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FSR \"Redstone\" ahora es un conjunto: el escalado, la generación de fotogramas, la regeneración de rayos y el almacenamiento en caché de radiancia son tecnologías separadas que resuelven diferentes problemas de renderizado.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR &quot;Redstone&quot; no es simplemente una nueva versión del antiguo escalador FSR.\u003C\u002Fstrong> Es un conjunto de renderizado neuronal con características separadas para reconstrucción, fotogramas generados, reconstrucción de trazado de rayos e iluminación aprendida.\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\">Por qué cambió la nomenclatura\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD renombró el antiguo escalador FSR 4 a \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> y ahora marca la generación de fotogramas por separado como \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. El objetivo es hacer que cada característica de renderizado sea identificable por sí sola.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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\">El antiguo modelo mental ya no funciona\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">El cuarteto de renderizado neuronal Redstone\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 no desapareció — el nombre cambió\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR Upscaling: reconstruir más píxeles de los que renderizas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Generación de fotogramas FSR: aumenta los FPS mostrados sin renderizar cada fotograma de forma tradicional\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Regeneración de rayos FSR: la eliminación de ruido se convierte en reconstrucción neuronal\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Caché de radiancia FSR: aprende el campo de iluminación\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">El mapa de independencia de características\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Por qué AMD dividió los nombres\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">La compatibilidad de hardware no es idéntica en toda la suite\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Las actualizaciones del lado del controlador hacen que los números de versión sean aún más confusos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">La prueba de identificación de FSR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone es en realidad una arquitectura, no un preajuste\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Por qué esto importa para las reseñas de GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">¿Qué ya se está distribuyendo en los juegos?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">El antiguo modelo mental ya no funciona\u003C\u002Fh2>\n\u003Cp>Las discusiones anteriores sobre FSR a menudo trataban el número de versión como si describiera una única tecnología principal. Eso se volvió incómodo una vez que AMD añadió escalado con aprendizaje automático, generación de fotogramas con aprendizaje automático, reconstrucción neuronal de rayos y tecnología de iluminación global aprendida.\u003C\u002Fp>\n\u003Cp>AMD ahora usa FSR como nombre paraguas y le da a cada efecto de renderizado principal su propio nombre de producto.\u003C\u002Fp>\n\u003Cp>Eso es útil porque habilitar una característica de FSR no significa automáticamente que todas las demás estén habilitadas.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">El cuarteto de renderizado neuronal Redstone\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cuatro trabajos diferentes dentro de 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\">Reconstruye una imagen de mayor resolución a partir de un fotograma renderizado de menor resolución usando aprendizaje automático.\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\">Predice e inserta fotogramas adicionales entre los fotogramas renderizados para aumentar la tasa de fotogramas mostrada.\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\">Usa aprendizaje automático para reconstruir detalles de trazado de rayos con calidad completa a partir de muestras de rayos dispersas.\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\">Aprende y predice cómo se propaga la luz a través de una escena para reducir el costo de la iluminación global en tiempo real.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Estas características pueden funcionar juntas, pero no son intercambiables. Una cambia la reconstrucción de resolución, otra cambia la salida de fotogramas, otra cambia la reconstrucción de la señal de trazado de rayos y otra cambia cómo se estima la iluminación indirecta.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 no desapareció — el nombre cambió\u003C\u002Fh2>\n\u003Cp>Las pautas de nomenclatura de AMD asignan explícitamente el antiguo AMD FidelityFX Super Resolution 4 al nuevo nombre FSR Upscaling.\u003C\u002Fp>\n\u003Cp>La generación de fotogramas ahora se marca por separado en lugar de agruparse conceptualmente bajo la misma etiqueta FSR numerada.\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\">La traducción más simple\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Lenguaje antiguo: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Lenguaje actual: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La generación de fotogramas ahora se presenta por separado como \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR Upscaling: reconstruir más píxeles de los que renderizas\u003C\u002Fh2>\n\u003Cp>FSR Upscaling renderiza el juego a una resolución interna menor y reconstruye una salida de mayor resolución.\u003C\u002Fp>\n\u003Cp>La implementación actual impulsada por aprendizaje automático en el SDK de FSR es FSR Upscaling 4.1.1. AMD dice que está entrenada con capturas de juegos de alta calidad y utiliza aceleración dedicada de aprendizaje automático en las GPU Radeon compatibles.\u003C\u002Fp>\n\u003Cp>El importante equilibrio de rendimiento sigue siendo familiar: la GPU realiza menos trabajo de renderizado de píxeles convencional y luego dedica una cantidad menor de cómputo a reconstruir la imagen final.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">Generación de fotogramas FSR: aumenta los FPS mostrados sin renderizar cada fotograma de forma tradicional\u003C\u002Fh2>\n\u003Cp>La generación de fotogramas FSR es una etapa separada. Predice fotogramas intermedios entre los renderizados de forma tradicional.\u003C\u002Fp>\n\u003Cp>El SDK Redstone actual incluye la generación de fotogramas FSR 4.0.1 impulsada por ML junto con la ruta de generación de fotogramas analítica anterior FSR 3.x.\u003C\u002Fp>\n\u003Cp>Esa distinción importa al leer un contador de rendimiento. Una vez que se incluyen los fotogramas generados, los FPS mostrados y los FPS renderizados de forma convencional ya no son el mismo número.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Regeneración de rayos FSR: la eliminación de ruido se convierte en reconstrucción neuronal\u003C\u002Fh2>\n\u003Cp>El trazado de rayos es costoso porque cada muestra de rayo adicional cuesta tiempo de GPU. Por lo tanto, el trazado de rayos en tiempo real tradicional utiliza muestras relativamente dispersas y luego elimina el ruido del resultado.\u003C\u002Fp>\n\u003Cp>La regeneración de rayos FSR reemplaza parte de ese proceso de reconstrucción con aprendizaje automático. AMD lo describe como inferir y restaurar detalles de trazado de rayos de calidad completa a partir de muestras dispersas.\u003C\u002Fp>\n\u003Cp>El SDK actual incluye la regeneración de rayos FSR 1.2.0.