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FSR „Redstone“ ist jetzt eine Suite: Upscaling, Frame-Generierung, Ray-Regeneration und Radiance-Caching sind separate Technologien, die unterschiedliche Rendering-Probleme lösen.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR „Redstone“ ist nicht einfach eine neue Version des alten FSR-Upscalers.\u003C\u002Fstrong> Es ist eine Neural-Rendering-Suite mit separaten Funktionen für Rekonstruktion, generierte Frames, Raytracing-Rekonstruktion und erlernte Beleuchtung.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Warum sich die Namensgebung geändert hat\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD hat den früheren FSR-4-Upscaler in \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> umbenannt und brandet die Frame-Generierung jetzt separat als \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. Das Ziel ist, jede Rendering-Funktion einzeln identifizierbar zu machen.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Das alte Denkmodell funktioniert nicht mehr\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Das Redstone Neural Rendering Quartett\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 ist nicht verschwunden — der Name hat sich geändert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR Upscaling: mehr Pixel rekonstruieren, als Sie rendern\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">FSR Frame Generation: Angezeigte FPS erhöhen, ohne jeden Frame traditionell zu rendern\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">FSR Ray Regeneration: Denoising wird neuronale Rekonstruktion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">FSR Radiance Caching: Das Beleuchtungsfeld erlernen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Die Feature-Unabhängigkeitskarte\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Warum AMD die Namen aufgeteilt hat\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">Die Hardware-Unterstützung ist innerhalb der Suite nicht identisch\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Treiber-seitige Upgrades machen Versionsnummern noch verwirrender\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Der FSR-Identifikationstest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone ist wirklich eine Architektur, kein Preset\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Warum das für GPU-Tests wichtig ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Was ist bereits in Spielen verfügbar?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Das alte Denkmodell funktioniert nicht mehr\u003C\u002Fh2>\n\u003Cp>Frühere FSR-Diskussionen behandelten die Versionsnummer oft so, als würde sie eine einzige Haupttechnologie beschreiben. Das wurde unhandlich, als AMD ML-Upscaling, ML-Frame-Generierung, neuronale Ray-Rekonstruktion und erlernte Global-Illumination-Technologie hinzufügte.\u003C\u002Fp>\n\u003Cp>AMD verwendet FSR jetzt als Dachnamen und gibt jedem wichtigen Rendering-Effekt einen eigenen Produktnamen.\u003C\u002Fp>\n\u003Cp>Das ist nützlich, weil das Aktivieren einer FSR-Funktion nicht automatisch bedeutet, dass alle anderen ebenfalls aktiviert sind.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Das Redstone Neural Rendering Quartett\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Vier verschiedene Aufgaben innerhalb von FSR Redstone\u003C\u002Fh3>\u003Cdiv class=\"flex flex-col sm:flex-row gap-3\">\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. FSR Upscaling\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Rekonstruiert mithilfe von maschinellem Lernen ein höher aufgelöstes Bild aus einem gerenderten Frame mit niedrigerer Auflösung.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. FSR Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sagt zusätzliche Frames zwischen gerenderten Frames voraus und fügt sie ein, um die angezeigte Bildrate zu erhöhen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. FSR Ray Regeneration\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwendet maschinelles Lernen, um Raytracing-Details in voller Qualität aus spärlichen Ray-Samples zu rekonstruieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. FSR Radiance Caching\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Erlernt und prognostiziert, wie sich Licht durch eine Szene ausbreitet, um die Kosten für Echtzeit-Global-Illumination zu senken.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Diese Funktionen können zusammenarbeiten, sind aber nicht austauschbar. Eine ändert die Auflösungsrekonstruktion, eine die Frame-Ausgabe, eine die Raytracing-Signalrekonstruktion und eine die Schätzung der indirekten Beleuchtung.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 ist nicht verschwunden — der Name hat sich geändert\u003C\u002Fh2>\n\u003Cp>AMDs Namensrichtlinien ordnen den früheren AMD FidelityFX Super Resolution 4 ausdrücklich dem neuen Namen FSR Upscaling zu.\u003C\u002Fp>\n\u003Cp>Die Frame-Generierung wird jetzt separat gebrandet, anstatt konzeptionell unter demselben nummerierten FSR-Label gebündelt zu werden.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Die einfachste Übersetzung\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Alte Sprache: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Aktuelle Sprache: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Die Frame-Generierung wird jetzt separat als \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong> präsentiert.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR Upscaling: mehr Pixel rekonstruieren, als Sie rendern\u003C\u002Fh2>\n\u003Cp>FSR Upscaling rendert das Spiel mit einer niedrigeren internen Auflösung und rekonstruiert eine Ausgabe mit höherer Auflösung.\u003C\u002Fp>\n\u003Cp>Die aktuelle ML-gestützte Implementierung im FSR SDK ist FSR Upscaling 4.1.1. AMD sagt, dass sie auf hochwertigen Spielaufnahmen trainiert wurde und dedizierte Machine-Learning-Beschleunigung auf unterstützten Radeon-GPUs nutzt.\u003C\u002Fp>\n\u003Cp>Der wichtige Performance-Kompromiss bleibt vertraut: Die GPU führt weniger konventionelle Pixel-Rendering-Arbeit aus und verwendet dann eine geringere Menge an Rechenleistung, um das endgültige Bild zu rekonstruieren.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">FSR Frame Generation: Angezeigte FPS erhöhen, ohne jeden Frame traditionell zu rendern\u003C\u002Fh2>\n\u003Cp>FSR Frame Generation ist eine separate Stufe. Sie sagt Zwischenbilder zwischen traditionell gerenderten Bildern voraus.\u003C\u002Fp>\n\u003Cp>Das aktuelle Redstone SDK enthält ML-gestützte FSR Frame Generation 4.0.1 neben dem älteren analytischen FSR 3.x Frame-Generation-Pfad.\u003C\u002Fp>\n\u003Cp>Diese Unterscheidung ist wichtig, wenn man einen Performance-Zähler liest. Sobald generierte Frames einbezogen werden, sind angezeigte FPS und konventionell gerenderte FPS nicht mehr dieselbe Zahl.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">FSR Ray Regeneration: Denoising wird neuronale Rekonstruktion\u003C\u002Fh2>\n\u003Cp>Raytracing ist teuer, weil jedes zusätzliche Ray-Sample GPU-Zeit kostet. Traditionelles Echtzeit-Raytracing verwendet daher relativ spärliche Samples und entrauscht dann das Ergebnis.\u003C\u002Fp>\n\u003Cp>FSR Ray Regeneration ersetzt einen Teil dieses Rekonstruktionsprozesses durch maschinelles Lernen. AMD beschreibt es als das Ableiten und Wiederherstellen von Raytracing-Details in voller Qualität aus spärlichen Samples.\u003C\u002Fp>\n\u003Cp>Das aktuelle SDK listet FSR Ray Regeneration 1.2.0 auf.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Dies ist nicht einfach „mehr Raytracing“\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ray Regeneration versucht, aus einem begrenzten Ray-Budget ein besseres endgültiges Signal zu gewinnen. Das Ziel ist es, die Qualität zu verbessern, ohne für dasselbe Ergebnis vollständig mit zusätzlichen konventionellen Ray-Samples zu bezahlen.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">FSR Radiance Caching: Das Beleuchtungsfeld erlernen\u003C\u002Fh2>\n\u003Cp>Radiance Caching greift ein anderes Problem an: indirekte Beleuchtung.\u003C\u002Fp>\n\u003Cp>Globale Beleuchtung fragt, wie Licht durch eine Szene springt. Genügend indirekte Strahlen in Echtzeit zu berechnen, ist teuer.\u003C\u002Fp>\n\u003Cp>AMD beschreibt FSR Radiance Caching als ein System, das dynamisch lernt und vorhersagt, wie sich Licht durch die Szene ausbreitet. Im aktuellen SDK bleibt es eine technische Vorschauversion 0.9.