\"},\"type\":\"paragraph\"},{\"id\":\"render-path\",\"data\":{\"steps\":[{\"label\":\"Game renders the scene\",\"description\":\"Geometry, materials, motion and lighting information are produced by the engine.\"},{\"label\":\"Ray Regeneration\",\"description\":\"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.\"},{\"label\":\"Radiance Caching\",\"description\":\"Indirect lighting can be estimated from learned scene-light behavior where supported.\"},{\"label\":\"FSR Upscaling\",\"description\":\"The lower-resolution image is reconstructed to the output resolution.\"},{\"label\":\"FSR Frame Generation\",\"description\":\"Additional frames can be inserted into the displayed stream.\"}],\"title\":\"A simplified Redstone rendering path\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-arch-3\",\"data\":{\"text\":\"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.\"},\"type\":\"paragraph\"},{\"id\":\"h-reviews\",\"data\":{\"text\":\"Why this matters for GPU reviews\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-review-1\",\"data\":{\"text\":\"A benchmark that simply says “FSR On” is becoming less informative.\"},\"type\":\"paragraph\"},{\"id\":\"p-review-2\",\"data\":{\"text\":\"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.\"},\"type\":\"paragraph\"},{\"id\":\"p-review-3\",\"data\":{\"text\":\"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.\"},\"type\":\"paragraph\"},{\"id\":\"h-shipping\",\"data\":{\"text\":\"What is already shipping in games?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-ship-1\",\"data\":{\"text\":\"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.\"},\"type\":\"paragraph\"},{\"id\":\"p-ship-2\",\"data\":{\"text\":\"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-3\",\"data\":{\"text\":\"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-3\",\"data\":{\"text\":\"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.\",\"question\":\"Is FSR Redstone the same thing as FSR 4?\"},{\"id\":\"faq2\",\"answer\":\"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.\",\"question\":\"What happened to the FSR 4 name?\"},{\"id\":\"faq3\",\"answer\":\"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.\",\"question\":\"Does Redstone require an RX 9000 GPU?\"},{\"id\":\"faq4\",\"answer\":\"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.\",\"question\":\"What is FSR Ray Regeneration?\"},{\"id\":\"faq5\",\"answer\":\"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.\",\"question\":\"What is FSR Radiance Caching?\"},{\"id\":\"faq6\",\"answer\":\"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.\",\"question\":\"Can the driver upgrade FSR without a game patch?\"}],\"title\":\"AMD FSR Redstone in plain English\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key FSR Redstone terms\",\"entries\":[{\"term\":\"FSR Redstone\",\"anchor\":\"fsr-redstone\",\"definition\":\"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.\"},{\"term\":\"FSR Upscaling\",\"anchor\":\"fsr-upscaling\",\"definition\":\"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.\"},{\"term\":\"FSR Frame Generation\",\"anchor\":\"fsr-frame-generation\",\"definition\":\"AMD technology that predicts and inserts additional frames between conventionally rendered frames.\"},{\"term\":\"FSR Ray Regeneration\",\"anchor\":\"fsr-ray-regeneration\",\"definition\":\"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.\"},{\"term\":\"FSR Radiance Caching\",\"anchor\":\"fsr-radiance-caching\",\"definition\":\"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.\"},{\"term\":\"Feature Independence Map\",\"anchor\":\"feature-independence-map\",\"definition\":\"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.\"},{\"term\":\"FSR Identification Test\",\"anchor\":\"fsr-identification-test\",\"definition\":\"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-amd-fsr-main\",\"data\":{\"link\":\"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD — FSR Technologies\",\"description\":\"Official AMD overview of the Redstone suite, its four features and current hardware compatibility.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-sdk\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR SDK\",\"description\":\"Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-guidelines\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Naming Guidelines\",\"description\":\"Official AMD naming guidance explaining the transition from FSR 4 branding to FSR Upscaling and separate Frame Generation naming.