\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\">Esto no es simplemente &quot;más trazado de rayos&quot;\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La regeneración de rayos intenta extraer una mejor señal final de un presupuesto de rayos limitado. El objetivo es mejorar la calidad sin pagar por el mismo resultado enteramente con muestras de rayos convencionales adicionales.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">Caché de radiancia FSR: aprende el campo de iluminación\u003C\u002Fh2>\n\u003Cp>La caché de radiancia ataca un problema diferente: la iluminación indirecta.\u003C\u002Fp>\n\u003Cp>La iluminación global pregunta cómo rebota la luz a través de una escena. Calcular suficientes rayos indirectos en tiempo real es costoso.\u003C\u002Fp>\n\u003Cp>AMD describe la caché de radiancia FSR como un sistema que aprende y predice dinámicamente cómo se propaga la luz a través de la escena. En el SDK actual sigue siendo una vista previa técnica 0.9.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">El mapa de independencia de características\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">No juzgues todas las características de FSR con la misma métrica\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\">Entrada principal\u002Fproblema\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\">Qué cambia\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\">Qué medir\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\">Escalado\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\">Generación de fotogramas\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\">Regeneración de rayos\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\">Caché de radiancia\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\">Por qué AMD dividió los nombres\u003C\u002Fh2>\n\u003Cp>La nueva nomenclatura hace que las comparaciones técnicas sean más precisas.\u003C\u002Fp>\n\u003Cp>Un juego puede admitir FSR Upscaling pero no ML Frame Generation. Otro puede añadir Ray Regeneration pero dejar Radiance Caching desactivado. Decir solo \"este juego tiene FSR\" ya no te dice lo suficiente.\u003C\u002Fp>\n\u003Cp>Para los usuarios, la pregunta correcta pasa a ser: ¿qué función de FSR, qué implementación y en qué hardware?\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">La compatibilidad de hardware no es idéntica en toda la suite\u003C\u002Fh2>\n\u003Cp>Esta es otra razón por la que la etiqueta paraguas puede resultar engañosa.\u003C\u002Fp>\n\u003Cp>La tabla de compatibilidad pública actual de AMD enumera el conjunto completo de funciones Redstone en torno al hardware de la serie Radeon RX 9000, mientras que FSR Upscaling basado en ML se ha ampliado a las GPU de la serie Radeon RX 7000.\u003C\u002Fp>\n\u003Cp>La actualización FSR SDK 2.3 de GPUOpen añadió específicamente compatibilidad con FSR Upscaling 4.1.1 para GPU discretas RDNA 3. El mismo SDK también actualiza ML Frame Generation y Ray Regeneration para la pila Redstone actual.\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\">No interpretes &quot;FSR compatible&quot; como &quot;todas las funciones Redstone compatibles&quot;\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La compatibilidad depende de \u003Cstrong>la función, la integración en el juego, la generación de GPU, la API y la ruta del controlador\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">Las actualizaciones del lado del controlador hacen que los números de versión sean aún más confusos\u003C\u002Fh2>\n\u003Cp>FSR SDK 2.3 añade una capacidad inusual: los juegos compatibles pueden recibir versiones más recientes de la tecnología ML a través de actualizaciones del controlador AMD Software sin esperar en todos los casos a un parche completo del juego.\u003C\u002Fp>\n\u003Cp>AMD afirma que los juegos elegibles con FSR 3.1 y posteriores pueden actualizarse a FSR Upscaling impulsado por ML en las GPU RX 9000 y RX 7000 compatibles. Las integraciones elegibles de generación de fotogramas FSR 3.1.4 también pueden recibir Frame Generation impulsada por ML en las GPU RX 9000 compatibles.\u003C\u002Fp>\n\u003Cp>Eso significa que la etiqueta de la opción gráfica dentro de un juego puede que ya no te indique la versión completa de la implementación que realmente se está ejecutando por debajo.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">La prueba de identificación de FSR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Antes de comparar el rendimiento de FSR, identifica qué está realmente habilitado\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. Identifica la función\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Upscaling, Frame Generation, Ray Regeneration o 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. Identifica la implementación\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Ruta Redstone impulsada por ML o ruta FSR analítica más antigua?\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. Identifica el hardware\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿RX 9000, RX 7000 u otra familia de GPU compatible?\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. Comprueba el comportamiento del controlador\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Podría AMD Software estar proporcionando una implementación ML más reciente que la integración original del juego?\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. Separa los FPS renderizados y los generados\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">No uses un único número final de FPS para describir tanto la renderización convencional como la generación de fotogramas.\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. Mide el modo de fallo correcto\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los artefactos de upscaling, el ritmo de los fotogramas generados, la reconstrucción de rayos y la estabilidad de GI son problemas diferentes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone es en realidad una arquitectura, no un preajuste\u003C\u002Fh2>\n\u003Cp>Pensar en Redstone como \"un ajuste Ultra más rápido\" pierde el punto.\u003C\u002Fp>\n\u003Cp>Es una colección de lugares donde el aprendizaje automático puede reemplazar o aumentar etapas costosas en la canalización de renderización.\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Una ruta de renderización Redstone simplificada\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\">El juego renderiza la escena\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La geometría, los materiales, el movimiento y la información de iluminación son producidos por el motor.\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\">La información dispersa de trazado de rayos puede reconstruirse en una señal de iluminación más limpia.\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\">La iluminación indirecta puede estimarse a partir del comportamiento aprendido de la luz de la escena donde sea compatible.\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\">La imagen de menor resolución se reconstruye a la resolución de salida.\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 Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Se pueden insertar fotogramas adicionales en el flujo mostrado.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>El orden exacto y los detalles de integración dependen del motor del juego, pero el punto importante es que cada función neuronal aborda un centro de coste diferente.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Por qué esto importa para las reseñas de GPU\u003C\u002Fh2>\n\u003Cp>Un benchmark que simplemente dice \"FSR On\" se está volviendo menos informativo.