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Die Feature-Unabhängigkeitskarte\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Beurteilen Sie nicht alle FSR-Features mit derselben Metrik\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Haupteingabe\u002FProblem\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was es ändert\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was zu messen ist\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Upscaling\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Lower-resolution rendered image\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Higher-resolution reconstructed image\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Image quality, temporal stability, GPU cost\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Rendered frames + motion\u002Fhistory data\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Additional displayed frames\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Displayed FPS, pacing, latency, artifacts\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Ray Regeneration\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Sparse\u002Fnoisy ray-traced signal\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Reconstructed ray-traced detail\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Lighting\u002Freflection quality, temporal stability, performance\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Radiance Caching\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Scene-light transport information\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Predicted indirect illumination\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GI quality, temporal stability, compute savings\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-35\">Warum AMD die Namen aufgeteilt hat\u003C\u002Fh2>\n\u003Cp>Die neue Namensgebung macht technische Vergleiche präziser.\u003C\u002Fp>\n\u003Cp>Ein Spiel könnte FSR-Upscaling unterstützen, aber nicht die ML-Framegenerierung. Ein anderes könnte Ray Regeneration hinzufügen, aber Radiance Caching deaktiviert lassen. Zu sagen, dass „dieses Spiel FSR hat“, reicht nicht mehr aus.\u003C\u002Fp>\n\u003Cp>Für Nutzer lautet die richtige Frage: Welche FSR-Funktion, welche Implementierung und auf welcher Hardware?\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">Die Hardware-Unterstützung ist innerhalb der Suite nicht identisch\u003C\u002Fh2>\n\u003Cp>Dies ist ein weiterer Grund, warum das Sammel-Label irreführend sein kann.\u003C\u002Fp>\n\u003Cp>AMDs aktuelle öffentliche Kompatibilitätstabelle listet das vollständige Redstone-Funktionsset rund um die Radeon RX 9000 Serie auf, während ML-basiertes FSR-Upscaling auf Radeon RX 7000 Series GPUs erweitert wurde.\u003C\u002Fp>\n\u003Cp>Das GPUOpen FSR SDK 2.3 Update fügte speziell FSR-Upscaling 4.1.1-Unterstützung für diskrete RDNA 3 GPUs hinzu. Dasselbe SDK aktualisiert auch ML-Framegenerierung und Ray Regeneration für den aktuellen Redstone-Stack.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Lesen Sie „FSR unterstützt“ nicht als „jede Redstone-Funktion unterstützt“\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Die Unterstützung hängt von \u003Cstrong>Funktion, Spielintegration, GPU-Generation, API und Treiberpfad\u003C\u002Fstrong> ab.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">Treiber-seitige Upgrades machen Versionsnummern noch verwirrender\u003C\u002Fh2>\n\u003Cp>FSR SDK 2.3 fügt eine ungewöhnliche Fähigkeit hinzu: Unterstützte Spiele können neuere ML-Technologieversionen über AMD Software Treiber-Updates erhalten, ohne in jedem Fall auf einen vollständigen Spiel-Patch warten zu müssen.\u003C\u002Fp>\n\u003Cp>AMD sagt, dass berechtigte FSR 3.1-und-später Spiele auf unterstützten RX 9000 und RX 7000 GPUs auf ML-gestütztes FSR-Upscaling aufgerüstet werden können. Berechtigte FSR 3.1.4 Framegenerierungs-Integrationen können ebenfalls ML-gestützte Framegenerierung auf unterstützten RX 9000 GPUs erhalten.\u003C\u002Fp>\n\u003Cp>Das bedeutet, dass das Grafikoptions-Label innerhalb eines Spiels möglicherweise nicht mehr die vollständige Implementierungsversion angibt, die tatsächlich darunter läuft.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Der FSR-Identifikationstest\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Bevor Sie die FSR-Leistung vergleichen, identifizieren Sie, was tatsächlich aktiviert ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Identifizieren Sie die Funktion\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Upscaling, Framegenerierung, Ray Regeneration oder Radiance Caching?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Identifizieren Sie die Implementierung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">ML-gestützter Redstone-Pfad oder älterer analytischer FSR-Pfad?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Identifizieren Sie die Hardware\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">RX 9000, RX 7000 oder eine andere unterstützte GPU-Familie?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Überprüfen Sie das Treiberverhalten\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Könnte AMD Software eine neuere ML-Implementierung bereitstellen als die ursprüngliche Spielintegration?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Trennen Sie gerenderte und generierte FPS\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwenden Sie nicht eine endgültige FPS-Zahl, um sowohl konventionelles Rendering als auch Framegenerierung zu beschreiben.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Messen Sie den korrekten Fehlermodus\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Upscaling-Artefakte, generierte Frame-Taktung, Ray-Rekonstruktion und GI-Stabilität sind unterschiedliche Probleme.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone ist wirklich eine Architektur, kein Preset\u003C\u002Fh2>\n\u003Cp>Redstone als „eine schnellere Ultra-Einstellung“ zu betrachten, verfehlt den Punkt.\u003C\u002Fp>\n\u003Cp>Es ist eine Sammlung von Stellen, an denen maschinelles Lernen teure Stufen in der Rendering-Pipeline ersetzen oder ergänzen kann.\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ein vereinfachter Redstone-Rendering-Pfad\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Spiel rendert die Szene\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Geometrie-, Material-, Bewegungs- und Beleuchtungsinformationen werden von der Engine erzeugt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Ray Regeneration\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sparse Raytracing-Informationen können in ein saubereres Beleuchtungssignal rekonstruiert werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Radiance Caching\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Indirekte Beleuchtung kann aus erlerntem Szenenlichtverhalten geschätzt werden, wo unterstützt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">FSR-Upscaling\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das niedriger aufgelöste Bild wird auf die Ausgabeauflösung rekonstruiert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">FSR-Framegenerierung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Zusätzliche Frames können in den angezeigten Stream eingefügt werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Die genaue Reihenfolge und Integrationsdetails hängen von der Spiel-Engine ab, aber der wichtige Punkt ist, dass jede neuronale Funktion ein anderes Kostenzentrum adressiert.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Warum das für GPU-Tests wichtig ist\u003C\u002Fh2>\n\u003Cp>Ein Benchmark, der einfach nur „FSR On“ angibt, wird zunehmend weniger aussagekräftig.\u003C\u002Fp>\n\u003Cp>Ein sinnvoller Test sollte den Upscaling-Modus angeben, ob Frame Generation aktiv ist, ob Ray Regeneration aktiv ist, die GPU-Architektur und die Softwareversion.\u003C\u002Fp>\n\u003Cp>Andernfalls können zwei Diagramme beide FSR anzeigen, während sie wesentlich unterschiedliche Rendering-Pipelines messen.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Was ist bereits in Spielen verfügbar?\u003C\u002Fh2>\n\u003Cp>AMD gibt an, dass Crimson Desert das erste Spiel war, das im März 2026 sowohl mit FSR Upscaling 4.1 als auch mit FSR Ray Regeneration 1.1 ausgeliefert wurde.\u003C\u002Fp>\n\u003Cp>Das umfassendere SDK hat sich seitdem weiterentwickelt. Mit der aktuellen Version 2.3 listet AMD Upscaling 4.1.1, Frame Generation 4.0.1 und Ray Regeneration 1.2.0 auf, wobei Radiance Caching noch in der technischen Vorschau ist.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Die Grenzen werden sich verschieben, wenn AMD die Hardwareunterstützung erweitert und Vorschau-Technologien in Produktionsversionen überführt.\u003C\u002Fp>\n\u003Cp>Radiance Caching ist der am wenigsten gefestigte Teil der aktuellen Suite, da es sich noch um eine technische Vorschau handelt. Zukünftige SDK-Versionen könnten seine Fähigkeiten, Integrationsanforderungen oder Hardwareunterstützung ändern.\u003C\u002Fp>\n\u003Cp>Das zugrunde liegende Modell bleibt nützlich, auch wenn sich Versionsnummern ändern: Identifizieren Sie zuerst die Rendering-Stufe und dann die Implementierung und Hardwareunterstützung.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel beschreibt AMDs aktuelles öffentliches FSR SDK und die Kompatibilitätsrichtlinien mit Stand September 2026. Treiber-Updates und SDK-Versionen können unterstützte Versionen schnell ändern.\u003C\u002Fp>\n\u003Cp>Leistungs- und Bildqualitätsangaben von AMD sind Herstellermessungen. Unabhängige Tests von Spiel zu Spiel sind weiterhin erforderlich, um festzustellen, wie sich jede Funktion in einem bestimmten Titel verhält.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Fazit\u003C\u002Fh2>\n\u003Cp>Der einfachste Weg, FSR Redstone zu verstehen, besteht darin, FSR nicht mehr als einen einzigen Schalter zu betrachten.