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-redstone\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Redstone for Developers\",\"description\":\"Official architectural overview of Redstone neural rendering, its four technologies and design goals.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-upscale\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Upscaling\",\"description\":\"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-framegen\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Frame Generation\",\"description\":\"Official current FSR Frame Generation page documenting ML-powered 4.0.1 and supported APIs.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":537,"blocks":538,"version":1051},1790377606190,[539,544,551,557,563,568,572,576,580,584,603,607,611,615,619,625,629,633,637,641,645,649,653,657,661,665,669,673,678,682,686,690,694,698,743,747,751,755,759,763,767,771,775,781,785,789,793,797,801,824,828,832,836,854,858,862,866,870,874,878,882,886,890,894,898,902,906,910,914,918,922,926,930,934,963,967,998,1002,1011,1019,1027,1035,1043],{"id":540,"data":541,"type":543},"intro",{"text":542},"If you still think “FSR 4” is one graphics feature, AMD’s 2026 naming will be confusing. FSR “Redstone” is now a suite: upscaling, frame generation, ray regeneration and radiance caching are separate technologies that solve different rendering problems.","paragraph",{"id":545,"data":546,"type":550},"direct",{"body":547,"title":548,"variant":549},"\u003Cstrong>AMD FSR “Redstone” is not simply a new version of the old FSR upscaler.\u003C\u002Fstrong> It is a neural-rendering suite with separate features for reconstruction, generated frames, ray-tracing reconstruction and learned lighting.","Direct answer","info","callout",{"id":552,"data":553,"type":550},"naming-note",{"body":554,"title":555,"variant":556},"AMD renamed the former FSR 4 upscaler to \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> and now brands frame generation separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. The goal is to make each rendering feature identifiable on its own.","Why the naming changed","note",{"id":558,"data":559,"type":562},"toc",{"title":560,"maxLevel":561,"minLevel":46},"Contents",3,"tableOfContents",{"id":564,"data":565,"type":567},"h-old",{"text":566,"level":46},"The old mental model no longer works","header",{"id":569,"data":570,"type":543},"p-old-1",{"text":571},"Earlier FSR discussions often treated the version number as if it described one main technology. That became awkward once AMD added machine-learning upscaling, machine-learning frame generation, neural ray reconstruction and learned global-illumination technology.",{"id":573,"data":574,"type":543},"p-old-2",{"text":575},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":577,"data":578,"type":543},"p-old-3",{"text":579},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":581,"data":582,"type":567},"h-quartet",{"text":583,"level":46},"The Redstone Neural Rendering Quartet",{"id":585,"data":586,"type":602},"quartet-flow",{"steps":587,"title":600,"orientation":601},[588,591,594,597],{"label":589,"description":590},"1. FSR Upscaling","Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":592,"description":593},"2. FSR Frame Generation","Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":595,"description":596},"3. FSR Ray Regeneration","Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":598,"description":599},"4. FSR Radiance Caching","Learns and predicts how light propagates through a scene to reduce the cost of real-time global illumination.","Four different jobs inside FSR Redstone","auto","processFlow",{"id":604,"data":605,"type":543},"p-quartet",{"text":606},"These features can work together, but they are not interchangeable. One changes resolution reconstruction, one changes frame output, one changes ray-traced signal reconstruction and one changes how indirect lighting is estimated.",{"id":608,"data":609,"type":567},"h-fsr4",{"text":610,"level":46},"FSR 4 did not disappear — the name changed",{"id":612,"data":613,"type":543},"p-fsr4-1",{"text":614},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":616,"data":617,"type":543},"p-fsr4-2",{"text":618},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":620,"data":621,"type":550},"translation",{"body":622,"title":623,"variant":624},"Old language: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Current