\u003C\u002Fp>\n\u003Cp>Una prueba útil debería identificar el modo de escalado, si la Generación de Fotogramas está activa, si la Regeneración de Rayos está activa, la arquitectura de la GPU y la versión del software.\u003C\u002Fp>\n\u003Cp>De lo contrario, dos gráficos pueden decir ambos FSR mientras miden canalizaciones de renderizado materialmente diferentes.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">¿Qué ya se está distribuyendo en los juegos?\u003C\u002Fh2>\n\u003Cp>AMD afirma que Crimson Desert fue el primer juego en distribuirse con FSR Upscaling 4.1 y FSR Ray Regeneration 1.1 en marzo de 2026.\u003C\u002Fp>\n\u003Cp>El SDK más amplio ha seguido avanzando desde entonces. Para la versión actual 2.3, AMD lista Upscaling 4.1.1, Frame Generation 4.0.1 y Ray Regeneration 1.2.0, con Radiance Caching aún en vista previa técnica.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>Los límites se moverán a medida que AMD amplíe el soporte de hardware y gradúe tecnologías en vista previa a versiones de producción.\u003C\u002Fp>\n\u003Cp>Radiance Caching es la parte menos definida de la suite actual porque sigue siendo una vista previa técnica. Las futuras versiones del SDK pueden cambiar sus capacidades, requisitos de integración o soporte de hardware.\u003C\u002Fp>\n\u003Cp>El modelo subyacente sigue siendo útil incluso si los números de versión cambian: identifique primero la etapa de renderizado, luego identifique la implementación y el soporte de hardware.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Este artículo describe el SDK público actual de FSR de AMD y la guía de compatibilidad a partir de septiembre de 2026. Las actualizaciones de controladores y las versiones del SDK pueden cambiar las versiones compatibles rápidamente.\u003C\u002Fp>\n\u003Cp>Las afirmaciones de rendimiento y calidad de imagen de AMD son mediciones del fabricante. Todavía se requiere pruebas independientes juego por juego para determinar cómo se comporta cada característica en un título específico.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Conclusión\u003C\u002Fh2>\n\u003Cp>La forma más fácil de entender FSR Redstone es dejar de pensar en FSR como un solo interruptor.\u003C\u002Fp>\n\u003Cp>FSR Upscaling reconstruye la resolución. FSR Frame Generation añade fotogramas mostrados. FSR Ray Regeneration reconstruye el detalle trazado por rayos. FSR Radiance Caching aprende iluminación indirecta.\u003C\u002Fp>\n\u003Cp>Comparten el paraguas Redstone, pero resuelven problemas diferentes, tienen límites de soporte diferentes y deben medirse de manera diferente.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Preguntas frecuentes\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 en lenguaje sencillo\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\">¿FSR Redstone es lo mismo que FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. El antiguo escalador FSR 4 ahora se llama FSR Upscaling. Redstone es la suite más amplia que contiene Upscaling, Frame Generation, Ray Regeneration y Radiance Caching.\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\">¿Qué pasó con el nombre FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD cambió el nombre del escalador ML a FSR Upscaling para que pueda presentarse por separado de Frame Generation y las demás características de Redstone.\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\">¿Redstone requiere una GPU RX 9000?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">El conjunto completo actual de características ML de Redstone está centrado en el hardware de la serie RX 9000, mientras que FSR Upscaling 4.1.1 se ha ampliado a las GPU discretas de la serie RX 7000. La compatibilidad varía según la característica.\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\">¿Qué es FSR Ray Regeneration?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es la tecnología de reconstrucción basada en ML de AMD para restaurar detalles de trazado de rayos de alta calidad a partir de muestras de rayos dispersas.\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\">¿Qué es FSR Radiance Caching?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es una tecnología de iluminación neuronal de AMD que aprende y predice cómo se propaga la luz indirecta a través de una escena. En el SDK actual sigue siendo una vista previa técnica.\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\">¿Puede el controlador actualizar FSR sin un parche del juego?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Para integraciones elegibles y GPU Radeon compatibles, AMD SDK 2.3 permite que algunas versiones de tecnología FSR basadas en ML se actualicen a través de futuras versiones del controlador AMD Software.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glosario\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\">Términos clave de FSR Redstone\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\">La suite general de tecnologías de renderizado neuronal de AMD que incluye Upscaling, Frame Generation, Ray Regeneration y 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\">El nombre actual de la tecnología de reconstrucción de alta resolución basada en ML de AMD, anteriormente conocida como FSR 4.\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\">Tecnología de AMD que predice e inserta fotogramas adicionales entre fotogramas renderizados convencionalmente.\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\">Tecnología ML de AMD para reconstruir detalles de trazado de rayos a partir de muestras de rayos dispersas o con ruido.\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\">Tecnología de AMD que aprende y predice la propagación de la luz de la escena para una iluminación global eficiente en tiempo real.\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\">Un marco de Figure Rocks para separar cada característica de FSR por su entrada, salida y métrica de rendimiento correcta.\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\">Una lista de verificación de Figure Rocks para identificar qué característica de FSR, versión, ruta de hardware e implementación de controlador se está evaluando realmente.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Fuentes primarias\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 — Tecnologías FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Descripción general oficial de AMD de la suite Redstone, sus cuatro características y la compatibilidad de hardware actual.\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 — SDK de FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Página oficial actual del SDK que enumera FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 y la vista previa de Radiance Caching.\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 — Directrices de nomenclatura de FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guía oficial de nomenclatura de AMD que explica la transición de la marca FSR 4 a FSR Upscaling y la nomenclatura separada de Frame Generation.\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 para desarrolladores\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Descripción general arquitectónica oficial del renderizado neuronal Redstone, sus cuatro tecnologías y objetivos de diseño.\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\">Página oficial actual de FSR Upscaling que documenta la versión 4.1.1 y la compatibilidad con la serie Radeon RX 7000.\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\">Página oficial actual de FSR Frame Generation que documenta la versión 4.0.1 impulsada por ML y las API compatibles.