\u003C\u002Fp>\n\u003Cp>FSR Upscaling rekonstruiert die Auflösung. FSR Frame Generation fügt angezeigte Frames hinzu. FSR Ray Regeneration rekonstruiert Raytracing-Details. FSR Radiance Caching erlernt indirekte Beleuchtung.\u003C\u002Fp>\n\u003Cp>Sie teilen sich das Redstone-Dach, lösen jedoch unterschiedliche Probleme, haben unterschiedliche Unterstützungsgrenzen und sollten unterschiedlich gemessen werden.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">AMD FSR Redstone in einfachem Deutsch\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist FSR Redstone dasselbe wie FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Der frühere FSR 4-Upscaler heißt jetzt FSR Upscaling. Redstone ist die umfassendere Suite, die Upscaling, Frame Generation, Ray Regeneration und Radiance Caching enthält.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist mit dem Namen FSR 4 passiert?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD hat den ML-Upscaler in FSR Upscaling umbenannt, damit er getrennt von Frame Generation und den anderen Redstone-Funktionen präsentiert werden kann.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Erfordert Redstone eine RX 9000 GPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Das vollständige aktuelle Redstone-ML-Funktionsset konzentriert sich auf Hardware der RX 9000-Serie, während FSR Upscaling 4.1.1 auf diskrete GPUs der RX 7000-Serie ausgeweitet wurde. Die Unterstützung variiert je nach Funktion.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist FSR Ray Regeneration?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es ist AMDs ML-basierte Rekonstruktionstechnologie zur Wiederherstellung hochwertiger Raytracing-Details aus spärlichen Ray-Stichproben.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist FSR Radiance Caching?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es ist eine neuronale Beleuchtungstechnologie von AMD, die lernt und vorhersagt, wie sich indirektes Licht in einer Szene ausbreitet. Im aktuellen SDK bleibt es eine technische Vorschau.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann der Treiber FSR ohne einen Spiel-Patch aktualisieren?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Für geeignete Integrationen und unterstützte Radeon-GPUs ermöglicht AMD SDK 2.3, dass einige ML-basierte FSR-Technologieversionen durch zukünftige AMD Software-Treiberversionen aktualisiert werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige FSR Redstone-Begriffe\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"fsr-redstone\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Redstone\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMDs Dachsuite für neuronale Rendering-Technologien, einschließlich Upscaling, Frame Generation, Ray Regeneration und Radiance Caching.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-upscaling\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Upscaling\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Der aktuelle Name für AMDs ML-basierte Hochauflösungs-Rekonstruktionstechnologie, die früher als FSR 4 bekannt war.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD-Technologie, die zusätzliche Frames zwischen konventionell gerenderten Frames vorhersagt und einfügt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-ray-regeneration\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Ray Regeneration\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD-ML-Technologie zur Rekonstruktion von Raytracing-Details aus spärlichen oder verrauschten Ray-Stichproben.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-radiance-caching\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Radiance Caching\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD-Technologie, die die Lichtausbreitung in einer Szene lernt und vorhersagt, für effiziente Echtzeit-Globalbeleuchtung.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"feature-independence-map\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Feature Independence Map\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Framework zur Trennung jeder FSR-Funktion nach ihrem Input, Output und der korrekten Leistungsmetrik.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-identification-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Identification Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine Figure Rocks-Checkliste zur Identifizierung, welche FSR-Funktion, Version, Hardware-Pfad und Treiberimplementierung tatsächlich benchmarkiert wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD — FSR-Technologien\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle AMD-Übersicht über die Redstone-Suite, ihre vier Funktionen und die aktuelle Hardware-Kompatibilität.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle aktuelle SDK-Seite mit FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 und Radiance Caching-Vorschau.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR-Namensrichtlinien\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle AMD-Namensrichtlinien, die den Übergang von der FSR 4-Markenbezeichnung zu FSR Upscaling und der separaten Frame Generation-Benennung erklären.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR Redstone für Entwickler\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle architektonische Übersicht über Redstone Neural Rendering, seine vier Technologien und Designziele.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR Upscaling\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle aktuelle FSR Upscaling-Seite, die Version 4.1.1 und die Unterstützung der Radeon RX 7000-Serie dokumentiert.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR Frame Generation\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle aktuelle FSR Frame Generation-Seite, die ML-gestützte 4.0.1 und unterstützte APIs dokumentiert.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1054},1790377744907,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,855,859,863,867,871,875,879,883,887,891,895,899,903,907,911,915,919,923,927,931,935,964,968,1001,1005,1014,1022,1030,1038,1046],{"id":541,"data":542,"type":544},"intro",{"text":543},"Wenn Sie immer noch denken, dass „FSR 4“ eine einzelne Grafikfunktion ist, wird AMDs Namensgebung für 2026 verwirrend sein. FSR „Redstone“ ist jetzt eine Suite: Upscaling, Frame-Generierung, Ray-Regeneration und Radiance-Caching sind separate Technologien, die unterschiedliche Rendering-Probleme lösen.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR „Redstone“ ist nicht einfach eine neue Version des alten FSR-Upscalers.\u003C\u002Fstrong> Es ist eine Neural-Rendering-Suite mit separaten Funktionen für Rekonstruktion, generierte Frames, Raytracing-Rekonstruktion und erlernte Beleuchtung.","Direkte Antwort","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD hat den früheren FSR-4-Upscaler in \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> umbenannt und brandet die Frame-Generierung jetzt separat als \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. Das Ziel ist, jede Rendering-Funktion einzeln identifizierbar zu machen.","Warum sich die Namensgebung geändert hat","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Inhalt",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"Das alte Denkmodell funktioniert nicht mehr","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"Frühere FSR-Diskussionen behandelten die Versionsnummer oft so, als würde sie eine einzige Haupttechnologie beschreiben. Das wurde unhandlich, als AMD ML-Upscaling, ML-Frame-Generierung, neuronale Ray-Rekonstruktion und erlernte Global-Illumination-Technologie hinzufügte.",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"AMD verwendet FSR jetzt als Dachnamen und gibt jedem wichtigen Rendering-Effekt einen eigenen Produktnamen.",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"Das ist nützlich, weil das Aktivieren einer FSR-Funktion nicht automatisch bedeutet, dass alle anderen ebenfalls aktiviert sind.",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"Das Redstone Neural Rendering Quartett",{"id":586,"data":587,"type":603},"quartet-flow",{"steps":588,"title":601,"orientation":602},[589,592,595,598],{"label":590,"description":591},"1. FSR Upscaling","Rekonstruiert mithilfe von maschinellem Lernen ein höher aufgelöstes Bild aus einem gerenderten Frame mit niedrigerer Auflösung.",{"label":593,"description":594},"2. FSR Frame Generation","Sagt zusätzliche Frames zwischen gerenderten Frames voraus und fügt sie ein, um die angezeigte Bildrate zu erhöhen.",{"label":596,"description":597},"3. FSR Ray Regeneration","Verwendet maschinelles Lernen, um Raytracing-Details in voller Qualität aus spärlichen Ray-Samples zu rekonstruieren.",{"label":599,"description":600},"4. FSR Radiance Caching","Erlernt und prognostiziert, wie sich Licht durch eine Szene ausbreitet, um die Kosten für Echtzeit-Global-Illumination zu senken.","Vier verschiedene Aufgaben innerhalb von FSR Redstone","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"Diese Funktionen können zusammenarbeiten, sind aber nicht austauschbar. Eine ändert die Auflösungsrekonstruktion, eine die Frame-Ausgabe, eine die Raytracing-Signalrekonstruktion und eine die Schätzung der indirekten