language: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Frame generation is now presented separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.","The simplest translation","success",{"id":626,"data":627,"type":567},"h-upscale",{"text":628,"level":46},"FSR Upscaling: reconstruct more pixels than you render",{"id":630,"data":631,"type":543},"p-up-1",{"text":632},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":634,"data":635,"type":543},"p-up-2",{"text":636},"The current ML-powered implementation in the FSR SDK is FSR Upscaling 4.1.1. AMD says it is trained on high-quality game captures and uses dedicated machine-learning acceleration on supported Radeon GPUs.",{"id":638,"data":639,"type":543},"p-up-3",{"text":640},"The important performance trade-off remains familiar: the GPU performs less conventional pixel rendering work, then spends a smaller amount of compute reconstructing the final image.",{"id":642,"data":643,"type":567},"h-fg",{"text":644,"level":46},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":646,"data":647,"type":543},"p-fg-1",{"text":648},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":650,"data":651,"type":543},"p-fg-2",{"text":652},"The current Redstone SDK includes ML-powered FSR Frame Generation 4.0.1 alongside the older analytical FSR 3.x frame-generation path.",{"id":654,"data":655,"type":543},"p-fg-3",{"text":656},"That distinction matters when reading a performance counter. Once generated frames are included, displayed FPS and conventionally rendered FPS are no longer the same number.",{"id":658,"data":659,"type":567},"h-ray",{"text":660,"level":46},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":662,"data":663,"type":543},"p-ray-1",{"text":664},"Ray tracing is expensive because every additional ray sample costs GPU time. Traditional real-time ray tracing therefore uses relatively sparse samples and then denoises the result.",{"id":666,"data":667,"type":543},"p-ray-2",{"text":668},"FSR Ray Regeneration replaces part of that reconstruction process with machine learning. AMD describes it as inferring and restoring full-quality ray-traced detail from sparse samples.",{"id":670,"data":671,"type":543},"p-ray-3",{"text":672},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":674,"data":675,"type":550},"ray-note",{"body":676,"title":677,"variant":556},"Ray Regeneration tries to extract a better final signal from a limited ray budget. The goal is to improve quality without paying for the same result entirely with additional conventional ray samples.","This is not simply “more ray tracing”",{"id":679,"data":680,"type":567},"h-radiance",{"text":681,"level":46},"FSR Radiance Caching: learn the lighting field",{"id":683,"data":684,"type":543},"p-rad-1",{"text":685},"Radiance Caching attacks a different problem: indirect lighting.",{"id":687,"data":688,"type":543},"p-rad-2",{"text":689},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":691,"data":692,"type":543},"p-rad-3",{"text":693},"AMD describes FSR Radiance Caching as a system that dynamically learns and predicts how light propagates through the scene. In the current SDK it remains a 0.9 technical preview.",{"id":695,"data":696,"type":567},"h-map",{"text":697,"level":46},"The Feature Independence Map",{"id":699,"data":700,"type":742},"feature-map",{"rows":701,"title":730,"layout":731,"columns":732},[702,709,716,723],{"id":703,"label":704,"values":705},"upscale","Upscaling",{"input":706,"output":707,"measure":708},"Lower-resolution rendered image","Higher-resolution reconstructed image","Image quality, temporal stability, GPU cost",{"id":710,"label":711,"values":712},"framegen","Frame Generation",{"input":713,"output":714,"measure":715},"Rendered frames + motion\u002Fhistory data","Additional displayed frames","Displayed FPS, pacing, latency, artifacts",{"id":717,"label":718,"values":719},"ray","Ray Regeneration",{"input":720,"output":721,"measure":722},"Sparse\u002Fnoisy ray-traced signal","Reconstructed ray-traced detail","Lighting\u002Freflection quality, temporal stability, performance",{"id":724,"label":725,"values":726},"radiance","Radiance Caching",{"input":727,"output":728,"measure":729},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","Do not judge all FSR features with the same metric","table",[733,736,739],{"id":734,"label":735},"input","Main input\u002Fproblem",{"id":737,"label":738},"output","What it changes",{"id":740,"label":741},"measure","What to