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1054},1790377805186,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,857,861,865,869,873,877,881,885,889,893,897,901,905,909,913,917,921,925,929,933,937,966,970,1001,1005,1014,1022,1030,1038,1046],{"id":541,"data":542,"type":544},"intro",{"text":543},"Si todavía piensas que \"FSR 4\" es una sola característica gráfica, la nomenclatura de AMD para 2026 te resultará confusa. FSR \"Redstone\" ahora es un conjunto: el escalado, la generación de fotogramas, la regeneración de rayos y el almacenamiento en caché de radiancia son tecnologías separadas que resuelven diferentes problemas de renderizado.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR \"Redstone\" no es simplemente una nueva versión del antiguo escalador FSR.\u003C\u002Fstrong> Es un conjunto de renderizado neuronal con características separadas para reconstrucción, fotogramas generados, reconstrucción de trazado de rayos e iluminación aprendida.","Respuesta directa","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD renombró el antiguo escalador FSR 4 a \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> y ahora marca la generación de fotogramas por separado como \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. El objetivo es hacer que cada característica de renderizado sea identificable por sí sola.","Por qué cambió la nomenclatura","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenido",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"El antiguo modelo mental ya no funciona","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"Las discusiones anteriores sobre FSR a menudo trataban el número de versión como si describiera una única tecnología principal. Eso se volvió incómodo una vez que AMD añadió escalado con aprendizaje automático, generación de fotogramas con aprendizaje automático, reconstrucción neuronal de rayos y tecnología de iluminación global aprendida.",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"AMD ahora usa FSR como nombre paraguas y le da a cada efecto de renderizado principal su propio nombre de producto.",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"Eso es útil porque habilitar una característica de FSR no significa automáticamente que todas las demás estén habilitadas.",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"El cuarteto de renderizado neuronal Redstone",{"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","Reconstruye una imagen de mayor resolución a partir de un fotograma renderizado de menor resolución usando aprendizaje automático.",{"label":593,"description":594},"2. FSR Frame Generation","Predice e inserta fotogramas adicionales entre los fotogramas renderizados para aumentar la tasa de fotogramas mostrada.",{"label":596,"description":597},"3. FSR Ray Regeneration","Usa aprendizaje automático para reconstruir detalles de trazado de rayos con calidad completa a partir de muestras de rayos dispersas.",{"label":599,"description":600},"4. FSR Radiance Caching","Aprende y predice cómo se propaga la luz a través de una escena para reducir el costo de la iluminación global en tiempo real.","Cuatro trabajos diferentes dentro de FSR Redstone","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"Estas características pueden funcionar juntas, pero no son intercambiables. Una cambia la reconstrucción de resolución, otra cambia la salida de fotogramas, otra cambia la reconstrucción de la señal de trazado de rayos y otra cambia cómo se estima la iluminación indirecta.",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 no desapareció — el nombre cambió",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"Las pautas de nomenclatura de AMD asignan explícitamente el antiguo AMD FidelityFX Super Resolution 4 al nuevo nombre FSR Upscaling.",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"La generación de fotogramas ahora se marca por separado en lugar de agruparse conceptualmente bajo la misma etiqueta FSR numerada.",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"Lenguaje antiguo: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Lenguaje actual: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La generación de fotogramas ahora se presenta por separado como \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.","La traducción más simple","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR Upscaling: reconstruir más píxeles de los que renderizas",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR Upscaling renderiza el juego a una resolución interna menor y reconstruye una salida de mayor resolución.",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"La implementación actual impulsada por aprendizaje automático en el SDK de FSR es FSR Upscaling 4.1.1. AMD dice que está entrenada con capturas de juegos de alta calidad y utiliza aceleración dedicada de aprendizaje automático en las GPU Radeon compatibles.",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"El importante equilibrio de rendimiento sigue siendo familiar: la GPU realiza menos trabajo de renderizado de píxeles convencional y luego dedica una cantidad menor de cómputo a reconstruir la imagen final.",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"Generación de fotogramas FSR: aumenta los FPS mostrados sin renderizar cada fotograma de forma tradicional",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"La generación de fotogramas FSR es una etapa separada. Predice fotogramas intermedios entre los renderizados de forma tradicional.",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"El SDK Redstone actual incluye la generación de fotogramas FSR 4.0.1 impulsada por ML junto con la ruta de generación de fotogramas analítica anterior FSR 3.x.",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"Esa distinción importa al leer un contador de rendimiento. Una vez que se incluyen los fotogramas generados, los FPS mostrados y los FPS renderizados de forma convencional ya no son el mismo número.",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"Regeneración de rayos FSR: la eliminación de ruido se convierte en reconstrucción neuronal",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"El trazado de rayos es costoso porque cada muestra de rayo adicional cuesta tiempo de GPU. Por lo tanto, el trazado de rayos en tiempo real tradicional utiliza muestras relativamente dispersas y luego elimina el ruido del resultado.",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"La regeneración de rayos FSR reemplaza parte de ese proceso de reconstrucción con aprendizaje automático. AMD lo describe como inferir y restaurar detalles de trazado de rayos de calidad completa a partir de muestras dispersas.",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"El SDK actual incluye la regeneración de rayos FSR 1.2.0.",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"La regeneración de rayos intenta extraer una mejor señal final de un presupuesto de rayos limitado. El objetivo es mejorar la calidad sin pagar por el mismo resultado enteramente con muestras de rayos convencionales adicionales.","Esto no es simplemente \"más trazado de rayos\"",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"Caché de radiancia FSR: aprende el campo de iluminación",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"La caché de radiancia ataca un problema diferente: la iluminación indirecta.",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"La iluminación global pregunta cómo rebota la luz a través de una escena. Calcular suficientes rayos indirectos en tiempo real es costoso.",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD describe la caché de radiancia FSR como un sistema que aprende y predice dinámicamente cómo se propaga la luz a través de la escena. En el SDK actual sigue siendo una vista previa técnica 0.9.",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"El mapa de independencia de características",{"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","Escalado",{"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","Generación de fotogramas",{"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","Regeneración de rayos",{"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","Caché de radiancia",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","No juzgues todas las características de FSR con la misma métrica","table",[734,737,740],{"id":735,"label":736},"input","Entrada principal\u002Fproblema",{"id":738,"label":739},"output","Qué cambia",{"id":741,"label":742},"measure","Qué medir","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"Por qué AMD dividió los nombres",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"La nueva nomenclatura hace que las comparaciones técnicas sean más precisas.",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"Un juego puede admitir FSR Upscaling pero no ML Frame Generation. Otro puede añadir Ray Regeneration pero dejar Radiance Caching desactivado. Decir solo \"este juego tiene FSR\" ya no te dice lo suficiente.",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"Para los usuarios, la pregunta correcta pasa a ser: ¿qué función de FSR, qué implementación y en qué hardware?",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"La compatibilidad de hardware no es idéntica en toda la suite",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"Esta es otra razón por la que la etiqueta paraguas puede resultar engañosa.",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"La tabla de compatibilidad pública actual de AMD enumera el conjunto completo de funciones Redstone en torno al hardware de la serie Radeon RX 9000, mientras que FSR Upscaling basado en ML se ha ampliado a las GPU de la serie Radeon RX 7000.",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"La actualización FSR SDK 2.3 de GPUOpen añadió específicamente compatibilidad con FSR Upscaling 4.1.1 para GPU discretas RDNA 3. El mismo SDK también actualiza ML Frame Generation y Ray Regeneration para la pila Redstone actual.",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"La compatibilidad depende de \u003Cstrong>la función, la integración en el juego, la generación de GPU, la API y la ruta del controlador\u003C\u002Fstrong>.","No interpretes \"FSR compatible\" como \"todas las funciones Redstone compatibles\"","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"Las actualizaciones del lado del controlador hacen que los números de versión sean aún más confusos",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"FSR SDK 2.3 añade una capacidad inusual: los juegos compatibles pueden recibir versiones más recientes de la tecnología ML a través de actualizaciones del controlador AMD Software sin esperar en todos los casos a un parche completo del juego.",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD afirma que los juegos elegibles con FSR 3.1 y posteriores pueden actualizarse a FSR Upscaling impulsado por ML en las GPU RX 9000 y RX 7000 compatibles. Las integraciones elegibles de generación de fotogramas FSR 3.1.4 también pueden recibir Frame Generation impulsada por ML en las GPU RX 9000 compatibles.",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"Eso significa que la etiqueta de la opción gráfica dentro de un juego puede que ya no te indique la versión completa de la implementación que realmente se está ejecutando por debajo.",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"La prueba de identificación de FSR",{"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. Identifica la función","¿Upscaling, Frame Generation, Ray Regeneration o Radiance Caching?",{"label":810,"description":811},"2. Identifica la implementación","¿Ruta Redstone impulsada por ML o ruta FSR analítica más antigua?",{"label":813,"description":814},"3. Identifica el hardware","¿RX 9000, RX 7000 u otra familia de GPU compatible?",{"label":816,"description":817},"4. Comprueba el comportamiento del controlador","¿Podría AMD Software estar proporcionando una implementación ML más reciente que la integración original del juego?",{"label":819,"description":820},"5. Separa los FPS renderizados y los generados","No uses un único número final de FPS para describir tanto la renderización convencional como la generación de fotogramas.",{"label":822,"description":823},"6. Mide el modo de fallo correcto","Los artefactos de upscaling, el ritmo de los fotogramas generados, la reconstrucción de rayos y la estabilidad de GI son problemas diferentes.","Antes de comparar el rendimiento de FSR, identifica qué está realmente habilitado",{"id":826,"data":827,"type":568},"h-architecture",{"text":828,"level":47},"Redstone es en realidad una arquitectura, no un preajuste",{"id":830,"data":831,"type":544},"p-arch-1",{"text":832},"Pensar en Redstone como \"un ajuste Ultra más rápido\" pierde el punto.",{"id":834,"data":835,"type":544},"p-arch-2",{"text":836},"Es una colección de lugares donde el aprendizaje automático puede reemplazar o aumentar etapas costosas en la canalización de renderización.",{"id":838,"data":839,"type":603},"render-path",{"steps":840,"title":856,"orientation":602},[841,844,847,850,853],{"label":842,"description":843},"El juego renderiza la escena","La geometría, los materiales, el movimiento y la información de iluminación son producidos por el motor.",{"label":845,"description":846},"Ray Regeneration","La información dispersa de trazado de rayos puede reconstruirse en una señal de iluminación más limpia.",{"label":848,"description":849},"Radiance Caching","La iluminación indirecta puede estimarse a partir del comportamiento aprendido de la luz de la escena donde sea compatible.",{"label":851,"description":852},"FSR Upscaling","La imagen de menor resolución se reconstruye a la resolución de salida.",{"label":854,"description":855},"FSR Frame Generation","Se pueden insertar fotogramas adicionales en el flujo mostrado.","Una ruta de renderización Redstone simplificada",{"id":858,"data":859,"type":544},"p-arch-3",{"text":860},"El orden exacto y los detalles de integración dependen del motor del juego, pero el punto importante es que cada función neuronal aborda un centro de coste diferente.",{"id":862,"data":863,"type":568},"h-reviews",{"text":864,"level":47},"Por qué esto importa para las reseñas de GPU",{"id":866,"data":867,"type":544},"p-review-1",{"text":868},"Un benchmark que simplemente dice \"FSR On\" se está volviendo menos informativo.",{"id":870,"data":871,"type":544},"p-review-2",{"text":872},"Una prueba útil debería identificar el modo de escalado, si la Generación de Fotogramas está activa, si la Regeneración de Rayos está activa, la arquitectura de la GPU y la versión del software.",{"id":874,"data":875,"type":544},"p-review-3",{"text":876},"De lo contrario, dos gráficos pueden decir ambos FSR mientras miden canalizaciones de renderizado materialmente diferentes.",{"id":878,"data":879,"type":568},"h-shipping",{"text":880,"level":47},"¿Qué ya se está distribuyendo en los juegos?",{"id":882,"data":883,"type":544},"p-ship-1",{"text":884},"AMD afirma que Crimson Desert fue el primer juego en distribuirse con FSR Upscaling 4.1 y FSR Ray Regeneration 1.1 en marzo de 2026.",{"id":886,"data":887,"type":544},"p-ship-2",{"text":888},"El SDK más amplio ha seguido avanzando desde