Beleuchtung.",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 ist nicht verschwunden — der Name hat sich geändert",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"AMDs Namensrichtlinien ordnen den früheren AMD FidelityFX Super Resolution 4 ausdrücklich dem neuen Namen FSR Upscaling zu.",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"Die Frame-Generierung wird jetzt separat gebrandet, anstatt konzeptionell unter demselben nummerierten FSR-Label gebündelt zu werden.",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"Alte Sprache: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Aktuelle Sprache: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Die Frame-Generierung wird jetzt separat als \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong> präsentiert.","Die einfachste Übersetzung","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR Upscaling: mehr Pixel rekonstruieren, als Sie rendern",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR Upscaling rendert das Spiel mit einer niedrigeren internen Auflösung und rekonstruiert eine Ausgabe mit höherer Auflösung.",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"Die aktuelle ML-gestützte Implementierung im FSR SDK ist FSR Upscaling 4.1.1. AMD sagt, dass sie auf hochwertigen Spielaufnahmen trainiert wurde und dedizierte Machine-Learning-Beschleunigung auf unterstützten Radeon-GPUs nutzt.",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"Der wichtige Performance-Kompromiss bleibt vertraut: Die GPU führt weniger konventionelle Pixel-Rendering-Arbeit aus und verwendet dann eine geringere Menge an Rechenleistung, um das endgültige Bild zu rekonstruieren.",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"FSR Frame Generation: Angezeigte FPS erhöhen, ohne jeden Frame traditionell zu rendern",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"FSR Frame Generation ist eine separate Stufe. Sie sagt Zwischenbilder zwischen traditionell gerenderten Bildern voraus.",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"Das aktuelle Redstone SDK enthält ML-gestützte FSR Frame Generation 4.0.1 neben dem älteren analytischen FSR 3.x Frame-Generation-Pfad.",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"Diese Unterscheidung ist wichtig, wenn man einen Performance-Zähler liest. Sobald generierte Frames einbezogen werden, sind angezeigte FPS und konventionell gerenderte FPS nicht mehr dieselbe Zahl.",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"FSR Ray Regeneration: Denoising wird neuronale Rekonstruktion",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"Raytracing ist teuer, weil jedes zusätzliche Ray-Sample GPU-Zeit kostet. Traditionelles Echtzeit-Raytracing verwendet daher relativ spärliche Samples und entrauscht dann das Ergebnis.",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"FSR Ray Regeneration ersetzt einen Teil dieses Rekonstruktionsprozesses durch maschinelles Lernen. AMD beschreibt es als das Ableiten und Wiederherstellen von Raytracing-Details in voller Qualität aus spärlichen Samples.",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"Das aktuelle SDK listet FSR Ray Regeneration 1.2.0 auf.",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"Ray Regeneration versucht, aus einem begrenzten Ray-Budget ein besseres endgültiges Signal zu gewinnen. Das Ziel ist es, die Qualität zu verbessern, ohne für dasselbe Ergebnis vollständig mit zusätzlichen konventionellen Ray-Samples zu bezahlen.","Dies ist nicht einfach „mehr Raytracing“",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"FSR Radiance Caching: Das Beleuchtungsfeld erlernen",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"Radiance Caching greift ein anderes Problem an: indirekte Beleuchtung.",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"Globale Beleuchtung fragt, wie Licht durch eine Szene springt. Genügend indirekte Strahlen in Echtzeit zu berechnen, ist teuer.",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD beschreibt FSR Radiance Caching als ein System, das dynamisch lernt und vorhersagt, wie sich Licht durch die Szene ausbreitet. Im aktuellen SDK bleibt es eine technische Vorschauversion 0.9.",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"Die Feature-Unabhängigkeitskarte",{"id":700,"data":701,"type":743},"feature-map",{"rows":702,"title":731,"layout":732,"columns":733},[703,710,717,724],{"id":704,"label":705,"values":706},"upscale","Upscaling",{"input":707,"output":708,"measure":709},"Lower-resolution rendered image","Higher-resolution reconstructed image","Image quality, temporal stability, GPU cost",{"id":711,"label":712,"values":713},"framegen","Frame Generation",{"input":714,"output":715,"measure":716},"Rendered frames + motion\u002Fhistory data","Additional displayed frames","Displayed FPS, pacing, latency, artifacts",{"id":718,"label":719,"values":720},"ray","Ray Regeneration",{"input":721,"output":722,"measure":723},"Sparse\u002Fnoisy ray-traced signal","Reconstructed ray-traced detail","Lighting\u002Freflection quality, temporal stability, performance",{"id":725,"label":726,"values":727},"radiance","Radiance Caching",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","Beurteilen Sie nicht alle FSR-Features mit derselben Metrik","table",[734,737,740],{"id":735,"label":736},"input","Haupteingabe\u002FProblem",{"id":738,"label":739},"output","Was es ändert",{"id":741,"label":742},"measure","Was zu messen ist","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"Warum AMD die Namen aufgeteilt hat",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"Die neue Namensgebung macht technische Vergleiche präziser.",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"Ein Spiel könnte FSR-Upscaling unterstützen, aber nicht die ML-Framegenerierung. Ein anderes könnte Ray Regeneration hinzufügen, aber Radiance Caching deaktiviert lassen. Zu sagen, dass „dieses Spiel FSR hat“, reicht nicht mehr aus.",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"Für Nutzer lautet die richtige Frage: Welche FSR-Funktion, welche Implementierung und auf welcher Hardware?",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"Die Hardware-Unterstützung ist innerhalb der Suite nicht identisch",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"Dies ist ein weiterer Grund, warum das Sammel-Label irreführend sein kann.",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"AMDs aktuelle öffentliche Kompatibilitätstabelle listet das vollständige Redstone-Funktionsset rund um die Radeon RX 9000 Serie auf, während ML-basiertes FSR-Upscaling auf Radeon RX 7000 Series GPUs erweitert wurde.",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"Das GPUOpen FSR SDK 2.3 Update fügte speziell FSR-Upscaling 4.1.1-Unterstützung für diskrete RDNA 3 GPUs hinzu. Dasselbe SDK aktualisiert auch ML-Framegenerierung und Ray Regeneration für den aktuellen Redstone-Stack.",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"Die Unterstützung hängt von \u003Cstrong>Funktion, Spielintegration, GPU-Generation, API und Treiberpfad\u003C\u002Fstrong> ab.","Lesen Sie „FSR unterstützt“ nicht als „jede Redstone-Funktion unterstützt“","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"Treiber-seitige Upgrades machen Versionsnummern noch verwirrender",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"FSR SDK 2.3 fügt eine ungewöhnliche Fähigkeit hinzu: Unterstützte Spiele können neuere ML-Technologieversionen über AMD Software Treiber-Updates erhalten, ohne in jedem Fall auf einen vollständigen Spiel-Patch warten zu müssen.",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD sagt, dass berechtigte FSR 3.1-und-später Spiele auf unterstützten RX 9000 und RX 7000 GPUs auf ML-gestütztes FSR-Upscaling aufgerüstet werden können. Berechtigte FSR 3.1.4 Framegenerierungs-Integrationen können ebenfalls ML-gestützte Framegenerierung auf unterstützten RX 9000 GPUs erhalten.",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"Das bedeutet, dass das Grafikoptions-Label innerhalb eines Spiels möglicherweise nicht mehr die vollständige Implementierungsversion angibt, die tatsächlich darunter läuft.",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"Der FSR-Identifikationstest",{"id":803,"data":804,"type":603},"id-test",{"steps":805,"title":824,"orientation":602},[806,809,812,815,818,821],{"label":807,"description":808},"1. Identifizieren Sie die Funktion","Upscaling, Framegenerierung, Ray Regeneration oder Radiance Caching?",{"label":810,"description":811},"2. Identifizieren Sie die Implementierung","ML-gestützter Redstone-Pfad oder älterer analytischer FSR-Pfad?",{"label":813,"description":814},"3. Identifizieren Sie die Hardware","RX 9000, RX 7000 oder eine andere unterstützte GPU-Familie?",{"label":816,"description":817},"4. Überprüfen Sie das Treiberverhalten","Könnte AMD Software eine neuere ML-Implementierung bereitstellen als die ursprüngliche Spielintegration?",{"label":819,"description":820},"5. Trennen Sie gerenderte und generierte FPS","Verwenden Sie nicht eine endgültige FPS-Zahl, um sowohl konventionelles Rendering als auch Framegenerierung zu beschreiben.",{"label":822,"description":823},"6. Messen Sie den korrekten Fehlermodus","Upscaling-Artefakte, generierte Frame-Taktung, Ray-Rekonstruktion