measure","comparison",{"id":744,"data":745,"type":567},"h-why-names",{"text":746,"level":46},"Why AMD split the names",{"id":748,"data":749,"type":543},"p-names-1",{"text":750},"The new naming makes technical comparisons more precise.",{"id":752,"data":753,"type":543},"p-names-2",{"text":754},"A game might support FSR Upscaling but not ML Frame Generation. Another might add Ray Regeneration but leave Radiance Caching disabled. Saying only “this game has FSR” no longer tells you enough.",{"id":756,"data":757,"type":543},"p-names-3",{"text":758},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":760,"data":761,"type":567},"h-hardware",{"text":762,"level":46},"Hardware support is not identical across the suite",{"id":764,"data":765,"type":543},"p-hw-1",{"text":766},"This is another reason the umbrella label can be misleading.",{"id":768,"data":769,"type":543},"p-hw-2",{"text":770},"AMD’s current public compatibility table lists the full Redstone feature set around Radeon RX 9000 Series hardware, while ML-based FSR Upscaling has expanded to Radeon RX 7000 Series GPUs.",{"id":772,"data":773,"type":543},"p-hw-3",{"text":774},"GPUOpen’s FSR SDK 2.3 update specifically added FSR Upscaling 4.1.1 support for RDNA 3 discrete GPUs. The same SDK also updates ML Frame Generation and Ray Regeneration for the current Redstone stack.",{"id":776,"data":777,"type":550},"hardware-warning",{"body":778,"title":779,"variant":780},"Support depends on \u003Cstrong>feature, game integration, GPU generation, API and driver path\u003C\u002Fstrong>.","Do not read “FSR supported” as “every Redstone feature supported”","warning",{"id":782,"data":783,"type":567},"h-driver",{"text":784,"level":46},"Driver-side upgrades make version numbers even more confusing",{"id":786,"data":787,"type":543},"p-driver-1",{"text":788},"FSR SDK 2.3 adds an unusual capability: supported games can receive newer ML technology versions through AMD Software driver updates without waiting for a complete game patch in every case.",{"id":790,"data":791,"type":543},"p-driver-2",{"text":792},"AMD says eligible FSR 3.1-and-later games can be upgraded to ML-powered FSR Upscaling on supported RX 9000 and RX 7000 GPUs. Eligible FSR 3.1.4 frame-generation integrations can also receive ML-powered Frame Generation on supported RX 9000 GPUs.",{"id":794,"data":795,"type":543},"p-driver-3",{"text":796},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":798,"data":799,"type":567},"h-test",{"text":800,"level":46},"The FSR Identification Test",{"id":802,"data":803,"type":602},"id-test",{"steps":804,"title":823,"orientation":601},[805,808,811,814,817,820],{"label":806,"description":807},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":809,"description":810},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":812,"description":813},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":815,"description":816},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":818,"description":819},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":821,"description":822},"6. Measure the correct failure mode","Upscaling artifacts, generated-frame pacing, ray reconstruction and GI stability are different problems.","Before comparing FSR performance, identify what is actually enabled",{"id":825,"data":826,"type":567},"h-architecture",{"text":827,"level":46},"Redstone is really an architecture, not a preset",{"id":829,"data":830,"type":543},"p-arch-1",{"text":831},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":833,"data":834,"type":543},"p-arch-2",{"text":835},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":837,"data":838,"type":602},"render-path",{"steps":839,"title":853,"orientation":601},[840,843,845,847,850],{"label":841,"description":842},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":718,"description":844},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":725,"description":846},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":848,"description":849},"FSR Upscaling","The lower-resolution image is reconstructed to the output resolution.",{"label":851,"description":852},"FSR Frame Generation","Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":855,"data":856,"type":543},"p-arch-3",{"text":857},"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.",{"id":859,"data":860,"type":567},"h-reviews",{"text":861,"level":46},"Why this matters for GPU