entonces. Para la versión actual 2.3, AMD lista Upscaling 4.1.1, Frame Generation 4.0.1 y Ray Regeneration 1.2.0, con Radiance Caching aún en vista previa técnica.",{"id":890,"data":891,"type":568},"h-change",{"text":892,"level":47},"¿Qué cambiaría esta respuesta?",{"id":894,"data":895,"type":544},"p-change-1",{"text":896},"Los límites se moverán a medida que AMD amplíe el soporte de hardware y gradúe tecnologías en vista previa a versiones de producción.",{"id":898,"data":899,"type":544},"p-change-2",{"text":900},"Radiance Caching es la parte menos definida de la suite actual porque sigue siendo una vista previa técnica. Las futuras versiones del SDK pueden cambiar sus capacidades, requisitos de integración o soporte de hardware.",{"id":902,"data":903,"type":544},"p-change-3",{"text":904},"El modelo subyacente sigue siendo útil incluso si los números de versión cambian: identifique primero la etapa de renderizado, luego identifique la implementación y el soporte de hardware.",{"id":906,"data":907,"type":568},"h-limit",{"text":908,"level":47},"Limitaciones",{"id":910,"data":911,"type":544},"p-limit-1",{"text":912},"Este artículo describe el SDK público actual de FSR de AMD y la guía de compatibilidad a partir de septiembre de 2026. Las actualizaciones de controladores y las versiones del SDK pueden cambiar las versiones compatibles rápidamente.",{"id":914,"data":915,"type":544},"p-limit-2",{"text":916},"Las afirmaciones de rendimiento y calidad de imagen de AMD son mediciones del fabricante. Todavía se requiere pruebas independientes juego por juego para determinar cómo se comporta cada característica en un título específico.",{"id":918,"data":919,"type":568},"h-conclusion",{"text":920,"level":47},"Conclusión",{"id":922,"data":923,"type":544},"p-conc-1",{"text":924},"La forma más fácil de entender FSR Redstone es dejar de pensar en FSR como un solo interruptor.",{"id":926,"data":927,"type":544},"p-conc-2",{"text":928},"FSR Upscaling reconstruye la resolución. FSR Frame Generation añade fotogramas mostrados. FSR Ray Regeneration reconstruye el detalle trazado por rayos. FSR Radiance Caching aprende iluminación indirecta.",{"id":930,"data":931,"type":544},"p-conc-3",{"text":932},"Comparten el paraguas Redstone, pero resuelven problemas diferentes, tienen límites de soporte diferentes y deben medirse de manera diferente.",{"id":934,"data":935,"type":568},"h-faq",{"text":936,"level":47},"Preguntas frecuentes",{"id":938,"data":939,"type":938},"faq",{"items":940,"title":965},[941,945,949,953,957,961],{"id":942,"answer":943,"question":944},"faq1","No. El antiguo escalador FSR 4 ahora se llama FSR Upscaling. Redstone es la suite más amplia que contiene Upscaling, Frame Generation, Ray Regeneration y Radiance Caching.","¿FSR Redstone es lo mismo que FSR 4?",{"id":946,"answer":947,"question":948},"faq2","AMD cambió el nombre del escalador ML a FSR Upscaling para que pueda presentarse por separado de Frame Generation y las demás características de Redstone.","¿Qué pasó con el nombre FSR 4?",{"id":950,"answer":951,"question":952},"faq3","El conjunto completo actual de características ML de Redstone está centrado en el hardware de la serie RX 9000, mientras que FSR Upscaling 4.1.1 se ha ampliado a las GPU discretas de la serie RX 7000. La compatibilidad varía según la característica.","¿Redstone requiere una GPU RX 9000?",{"id":954,"answer":955,"question":956},"faq4","Es la tecnología de reconstrucción basada en ML de AMD para restaurar detalles de trazado de rayos de alta calidad a partir de muestras de rayos dispersas.","¿Qué es FSR Ray Regeneration?",{"id":958,"answer":959,"question":960},"faq5","Es una tecnología de iluminación neuronal de AMD que aprende y predice cómo se propaga la luz indirecta a través de una escena. En el SDK actual sigue siendo una vista previa técnica.","¿Qué es FSR Radiance Caching?",{"id":962,"answer":963,"question":964},"faq6","Para integraciones elegibles y GPU Radeon compatibles, AMD SDK 2.3 permite que algunas versiones de tecnología FSR basadas en ML se actualicen a través de futuras versiones del controlador AMD Software.","¿Puede el controlador actualizar FSR sin un parche del juego?","AMD FSR Redstone en lenguaje sencillo",{"id":967,"data":968,"type":568},"h-glossary",{"text":969,"level":47},"Glosario",{"id":971,"data":972,"type":971},"glossary",{"title":973,"entries":974},"Términos clave de FSR Redstone",[975,979,982,985,989,993,997],{"term":976,"anchor":977,"definition":978},"FSR Redstone","fsr-redstone","La suite general de tecnologías de renderizado neuronal de AMD que incluye Upscaling, Frame Generation, Ray Regeneration y Radiance Caching.",{"term":851,"anchor":980,"definition":981},"fsr-upscaling","El nombre actual de la tecnología de reconstrucción de alta resolución basada en ML de AMD, anteriormente conocida como FSR 4.",{"term":854,"anchor":983,"definition":984},"fsr-frame-generation","Tecnología de AMD que predice e inserta fotogramas adicionales entre fotogramas renderizados convencionalmente.",{"term":986,"anchor":987,"definition":988},"FSR Ray Regeneration","fsr-ray-regeneration","Tecnología ML de AMD para reconstruir detalles de trazado de rayos a partir de muestras de rayos dispersas o con ruido.",{"term":990,"anchor":991,"definition":992},"FSR Radiance Caching","fsr-radiance-caching","Tecnología de AMD que aprende y predice la propagación de la luz de la escena para una iluminación global eficiente en tiempo real.",{"term":994,"anchor":995,"definition":996},"Feature Independence Map","feature-independence-map","Un marco de Figure Rocks para separar cada característica de FSR por su entrada, salida y métrica de rendimiento correcta.",{"term":998,"anchor":999,"definition":1000},"FSR Identification Test","fsr-identification-test","Una lista de verificación de Figure Rocks para identificar qué característica de FSR, versión, ruta de hardware e implementación de controlador se está evaluando realmente.",{"id":1002,"data":1003,"type":568},"h-sources",{"text":1004,"level":47},"Fuentes primarias",{"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 — Tecnologías FSR","Descripción general oficial de AMD de la suite Redstone, sus cuatro características y la compatibilidad de hardware actual.","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 — SDK de FSR","Página oficial actual del SDK que enumera FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 y la vista previa de Radiance Caching.",{"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 — Directrices de nomenclatura de FSR","Guía oficial de nomenclatura de AMD que explica la transición de la marca FSR 4 a FSR Upscaling y la nomenclatura separada de Frame Generation.",{"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 para desarrolladores","Descripción general arquitectónica oficial del renderizado neuronal Redstone, sus cuatro tecnologías y objetivos de diseño.",{"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","Página oficial actual de FSR Upscaling que documenta la versión 4.1.1 y la compatibilidad con la serie Radeon RX 7000.",{"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","Página oficial actual de FSR Frame Generation que documenta la versión 4.0.1 impulsada por ML y las API compatibles.","2.31","El nombre de FSR de AMD cambió porque FSR ya no es una sola función. Redstone es ahora una suite de renderizado neuronal con tecnologías separadas para el escalado, la generación de fotogramas, la reconstrucción de trazado de rayos y la iluminación global aprendida.","\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","2026-09-25T17:07:00.000Z","2026-09-25T23:07:18.002Z","2026-09-26T06:45:51.450Z",{"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],{"id":1074,"name":1075,"slug":1076},251,"Desenfoque