und GI-Stabilität sind unterschiedliche Probleme.","Bevor Sie die FSR-Leistung vergleichen, identifizieren Sie, was tatsächlich aktiviert ist",{"id":826,"data":827,"type":568},"h-architecture",{"text":828,"level":47},"Redstone ist wirklich eine Architektur, kein Preset",{"id":830,"data":831,"type":544},"p-arch-1",{"text":832},"Redstone als „eine schnellere Ultra-Einstellung“ zu betrachten, verfehlt den Punkt.",{"id":834,"data":835,"type":544},"p-arch-2",{"text":836},"Es ist eine Sammlung von Stellen, an denen maschinelles Lernen teure Stufen in der Rendering-Pipeline ersetzen oder ergänzen kann.",{"id":838,"data":839,"type":603},"render-path",{"steps":840,"title":854,"orientation":602},[841,844,846,848,851],{"label":842,"description":843},"Spiel rendert die Szene","Geometrie-, Material-, Bewegungs- und Beleuchtungsinformationen werden von der Engine erzeugt.",{"label":719,"description":845},"Sparse Raytracing-Informationen können in ein saubereres Beleuchtungssignal rekonstruiert werden.",{"label":726,"description":847},"Indirekte Beleuchtung kann aus erlerntem Szenenlichtverhalten geschätzt werden, wo unterstützt.",{"label":849,"description":850},"FSR-Upscaling","Das niedriger aufgelöste Bild wird auf die Ausgabeauflösung rekonstruiert.",{"label":852,"description":853},"FSR-Framegenerierung","Zusätzliche Frames können in den angezeigten Stream eingefügt werden.","Ein vereinfachter Redstone-Rendering-Pfad",{"id":856,"data":857,"type":544},"p-arch-3",{"text":858},"Die genaue Reihenfolge und Integrationsdetails hängen von der Spiel-Engine ab, aber der wichtige Punkt ist, dass jede neuronale Funktion ein anderes Kostenzentrum adressiert.",{"id":860,"data":861,"type":568},"h-reviews",{"text":862,"level":47},"Warum das für GPU-Tests wichtig ist",{"id":864,"data":865,"type":544},"p-review-1",{"text":866},"Ein Benchmark, der einfach nur „FSR On“ angibt, wird zunehmend weniger aussagekräftig.",{"id":868,"data":869,"type":544},"p-review-2",{"text":870},"Ein sinnvoller Test sollte den Upscaling-Modus angeben, ob Frame Generation aktiv ist, ob Ray Regeneration aktiv ist, die GPU-Architektur und die Softwareversion.",{"id":872,"data":873,"type":544},"p-review-3",{"text":874},"Andernfalls können zwei Diagramme beide FSR anzeigen, während sie wesentlich unterschiedliche Rendering-Pipelines messen.",{"id":876,"data":877,"type":568},"h-shipping",{"text":878,"level":47},"Was ist bereits in Spielen verfügbar?",{"id":880,"data":881,"type":544},"p-ship-1",{"text":882},"AMD gibt an, dass Crimson Desert das erste Spiel war, das im März 2026 sowohl mit FSR Upscaling 4.1 als auch mit FSR Ray Regeneration 1.1 ausgeliefert wurde.",{"id":884,"data":885,"type":544},"p-ship-2",{"text":886},"Das umfassendere SDK hat sich seitdem weiterentwickelt. Mit der aktuellen Version 2.3 listet AMD Upscaling 4.1.1, Frame Generation 4.0.1 und Ray Regeneration 1.2.0 auf, wobei Radiance Caching noch in der technischen Vorschau ist.",{"id":888,"data":889,"type":568},"h-change",{"text":890,"level":47},"Was würde diese Antwort ändern?",{"id":892,"data":893,"type":544},"p-change-1",{"text":894},"Die Grenzen werden sich verschieben, wenn AMD die Hardwareunterstützung erweitert und Vorschau-Technologien in Produktionsversionen überführt.",{"id":896,"data":897,"type":544},"p-change-2",{"text":898},"Radiance Caching ist der am wenigsten gefestigte Teil der aktuellen Suite, da es sich noch um eine technische Vorschau handelt. Zukünftige SDK-Versionen könnten seine Fähigkeiten, Integrationsanforderungen oder Hardwareunterstützung ändern.",{"id":900,"data":901,"type":544},"p-change-3",{"text":902},"Das zugrunde liegende Modell bleibt nützlich, auch wenn sich Versionsnummern ändern: Identifizieren Sie zuerst die Rendering-Stufe und dann die Implementierung und Hardwareunterstützung.",{"id":904,"data":905,"type":568},"h-limit",{"text":906,"level":47},"Einschränkungen",{"id":908,"data":909,"type":544},"p-limit-1",{"text":910},"Dieser Artikel beschreibt AMDs aktuelles öffentliches FSR SDK und die Kompatibilitätsrichtlinien mit Stand September 2026. Treiber-Updates und SDK-Versionen können unterstützte Versionen schnell ändern.",{"id":912,"data":913,"type":544},"p-limit-2",{"text":914},"Leistungs- und Bildqualitätsangaben von AMD sind Herstellermessungen. Unabhängige Tests von Spiel zu Spiel sind weiterhin erforderlich, um festzustellen, wie sich jede Funktion in einem bestimmten Titel verhält.",{"id":916,"data":917,"type":568},"h-conclusion",{"text":918,"level":47},"Fazit",{"id":920,"data":921,"type":544},"p-conc-1",{"text":922},"Der einfachste Weg, FSR Redstone zu verstehen, besteht darin, FSR nicht mehr als einen einzigen Schalter zu betrachten.",{"id":924,"data":925,"type":544},"p-conc-2",{"text":926},"FSR Upscaling rekonstruiert die Auflösung. FSR Frame Generation fügt angezeigte Frames hinzu. FSR Ray Regeneration rekonstruiert Raytracing-Details. FSR Radiance Caching erlernt indirekte Beleuchtung.",{"id":928,"data":929,"type":544},"p-conc-3",{"text":930},"Sie teilen sich das Redstone-Dach, lösen jedoch unterschiedliche Probleme, haben unterschiedliche Unterstützungsgrenzen und sollten unterschiedlich gemessen werden.",{"id":932,"data":933,"type":568},"h-faq",{"text":934,"level":47},"FAQ",{"id":936,"data":937,"type":936},"faq",{"items":938,"title":963},[939,943,947,951,955,959],{"id":940,"answer":941,"question":942},"faq1","Nein. Der frühere FSR 4-Upscaler heißt jetzt FSR Upscaling. Redstone ist die umfassendere Suite, die Upscaling, Frame Generation, Ray Regeneration und Radiance Caching enthält.","Ist FSR Redstone dasselbe wie FSR 4?",{"id":944,"answer":945,"question":946},"faq2","AMD hat den ML-Upscaler in FSR Upscaling umbenannt, damit er getrennt von Frame Generation und den anderen Redstone-Funktionen präsentiert werden kann.","Was ist mit dem Namen FSR 4 passiert?",{"id":948,"answer":949,"question":950},"faq3","Das vollständige aktuelle Redstone-ML-Funktionsset konzentriert sich auf Hardware der RX 9000-Serie, während FSR Upscaling 4.1.1 auf diskrete GPUs der RX 7000-Serie ausgeweitet wurde. Die Unterstützung variiert je nach Funktion.","Erfordert Redstone eine RX 9000 GPU?",{"id":952,"answer":953,"question":954},"faq4","Es ist AMDs ML-basierte Rekonstruktionstechnologie zur Wiederherstellung hochwertiger Raytracing-Details aus spärlichen Ray-Stichproben.","Was ist FSR Ray Regeneration?",{"id":956,"answer":957,"question":958},"faq5","Es ist eine neuronale Beleuchtungstechnologie von AMD, die lernt und vorhersagt, wie sich indirektes Licht in einer Szene ausbreitet. Im aktuellen SDK bleibt es eine technische Vorschau.","Was ist FSR Radiance Caching?",{"id":960,"answer":961,"question":962},"faq6","Für geeignete Integrationen und unterstützte Radeon-GPUs ermöglicht AMD SDK 2.3, dass einige ML-basierte FSR-Technologieversionen durch zukünftige AMD Software-Treiberversionen aktualisiert werden.","Kann der Treiber FSR ohne einen Spiel-Patch aktualisieren?","AMD FSR Redstone in einfachem Deutsch",{"id":965,"data":966,"type":568},"h-glossary",{"text":967,"level":47},"Glossar",{"id":969,"data":970,"type":969},"glossary",{"title":971,"entries":972},"Wichtige FSR Redstone-Begriffe",[973,977,981,985,989,993,997],{"term":974,"anchor":975,"definition":976},"FSR Redstone","fsr-redstone","AMDs Dachsuite für neuronale Rendering-Technologien, einschließlich Upscaling, Frame Generation, Ray Regeneration und Radiance Caching.",{"term":978,"anchor":979,"definition":980},"FSR Upscaling","fsr-upscaling","Der aktuelle Name für AMDs ML-basierte Hochauflösungs-Rekonstruktionstechnologie, die früher als FSR 4 bekannt war.",{"term":982,"anchor":983,"definition":984},"FSR Frame Generation","fsr-frame-generation","AMD-Technologie, die zusätzliche Frames zwischen konventionell gerenderten Frames vorhersagt und einfügt.",{"term":986,"anchor":987,"definition":988},"FSR Ray Regeneration","fsr-ray-regeneration","AMD-ML-Technologie zur Rekonstruktion von Raytracing-Details aus spärlichen oder verrauschten Ray-Stichproben.",{"term":990,"anchor":991,"definition":992},"FSR Radiance Caching","fsr-radiance-caching","AMD-Technologie, die die Lichtausbreitung in einer Szene lernt und vorhersagt, für effiziente Echtzeit-Globalbeleuchtung.",{"term":994,"anchor":995,"definition":996},"Feature Independence Map","feature-independence-map","Ein Figure Rocks-Framework zur Trennung jeder FSR-Funktion nach ihrem Input, Output und der korrekten Leistungsmetrik.",{"term":998,"anchor":999,"definition":1000},"FSR Identification Test","fsr-identification-test","Eine Figure Rocks-Checkliste zur Identifizierung, welche FSR-Funktion, Version, Hardware-Pfad und Treiberimplementierung tatsächlich benchmarkiert wird.",{"id":1002,"data":1003,"type":568},"h-sources",{"text":1004,"level":47},"Primärquellen",{"id":1006,"data":1007,"type":1013},"src-amd-fsr-main",{"link":1008,"meta":1009},"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html",{"image":1010,"title":1011,"description":1012},{"url":13},"AMD — FSR-Technologien","Offizielle AMD-Übersicht über die Redstone-Suite, ihre vier Funktionen und die aktuelle Hardware-Kompatibilität.","linkTool",{"id":1015,"data":1016,"type":1013},"src-gpuopen-sdk",{"link":1017,"meta":1018},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F",{"image":1019,"title":1020,"description":1021},{"url":13},"AMD