reviews",{"id":863,"data":864,"type":543},"p-review-1",{"text":865},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":867,"data":868,"type":543},"p-review-2",{"text":869},"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.",{"id":871,"data":872,"type":543},"p-review-3",{"text":873},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":875,"data":876,"type":567},"h-shipping",{"text":877,"level":46},"What is already shipping in games?",{"id":879,"data":880,"type":543},"p-ship-1",{"text":881},"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.",{"id":883,"data":884,"type":543},"p-ship-2",{"text":885},"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.",{"id":887,"data":888,"type":567},"h-change",{"text":889,"level":46},"What would change this answer?",{"id":891,"data":892,"type":543},"p-change-1",{"text":893},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":895,"data":896,"type":543},"p-change-2",{"text":897},"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.",{"id":899,"data":900,"type":543},"p-change-3",{"text":901},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":903,"data":904,"type":567},"h-limit",{"text":905,"level":46},"Limitations",{"id":907,"data":908,"type":543},"p-limit-1",{"text":909},"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.",{"id":911,"data":912,"type":543},"p-limit-2",{"text":913},"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.",{"id":915,"data":916,"type":567},"h-conclusion",{"text":917,"level":46},"Conclusion",{"id":919,"data":920,"type":543},"p-conc-1",{"text":921},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":923,"data":924,"type":543},"p-conc-2",{"text":925},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":927,"data":928,"type":543},"p-conc-3",{"text":929},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":931,"data":932,"type":567},"h-faq",{"text":933,"level":46},"FAQ",{"id":935,"data":936,"type":935},"faq",{"items":937,"title":962},[938,942,946,950,954,958],{"id":939,"answer":940,"question":941},"faq1","No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.","Is FSR Redstone the same thing as FSR 4?",{"id":943,"answer":944,"question":945},"faq2","AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.","What happened to the FSR 4 name?",{"id":947,"answer":948,"question":949},"faq3","The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.","Does Redstone require an RX 9000 GPU?",{"id":951,"answer":952,"question":953},"faq4","It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.","What is FSR Ray Regeneration?",{"id":955,"answer":956,"question":957},"faq5","It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.","What is FSR Radiance Caching?",{"id":959,"answer":960,"question":961},"faq6","For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.","Can the driver upgrade FSR without a game patch?","AMD FSR Redstone in plain English",{"id":964,"data":965,"type":567},"h-glossary",{"text":966,"level":46},"Glossary",{"id":968,"data":969,"type":968},"glossary",{"title":970,"entries":971},"Key FSR Redstone terms",[972,976,979,982,986,990,994],{"term":973,"anchor":974,"definition":975},"FSR Redstone","fsr-redstone","AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":848,"anchor":977,"definition":978},"fsr-upscaling","The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":851,"anchor":980,"definition":981},"fsr-frame-generation","AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":983,"anchor":984,"definition":985},"FSR Ray Regeneration","fsr-ray-regeneration","AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":987,"anchor":988,"definition":989},"FSR Radiance Caching","fsr-radiance-caching","AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":991,"anchor":992,"definition":993},"Feature Independence Map","feature-independence-map","A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":995,"anchor":996,"definition":997},"FSR Identification Test","fsr-identification-test","A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":999,"data":1000,"type":567},"h-sources",{"text":1001,"level":46},"Primary sources",{"id":1003,"data":1004,"type":1010},"src-amd-fsr-main",{"link":1005,"meta":1006},"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html",{"image":1007,"title":1008,"description":1009},{"url":12},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.","linkTool",{"id":1012,"data":1013,"type":1010},"src-gpuopen-sdk",{"link":1014,"meta":1015},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F",{"image":1016,"title":1017,"description":1018},{"url":12},"AMD GPUOpen — FSR