y persistencia","blur-and-persistence",{"id":1078,"name":1079,"slug":1080},253,"Frecuencia de actualización y claridad","refresh-and-clarity",{"id":1082,"name":1083,"slug":1084},252,"Overdrive y Smearing","overdrive-and-smearing",{"id":1086,"name":1087,"slug":1088},430,"Animal Crossing","animal-crossing",{"id":1090,"name":1091,"slug":1092},127,"Compatibilidad de juegos","game-compatibility",{"id":392,"login":1094,"email":1095,"displayName":1096},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1098,1468],{"lang":8,"title":1099,"content":1100,"contentJson":1101,"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":1102,"blocks":1103,"version":1466},1790377606190,[1104,1107,1111,1115,1118,1121,1124,1127,1130,1133,1145,1148,1151,1154,1157,1161,1164,1167,1170,1173,1176,1179,1182,1185,1188,1191,1194,1197,1201,1204,1207,1210,1213,1216,1237,1240,1243,1246,1249,1252,1255,1258,1261,1265,1268,1271,1274,1277,1280,1302,1305,1308,1311,1326,1329,1332,1335,1338,1341,1344,1347,1350,1353,1356,1359,1362,1365,1368,1371,1374,1377,1380,1383,1386,1408,1411,1429,1432,1438,1444,1450,1456,1461],{"id":541,"data":1105,"type":544},{"text":1106},"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":1108,"type":551},{"body":1109,"title":1110,"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":1112,"type":551},{"body":1113,"title":1114,"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":1116,"type":563},{"title":1117,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1119,"type":568},{"text":1120,"level":47},"The old mental model no longer works",{"id":570,"data":1122,"type":544},{"text":1123},"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":1125,"type":544},{"text":1126},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1128,"type":544},{"text":1129},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1131,"type":568},{"text":1132,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1134,"type":603},{"steps":1135,"title":1144,"orientation":602},[1136,1138,1140,1142],{"label":590,"description":1137},"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":593,"description":1139},"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":596,"description":1141},"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":599,"description":1143},"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":1146,"type":544},{"text":1147},"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":1149,"type":568},{"text":1150,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1152,"type":544},{"text":1153},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1155,"type":544},{"text":1156},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1158,"type":551},{"body":1159,"title":1160,"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":1162,"type":568},{"text":1163,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1165,"type":544},{"text":1166},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1168,"type":544},{"text":1169},"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":1171,"type":544},{"text":1172},"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":1174,"type":568},{"text":1175,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1177,"type":544},{"text":1178},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1180,"type":544},{"text":1181},"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":1183,"type":544},{"text":1184},"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":1186,"type":568},{"text":1187,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1189,"type":544},{"text":1190},"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":1192,"type":544},{"text":1193},"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":1195,"type":544},{"text":1196},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1198,"type":551},{"body":1199,"title":1200,"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":1202,"type":568},{"text":1203,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1205,"type":544},{"text":1206},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1208,"type":544},{"text":1209},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1211,"type":544},{"text":1212},"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":1214,"type":568},{"text":1215,"level":47},"The Feature Independence Map",{"id":700,"data":1217,"type":743},{"rows":1218,"title":1229,"layout":732,"columns":1230},[1219,1222,1225,1227],{"id":704,"label":1220,"values":1221},"Upscaling",{"input":707,"output":708,"measure":709},{"id":711,"label":1223,"values":1224},"Frame Generation",{"input":714,"output":715,"measure":716},{"id":718,"label":845,"values":1226},{"input":721,"output":722,"measure":723},{"id":725,"label":848,"values":1228},{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1231,1233,1235],{"id":735,"label":1232},"Main input\u002Fproblem",{"id":738,"label":1234},"What it changes",{"id":741,"label":1236},"What to measure",{"id":745,"data":1238,"type":568},{"text":1239,"level":47},"Why AMD split the names",{"id":749,"data":1241,"type":544},{"text":1242},"The new naming makes technical comparisons more precise.",{"id":753,"data":1244,"type":544},{"text":1245},"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":1247,"type":544},{"text":1248},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1250,"type":568},{"text":1251,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1253,"type":544},{"text":1254},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1256,"type":544},{"text":1257},"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":1259,"type":544},{"text":1260},"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":1262,"type":551},{"body":1263,"title":1264,"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":1266,"type":568},{"text":1267,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1269,"type":544},{"text":1270},"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":1272,"type":544},{"text":1273},"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":1275,"type":544},{"text":1276},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1278,"type":568},{"text":1279,"level":47},"The FSR Identification Test",{"id":803,"data":1281,"type":603},{"steps":1282,"title":1301,"orientation":602},[1283,1286,1289,1292,1295,1298],{"label":1284,"description":1285},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1287,"description":1288},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1290,"description":1291},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1293,"description":1294},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1296,"description":1297},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1299,"description":1300},"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":1303,"type":568},{"text":1304,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1306,"type":544},{"text":1307},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1309,"type":544},{"text":1310},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1312,"type":603},{"steps":1313,"title":1325,"orientation":602},[1314,1317,1319,1321,1323],{"label":1315,"description":1316},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":845,"description":1318},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":848,"description":1320},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":851,"description":1322},"The lower-resolution image is reconstructed to the output resolution.",{"label":854,"description":1324},"Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":858,"data":1327,"type":544},{"text":1328},"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":862,"data":1330,"type":568},{"text":1331,"level":47},"Why