GPUOpen — FSR SDK","Offizielle aktuelle SDK-Seite mit FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 und Radiance Caching-Vorschau.",{"id":1023,"data":1024,"type":1013},"src-gpuopen-guidelines",{"link":1025,"meta":1026},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F",{"image":1027,"title":1028,"description":1029},{"url":13},"AMD GPUOpen — FSR-Namensrichtlinien","Offizielle AMD-Namensrichtlinien, die den Übergang von der FSR 4-Markenbezeichnung zu FSR Upscaling und der separaten Frame Generation-Benennung erklären.",{"id":1031,"data":1032,"type":1013},"src-gpuopen-redstone",{"link":1033,"meta":1034},"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F",{"image":1035,"title":1036,"description":1037},{"url":13},"AMD GPUOpen — FSR Redstone für Entwickler","Offizielle architektonische Übersicht über Redstone Neural Rendering, seine vier Technologien und Designziele.",{"id":1039,"data":1040,"type":1013},"src-gpuopen-upscale",{"link":1041,"meta":1042},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F",{"image":1043,"title":1044,"description":1045},{"url":13},"AMD GPUOpen — FSR Upscaling","Offizielle aktuelle FSR Upscaling-Seite, die Version 4.1.1 und die Unterstützung der Radeon RX 7000-Serie dokumentiert.",{"id":1047,"data":1048,"type":1013},"src-gpuopen-framegen",{"link":1049,"meta":1050},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F",{"image":1051,"title":1052,"description":1053},{"url":13},"AMD GPUOpen — FSR Frame Generation","Offizielle aktuelle FSR Frame Generation-Seite, die ML-gestützte 4.0.1 und unterstützte APIs dokumentiert.","2.31","AMDs FSR-Namensgebung hat sich geändert, weil FSR nicht länger eine einzelne Funktion ist. Redstone ist jetzt eine Neural-Rendering-Suite mit separaten Technologien für Upscaling, Frame-Generierung, Raytracing-Rekonstruktion und gelernte globale Beleuchtung.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri",false,"PUBLISHED","2026-09-25T19:07:00.000Z","2026-09-25T23:07:18.002Z","2026-09-25T23:12:13.738Z",{"en":1064,"de":1065,"sr":1066,"es":1067,"fr":1068,"it":1069,"ru":1070,"zh":1071},"\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fde\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fsr\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fes\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Ffr\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fit\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fru\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u002Fzh\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained",[1073,1077,1081,1085,1089,1093],{"id":1074,"name":1075,"slug":1076},262,"Super Smash Bros.","super-smash-bros",{"id":1078,"name":1079,"slug":1080},251,"Unschärfe und Persistenz","blur-and-persistence",{"id":1082,"name":1083,"slug":1084},253,"Bildwiederholrate und Klarheit","refresh-and-clarity",{"id":1086,"name":1087,"slug":1088},252,"Overdrive und Smearing","overdrive-and-smearing",{"id":1090,"name":1091,"slug":1092},430,"Animal Crossing","animal-crossing",{"id":1094,"name":1095,"slug":1096},127,"Spielekompatibilität","game-compatibility",{"id":392,"login":1098,"email":1099,"displayName":1100},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1102,1468],{"lang":8,"title":1103,"content":1104,"contentJson":1105,"excerpt":1467},"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","{\"time\":1790377606190,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"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.\"},\"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":1106,"blocks":1107,"version":1466},1790377606190,[1108,1111,1115,1119,1122,1125,1128,1131,1134,1137,1149,1152,1155,1158,1161,1165,1168,1171,1174,1177,1180,1183,1186,1189,1192,1195,1198,1201,1205,1208,1211,1214,1217,1220,1239,1242,1245,1248,1251,1254,1257,1260,1263,1267,1270,1273,1276,1279,1282,1304,1307,1310,1313,1328,1331,1334,1337,1340,1343,1346,1349,1352,1355,1358,1361,1364,1367,1370,1373,1376,1379,1382,1385,1387,1409,1412,1430,1433,1439,1444,1450,1456,1461],{"id":541,"data":1109,"type":544},{"text":1110},"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.",{"id":546,"data":1112,"type":551},{"body":1113,"title":1114,"variant":550},"\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",{"id":553,"data":1116,"type":551},{"body":1117,"title":1118,"variant":557},"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",{"id":559,"data":1120,"type":563},{"title":1121,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1123,"type":568},{"text":1124,"level":47},"The old mental model no longer works",{"id":570,"data":1126,"type":544},{"text":1127},"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":574,"data":1129,"type":544},{"text":1130},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1132,"type":544},{"text":1133},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1135,"type":568},{"text":1136,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1138,"type":603},{"steps":1139,"title":1148,"orientation":602},[1140,1142,1144,1146],{"label":590,"description":1141},"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":593,"description":1143},"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":596,"description":1145},"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":599,"description":1147},"Learns and predicts how light propagates through a scene to reduce the cost of real-time global illumination.","Four different jobs inside FSR Redstone",{"id":605,"data":1150,"type":544},{"text":1151},"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":609,"data":1153,"type":568},{"text":1154,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1156,"type":544},{"text":1157},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1159,"type":544},{"text":1160},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1162,"type":551},{"body":1163,"title":1164,"variant":625},"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",{"id":627,"data":1166,"type":568},{"text":1167,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1169,"type":544},{"text":1170},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1172,"type":544},{"text":1173},"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":639,"data":1175,"type":544},{"text":1176},"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":643,"data":1178,"type":568},{"text":1179,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1181,"type":544},{"text":1182},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1184,"type":544},{"text":1185},"The current Redstone SDK includes ML-powered FSR Frame Generation 4.0.1 alongside the older analytical FSR 3.x frame-generation path.",{"id":655,"data":1187,"type":544},{"text":1188},"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":659,"data":1190,"type":568},{"text":1191,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1193,"type":544},{"text":1194},"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":667,"data":1196,"type":544},{"text":1197},"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":671,"data":1199,"type":544},{"text":1200},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1202,"type":551},{"body":1203,"title":1204,"variant":557},"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":680,"data":1206,"type":568},{"text":1207,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1209,"type":544},{"text":1210},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1212,"type":544},{"text":1213},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1215,"type":544},{"text":1216},"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":696,"data":1218,"type":568},{"text":1219,"level":47},"The Feature Independence Map",{"id":700,"data":1221,"type":743},{"rows":1222,"title":1231,"layout":732,"columns":1232},[1223,1225,1227,1229],{"id":704,"label":705,"values":1224},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1226},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1228},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1230},{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1233,1235,1237],{"id":735,"label":1234},"Main input\u002Fproblem",{"id":738,"label":1236},"What it changes",{"id":741,"label":1238},"What to measure",{"id":745,"data":1240,"type":568},{"text":1241,"level":47},"Why AMD split the names",{"id":749,"data":1243,"type":544},{"text":1244},"The new naming makes technical comparisons more precise.",{"id":753,"data":1246,"type":544},{"text":1247},"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":757,"data":1249,"type":544},{"text":1250},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1252,"type":568},{"text":1253,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1255,"type":544},{"text":1256},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1258,"type":544},{"text":1259},"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":773,"data":1261,"type":544},{"text":1262},"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":777,"data":1264,"type":551},{"body":1265,"title":1266,"variant":781},"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”",{"id":783,"data":1268,"type":568},{"text":1269,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1271,"type":544},{"text":1272},"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":791,"data":1274,"type":544},{"text":1275},"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":795,"data":1277,"type":544},{"text":1278},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1280,"type":568},{"text":1281,"level":47},"The