SDK","Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.",{"id":1020,"data":1021,"type":1010},"src-gpuopen-guidelines",{"link":1022,"meta":1023},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F",{"image":1024,"title":1025,"description":1026},{"url":12},"AMD GPUOpen — FSR Naming Guidelines","Official AMD naming guidance explaining the transition from FSR 4 branding to FSR Upscaling and separate Frame Generation naming.",{"id":1028,"data":1029,"type":1010},"src-gpuopen-redstone",{"link":1030,"meta":1031},"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F",{"image":1032,"title":1033,"description":1034},{"url":12},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1036,"data":1037,"type":1010},"src-gpuopen-upscale",{"link":1038,"meta":1039},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F",{"image":1040,"title":1041,"description":1042},{"url":12},"AMD GPUOpen — FSR Upscaling","Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1044,"data":1045,"type":1010},"src-gpuopen-framegen",{"link":1046,"meta":1047},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F",{"image":1048,"title":1049,"description":1050},{"url":12},"AMD GPUOpen — FSR Frame Generation","Official current FSR Frame Generation page documenting ML-powered 4.0.1 and supported APIs.","2.31.0","AMD’s FSR naming changed because FSR is no longer one feature. Redstone is now a neural-rendering suite with separate technologies for upscaling, frame generation, ray-traced reconstruction and learned global 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The value of this amiibo lies mostly in its ability to summon the twin shopkeepers into supported titles and unlock small themed elements connected to them.","2026-03-06T16:48:00.000Z",{"id":1337,"slug":1338,"title":1339,"excerpt":1340,"featuredImage":13,"publishedAt":1341},"421","kicks","Kicks","The Kicks amiibo belongs to the Animal Crossing amiibo figure line released during the early expansion of Nintendo’s NFC figure ecosystem. Like the other characters in this series, the figure functions as a physical key that connects to compatible Nintendo games through NFC. When scanned, the amiibo links the character Kicks to different in-game systems. 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When scanned, the character stored in the NFC chip becomes accessible inside the game. The practical value of the figure lies in enabling Cyrus related interactions and content that otherwise remain hidden or harder to reach.","2026-03-06T08:32:00.000Z",{"id":1355,"slug":1356,"title":1357,"excerpt":1358,"featuredImage":13,"publishedAt":1359},"420","resetti","Resetti","The Resetti amiibo belongs to the Animal Crossing amiibo figure line released during the early expansion of Nintendo’s NFC-based character figures. Like others in this series, the figure functions as a physical representation of a character combined with a small NFC chip that communicates with compatible Nintendo systems. 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The Blathers amiibo mainly provides access to appearances of the museum curator or small character related features inside supported Animal Crossing titles.","2026-03-06T13:06:00.000Z",{"id":1386,"slug":1387,"title":1388,"excerpt":1389,"featuredImage":13,"publishedAt":1390},"425","isabelle-summer-outfit","Isabelle – Summer Outfit","Among the Animal Crossing amiibo figures released by Nintendo, the Isabelle – Summer Outfit version represents a seasonal variation of one of the series’ central characters. The figure carries the same technical functionality as other Animal Crossing amiibo, but its appearance reflects the lighter, relaxed tone often seen during summer events in the games. When scanned through NFC, the figure interacts with several compatible titles and unlocks small in-game interactions tied to Isabelle herself.","2026-03-06T17:12:00.000Z",{"id":1392,"slug":1393,"title":1394,"excerpt":1395,"featuredImage":13,"publishedAt":1396},"414","digby","Digby","Among the early Animal Crossing amiibo figures, Digby occupies a slightly quieter position. The figure represents the polite assistant known from the series’ town administration office. When scanned, the amiibo does not radically change a game. Instead it opens small interactions, extra scenes, or character appearances that connect different Animal Crossing titles. Its value is subtle. It extends the presence of a familiar character across several Nintendo games.","2026-03-06T07:27:00.000Z","fallback",[],[]]