FSR Identification Test",{"id":803,"data":1283,"type":603},{"steps":1284,"title":1303,"orientation":602},[1285,1288,1291,1294,1297,1300],{"label":1286,"description":1287},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1289,"description":1290},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1292,"description":1293},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1295,"description":1296},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1298,"description":1299},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1301,"description":1302},"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":826,"data":1305,"type":568},{"text":1306,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1308,"type":544},{"text":1309},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1311,"type":544},{"text":1312},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1314,"type":603},{"steps":1315,"title":1327,"orientation":602},[1316,1319,1321,1323,1325],{"label":1317,"description":1318},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":719,"description":1320},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":726,"description":1322},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":978,"description":1324},"The lower-resolution image is reconstructed to the output resolution.",{"label":982,"description":1326},"Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":856,"data":1329,"type":544},{"text":1330},"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":860,"data":1332,"type":568},{"text":1333,"level":47},"Why this matters for GPU reviews",{"id":864,"data":1335,"type":544},{"text":1336},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":868,"data":1338,"type":544},{"text":1339},"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":872,"data":1341,"type":544},{"text":1342},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":876,"data":1344,"type":568},{"text":1345,"level":47},"What is already shipping in games?",{"id":880,"data":1347,"type":544},{"text":1348},"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":884,"data":1350,"type":544},{"text":1351},"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":888,"data":1353,"type":568},{"text":1354,"level":47},"What would change this answer?",{"id":892,"data":1356,"type":544},{"text":1357},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":896,"data":1359,"type":544},{"text":1360},"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":900,"data":1362,"type":544},{"text":1363},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":904,"data":1365,"type":568},{"text":1366,"level":47},"Limitations",{"id":908,"data":1368,"type":544},{"text":1369},"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":912,"data":1371,"type":544},{"text":1372},"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":916,"data":1374,"type":568},{"text":1375,"level":47},"Conclusion",{"id":920,"data":1377,"type":544},{"text":1378},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":924,"data":1380,"type":544},{"text":1381},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":928,"data":1383,"type":544},{"text":1384},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":932,"data":1386,"type":568},{"text":934,"level":47},{"id":936,"data":1388,"type":936},{"items":1389,"title":1408},[1390,1393,1396,1399,1402,1405],{"id":940,"answer":1391,"question":1392},"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":944,"answer":1394,"question":1395},"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":948,"answer":1397,"question":1398},"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":952,"answer":1400,"question":1401},"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":956,"answer":1403,"question":1404},"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":960,"answer":1406,"question":1407},"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":965,"data":1410,"type":568},{"text":1411,"level":47},"Glossary",{"id":969,"data":1413,"type":969},{"title":1414,"entries":1415},"Key FSR Redstone terms",[1416,1418,1420,1422,1424,1426,1428],{"term":974,"anchor":975,"definition":1417},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":978,"anchor":979,"definition":1419},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":982,"anchor":983,"definition":1421},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":986,"anchor":987,"definition":1423},"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":990,"anchor":991,"definition":1425},"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":994,"anchor":995,"definition":1427},"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":998,"anchor":999,"definition":1429},"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":1002,"data":1431,"type":568},{"text":1432,"level":47},"Primary sources",{"id":1006,"data":1434,"type":1013},{"link":1008,"meta":1435},{"image":1436,"title":1437,"description":1438},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1015,"data":1440,"type":1013},{"link":1017,"meta":1441},{"image":1442,"title":1020,"description":1443},{"url":13},"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":1023,"data":1445,"type":1013},{"link":1025,"meta":1446},{"image":1447,"title":1448,"description":1449},{"url":13},"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":1031,"data":1451,"type":1013},{"link":1033,"meta":1452},{"image":1453,"title":1454,"description":1455},{"url":13},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1039,"data":1457,"type":1013},{"link":1041,"meta":1458},{"image":1459,"title":1044,"description":1460},{"url":13},"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1047,"data":1462,"type":1013},{"link":1049,"meta":1463},{"image":1464,"title":1052,"description":1465},{"url":13},"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 illumination.",{"lang":7,"title":534,"content":536,"contentJson":1469,"excerpt":1055},{"time":538,"blocks":1470,"version":1054},[1471,1473,1475,1477,1479,1481,1483,1485,1487,1489,1496,1498,1500,1502,1504,1506,1508,1510,1512,1514,1516,1518,1520,1522,1524,1526,1528,1530,1532,1534,1536,1538,1540,1542,1557,1559,1561,1563,1565,1567,1569,1571,1573,1575,1577,1579,1581,1583,1585,1594,1596,1598,1600,1608,1610,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1634,1636,1638,1640,1642,1644,1646,1648,1657,1659,1669,1671,1675,1679,1683,1687,1691],{"id":541,"data":1472,"type":544},{"text":543},{"id":546,"data":1474,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1476,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1478,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1480,"type":568},{"text":567,"level":47},{"id":570,"data":1482,"type":544},{"text":572},{"id":574,"data":1484,"type":544},{"text":576},{"id":578,"data":1486,"type":544},{"text":580},{"id":582,"data":1488,"type":568},{"text":584,"level":47},{"id":586,"data":1490,"type":603},{"steps":1491,"title":601,"orientation":602},[1492,1493,1494,1495],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"id":605,"data":1497,"type":544},{"text":607},{"id":609,"data":1499,"type":568},{"text":611,"level":47},{"id":613,"data":1501,"type":544},{"text":615},{"id":617,"data":1503,"type":544},{"text":619},{"id":621,"data":1505,"type":551},{"body":623,"title":624,"variant":625},{"id":627,"data":1507,"type":568},{"text":629,"level":47},{"id":631,"data":1509,"type":544},{"text":633},{"id":635,"data":1511,"type":544},{"text":637},{"id":639,"data":1513,"type":544},{"text":641},{"id":643,"data":1515,"type":568},{"text":645,"level":47},{"id":647,"data":1517,"type":544},{"text":649},{"id":651,"data":1519,"type":544},{"text":653},{"id":655,"data":1521,"type":544},{"text":657},{"id":659,"data":1523,"type":568},{"text":661,"level":47},{"id":663,"data":1525,"type":544},{"text":665},{"id":667,"data":1527,"type":544},{"text":669},{"id":671,"data":1529,"type":544},{"text":673},{"id":675,"data":1531,"type":551},{"body":677,"title":678,"variant":557},{"id":680,"data":1533,"type":568},{"text":682,"level":47},{"id":684,"data":1535,"type":544},{"text":686},{"id":688,"data":1537,"type":544},{"text":690},{"id":692,"data":1539,"type":544},{"text":694},{"id":696,"data":1541,"type":568},{"text":698,"level":47},{"id":700,"data":1543,"type":743},{"rows":1544,"title":731,"layout":732,"columns":1553},[1545,1547,1549,1551],{"id":704,"label":705,"values":1546},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1548},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1550},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1552},{"input":728,"output":729,"measure":730},[1554,1555,1556],{"id":735,"label":736},{"id":738,"label":739},{"id":741,"label":742},{"id":745,"data":1558,"type":568},{"text":747,"level":47},{"id":749,"data":1560,"type":544},{"text":751},{"id":753,"data":1562,"type":544},{"text":755},{"id":757,"data":1564,"type":544},{"text":759},{"id":761,"data":1566,"type":568},{"text":763,"level":47},{"id":765,"data":1568,"type":544},{"text":767},{"id":769,"data":1570,"type":544},{"text":771},{"id":773,"data":1572,"type":544},{"text":775},{"id":777,"data":1574,"type":551},{"body":779,"title":780,"variant":781},{"id":783,"data":1576,"type":568},{"text":785,"level":47},{"id":787,"data":1578,"type":544},{"text":789},{"id":791,"data":1580,"type":544},{"text":793},{"id":795,"data":1582,"type":544},{"text":797},{"id":799,"data":1584,"type":568},{"text":801,"level":47},{"id":803,"data":1586,"type":603},{"steps":1587,"title":824,"orientation":602},[1588,1589,1590,1591,1592,1593],{"label":807,"description":808},{"label":810,"description":811},{"label":813,"description":814},{"label":816,"description":817},{"label":819,"description":820},{"label":822,"description":823},{"id":826,"data":1595,"type":568},{"text":828,"level":47},{"id":830,"data":1597,"type":544},{"text":832},{"id":834,"data":1599,"type":544},{"text":836},{"id":838,"data":1601,"type":603},{"steps":1602,"title":854,"orientation":602},[1603,1604,1605,1606,1607],{"label":842,"description":843},{"label":719,"description":845},{"label":726,"description":847},{"label":849,"description":850},{"label":852,"description":853},{"id":856,"data":1609,"type":544},{"text":858},{"id":860,"data":1611,"type":568},{"text":862,"level":47},{"id":864,"data":1613,"type":544},{"text":866},{"id":868,"data":1615,"type":544},{"text":870},{"id":872,"data":1617,"type":544},{"text":874},{"id":876,"data":1619,"type":568},{"text":878,"level":47},{"id":880,"data":1621,"type":544},{"text":882},{"id":884,"data":1623,"type":544},{"text":886},{"id":888,"data":1625,"type":568},{"text":890,"level":47},{"id":892,"data":1627,"type":544},{"text":894},{"id":896,"data":1629,"type":544},{"text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erfolgreich abgerufen",{"items":1697,"source":1770,"manualIds":1771,"manualMatchedIds":1772},[1698,1704,1710,1716,1722,1728,1734,1740,1746,1752,1758,1764],{"id":1699,"slug":1700,"title":1701,"excerpt":1702,"featuredImage":14,"publishedAt":1703},"392","sora-93","Sora - Nummer 93","Das Sora-amiibo aus der Super Smash Bros. Serie repräsentiert den letzten herunterladbaren Kämpfer von Super Smash Bros. Ultimate. Es erweitert die Funktionalität des Charakters über den Bildschirm hinaus. Sein Wert liegt in der Datenspeicherung, der Kämpferentwicklung und der titelübergreifenden Kompatibilität innerhalb des Nintendo-Ökosystems.","2026-02-22T14:36:00.000Z",{"id":1705,"slug":1706,"title":1707,"excerpt":1708,"featuredImage":14,"publishedAt":1709},"360","wolf-63","Wolf - Nummer 63","Das Wolf-amiibo aus der Super Smash Bros. Serie stellt den Charakter Wolf O’Donnell dar, wie er in Super Smash Bros. Ultimate erscheint. Ein amiibo ist eine physische NFC-Figur, die Charakterdaten speichern und an kompatible Nintendo-Spiele übertragen kann. Es ist nicht nur ein Dekorationsobjekt; es fungiert als beschreibbarer Figurenspieler in unterstützten Titeln.","2026-02-20T20:54:00.000Z",{"id":1711,"slug":1712,"title":1713,"excerpt":1714,"featuredImage":14,"publishedAt":1715},"366","ken-69","Ken - Nummer 69","Die Ken-amiibo aus der Super Smash Bros. Serie erweitert den spielbaren Charakter zu einem physischen Trainingspartner mit gespeicherten Daten. Sie bietet funktionalen Mehrwert durch Charakterlernen, Anpassung und spielübergreifende Boni. Über das Ausstellen hinaus fungiert sie als beschreibbare Figur, die sich innerhalb kompatibler Software anpasst.","2026-02-20T20:36:00.000Z",{"id":1717,"slug":1718,"title":1719,"excerpt":1720,"featuredImage":14,"publishedAt":1721},"389","kazuya-91","Kazuya - Nummer 91","Der Kazuya-amiibo aus der Super Smash Bros. Collection erweitert die Funktion des Charakters über den Bildschirm hinaus. Er ist kein isoliertes dekoratives Extra. Er speichert Daten, passt sich dem Spielerverhalten an und kehrt mit erlernten Mustern in kompatible Spiele zurück. Im praktischen Einsatz wird er zu einem beständigen Trainingspartner. Der Mehrwert liegt in der Kontinuität. Matches enden nicht einfach; sie summieren sich.","2026-02-22T14:17:00.000Z",{"id":1723,"slug":1724,"title":1725,"excerpt":1726,"featuredImage":14,"publishedAt":1727},"352","roy-55","Roy - Nummer 55","Die Roy-amiibo aus der Super Smash Bros. Serie repräsentiert den Fire Emblem-Charakter Roy in seiner Smash Bros.-Interpretation. Es ist eine NFC-fähige Figur, die Charakterdaten speichert und mit kompatiblen Nintendo-Spielen interagiert. Der Mehrwert liegt in ihrer Doppelrolle: ein physisches Sammlerstück mit detaillierten plastischen Details und ein funktionaler Kämpfer im Spiel, der trainiert, gespeichert und wiederverwendet werden kann.","2026-02-20T22:12:00.000Z",{"id":1729,"slug":1730,"title":1731,"excerpt":1732,"featuredImage":14,"publishedAt":1733},"390","pyra-92","Pyra - Nummer 92","Die Pyra-amiibo aus der Super Smash Bros. Collection stellt Pyra so dar, wie sie in Super Smash Bros. Ultimate erscheint. Es handelt sich um eine NFC-Figur mit internem Speicher. Vereinfacht gesagt können unterstützte Spiele sie lesen, und einige können auch Daten darauf zurückschreiben. Der Nutzen ist praktischer Natur: Sie kann gespeicherte Kämpferdaten übertragen und Freischaltungsprüfungen auslösen, sofern ein Spiel amiibo-Funktionen unterstützt.","2026-02-22T17:26:00.000Z",{"id":1735,"slug":1736,"title":1737,"excerpt":1738,"featuredImage":14,"publishedAt":1739},"388","sephiroth-90","Sephiroth - Nummer 90","Das Sephiroth-amiibo aus der Super Smash Bros. Serie erweitert die Funktionalität des Charakters innerhalb kompatibler Nintendo-Software. Es ist eine physische, NFC-basierte Figur, die primär mit Super Smash Bros. Ultimate interagiert. Über seine Funktion als Ausstellungsstück hinaus speichert es Kampfdaten und entwickelt sich im Laufe der Zeit durch Interaktion mit dem Spieler weiter.","2026-02-22T12:11:00.000Z",{"id":1741,"slug":1742,"title":1743,"excerpt":1744,"featuredImage":14,"publishedAt":1745},"420","resetti","Resetti","Die Resetti-amiibo gehört zur Animal Crossing-amiibo-Figurenreihe, die während der frühen Expansion von Nintendos NFC-basierten Charakterfiguren veröffentlicht wurde. Wie andere in dieser Serie fungiert die Figur als physische Darstellung eines Charakters, kombiniert mit einem kleinen NFC-Chip, der mit kompatiblen Nintendo-Systemen kommuniziert. Wenn sie gescannt wird, verknüpft die Figur den Charakter Mr. Resetti mit unterstützten Spielen und schaltet kleine Interaktionen oder Charakterauftritte frei, die mit seiner Rolle im Animal Crossing-Universum verbunden sind.","2026-03-06T13:59:00.000Z",{"id":1747,"slug":1748,"title":1749,"excerpt":1750,"featuredImage":14,"publishedAt":1751},"416","cyrus","Cyrus","Der Cyrus-amiibo gehört zur Animal Crossing amiibo-Figurenreihe, die in dem Zeitraum veröffentlicht wurde, als Nintendo die Serie um physische NFC-Figuren erweiterte. Er fungiert als Brücke zwischen der Kunststofffigur und unterstützten Nintendo-Spielen. Wenn er gescannt wird, wird der im NFC-Chip gespeicherte Charakter im Spiel zugänglich. Der praktische Wert der Figur liegt darin, Interaktionen und Inhalte mit Bezug zu Cyrus zu ermöglichen, die ansonsten verborgen oder schwerer zu erreichen bleiben.","2026-03-06T08:32:00.000Z",{"id":1753,"slug":1754,"title":1755,"excerpt":1756,"featuredImage":14,"publishedAt":1757},"359","bayonetta-player-2-62","Bayonetta – Player 2 – Nummer 62","Die Bayonetta – Player 2 amiibo aus der Super Smash Bros. Serie stellt das alternative Kostüm des Charakters dar, wie es in Super Smash Bros. für Nintendo 3DS und Wii U und später in Super Smash Bros. Ultimate zu sehen ist. Es handelt sich um eine Standard-NFC-Figur mit integriertem Speicher, der von kompatiblen Systemen beschrieben und gelesen werden kann. In der Praxis bedeutet dies, dass die Figur Kämpferdaten und Trainingsfortschritte speichern kann, wenn sie in unterstützten Titeln verwendet wird.","2026-02-20T21:48:00.000Z",{"id":1759,"slug":1760,"title":1761,"excerpt":1762,"featuredImage":14,"publishedAt":1763},"422","timmy-tommy","Timmy & Tommy","Der Timmy & Tommy amiibo gehört zur Animal Crossing amiibo-Figurenreihe, die während der frühen Welle der Serie veröffentlicht wurde. Wie andere Figuren in dieser Kollektion enthält er einen kleinen NFC-Chip, der die physische Figur mit kompatiblen Nintendo-Spielen verknüpft. Das Scannen der Figur verändert das Gameplay nicht drastisch, bietet aber beständig charakterbezogene Interaktionen. Der Wert dieses amiibo liegt hauptsächlich in seiner Fähigkeit, die Zwillings-Ladenbesitzer in unterstützte Titel zu rufen und kleine thematische Elemente freizuschalten, die mit ihnen verbunden sind.","2026-03-06T16:48:00.000Z",{"id":1765,"slug":1766,"title":1767,"excerpt":1768,"featuredImage":14,"publishedAt":1769},"376","incineroar-79","Incineroar - Nummer 79","Das Incineroar-Amiibo aus der Super Smash Bros.-Serie stellt das von Wrestling inspirierte Feuer-Pokémon so dar, wie es in Super Smash Bros. Ultimate erscheint. Es fungiert als physische NFC-Figur, die Charakterdaten speichern und mit kompatiblen Nintendo-Systemen interagieren kann. Der Mehrwert liegt vor allem in seiner Nutzung als trainierbarer Figure Player (FP) in Super Smash Bros. Ultimate, wo es Verhaltensmuster basierend auf der Interaktion mit dem Spieler entwickelt.","2026-02-22T13:02:00.000Z","fallback",[],[]]