this matters for GPU reviews",{"id":866,"data":1333,"type":544},{"text":1334},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":870,"data":1336,"type":544},{"text":1337},"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":874,"data":1339,"type":544},{"text":1340},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":878,"data":1342,"type":568},{"text":1343,"level":47},"What is already shipping in games?",{"id":882,"data":1345,"type":544},{"text":1346},"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":886,"data":1348,"type":544},{"text":1349},"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":890,"data":1351,"type":568},{"text":1352,"level":47},"What would change this answer?",{"id":894,"data":1354,"type":544},{"text":1355},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":898,"data":1357,"type":544},{"text":1358},"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":902,"data":1360,"type":544},{"text":1361},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":906,"data":1363,"type":568},{"text":1364,"level":47},"Limitations",{"id":910,"data":1366,"type":544},{"text":1367},"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":914,"data":1369,"type":544},{"text":1370},"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":918,"data":1372,"type":568},{"text":1373,"level":47},"Conclusion",{"id":922,"data":1375,"type":544},{"text":1376},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":926,"data":1378,"type":544},{"text":1379},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":930,"data":1381,"type":544},{"text":1382},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":934,"data":1384,"type":568},{"text":1385,"level":47},"FAQ",{"id":938,"data":1387,"type":938},{"items":1388,"title":1407},[1389,1392,1395,1398,1401,1404],{"id":942,"answer":1390,"question":1391},"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":946,"answer":1393,"question":1394},"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":950,"answer":1396,"question":1397},"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":954,"answer":1399,"question":1400},"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":958,"answer":1402,"question":1403},"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":962,"answer":1405,"question":1406},"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":967,"data":1409,"type":568},{"text":1410,"level":47},"Glossary",{"id":971,"data":1412,"type":971},{"title":1413,"entries":1414},"Key FSR Redstone terms",[1415,1417,1419,1421,1423,1425,1427],{"term":976,"anchor":977,"definition":1416},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":851,"anchor":980,"definition":1418},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":854,"anchor":983,"definition":1420},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":986,"anchor":987,"definition":1422},"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":990,"anchor":991,"definition":1424},"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":994,"anchor":995,"definition":1426},"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":998,"anchor":999,"definition":1428},"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":1002,"data":1430,"type":568},{"text":1431,"level":47},"Primary sources",{"id":1006,"data":1433,"type":1013},{"link":1008,"meta":1434},{"image":1435,"title":1436,"description":1437},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1015,"data":1439,"type":1013},{"link":1017,"meta":1440},{"image":1441,"title":1442,"description":1443},{"url":13},"AMD GPUOpen — FSR SDK","Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.",{"id":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":856,"orientation":602},[1603,1604,1605,1606,1607],{"label":842,"description":843},{"label":845,"description":846},{"label":848,"description":849},{"label":851,"description":852},{"label":854,"description":855},{"id":858,"data":1609,"type":544},{"text":860},{"id":862,"data":1611,"type":568},{"text":864,"level":47},{"id":866,"data":1613,"type":544},{"text":868},{"id":870,"data":1615,"type":544},{"text":872},{"id":874,"data":1617,"type":544},{"text":876},{"id":878,"data":1619,"type":568},{"text":880,"level":47},{"id":882,"data":1621,"type":544},{"text":884},{"id":886,"data":1623,"type":544},{"text":888},{"id":890,"data":1625,"type":568},{"text":892,"level":47},{"id":894,"data":1627,"type":544},{"text":896},{"id":898,"data":1629,"type":544},{"text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erfolgreich abgerufen",{"items":1697,"source":1769,"manualIds":1770,"manualMatchedIds":1771},[1698,1704,1710,1716,1722,1728,1734,1740,1746,1752,1757,1763],{"id":1699,"slug":1700,"title":1701,"excerpt":1702,"featuredImage":14,"publishedAt":1703},"395","mabel","Mabel","El amiibo de Mabel pertenece a la línea de figuras amiibo de Animal Crossing. Representa a la eriza sastre vinculada a la tienda de ropa que aparece a lo largo de la serie. La figura no introduce un personaje nuevo. Transfiere un papel de tienda establecido a un formato escaneable para sistemas de Nintendo compatibles.","2026-02-23T01:58:00.000Z",{"id":1705,"slug":1706,"title":1707,"excerpt":1708,"featuredImage":14,"publishedAt":1709},"416","cyrus","Cyrus","El amiibo de Cyrus pertenece a la línea de figuras amiibo de Animal Crossing lanzada durante el periodo en que Nintendo expandió la serie a figuras NFC físicas. Funciona como un puente entre la figura de plástico y los juegos de Nintendo compatibles. Al escanearlo, el personaje almacenado en el chip NFC se vuelve accesible dentro del juego. El valor práctico de la figura reside en habilitar interacciones y contenido relacionados con Cyrus que, de otro modo, permanecerían ocultos o serían más difíciles de alcanzar.","2026-03-06T08:32:00.000Z",{"id":1711,"slug":1712,"title":1713,"excerpt":1714,"featuredImage":14,"publishedAt":1715},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Claridad de movimiento: Por qué ocurre el desenfoque y las soluciones que realmente funcionan","El desenfoque de movimiento no es solo un ajuste — es sincronización más persistencia. Aprende el orden práctico: modo correcto, frecuencia de actualización correcta, luego los pocos arreglos de claridad que importan.","2026-02-20T11:00:00.000Z",{"id":1717,"slug":1718,"title":1719,"excerpt":1720,"featuredImage":14,"publishedAt":1721},"394","k-k","K.K.","El amiibo de K.K. de la serie Animal Crossing representa al veterano músico del juego conocido por múltiples títulos de Nintendo. Dentro del ecosistema de Super Smash Bros., esta figura funciona como una figura de personaje NFC de solo lectura que desbloquea contenido específico relacionado con la música y basado en el personaje, dependiendo del título compatible. No es programable en el sentido de almacenar datos de usuario de forma independiente; transmite datos del personaje cuando se escanea.","2026-02-23T00:35:00.000Z",{"id":1723,"slug":1724,"title":1725,"excerpt":1726,"featuredImage":14,"publishedAt":1727},"370","isabelle-73","Isabelle - número 73","El amiibo de Canela de la serie Super Smash Bros. representa al personaje de Animal Crossing tal como aparece en Super Smash Bros. Ultimate. Como parte de la línea Smash, su principal valor añadido reside en la funcionalidad dentro de juegos compatibles, especialmente a través del almacenamiento de datos de luchadores y desbloqueos relacionados con el personaje. Es una figura NFC funcional, no un objeto decorativo con mecánicas ocultas. La tecnología en su interior permite la interacción de datos donde sea compatible.","2026-02-22T15:25:00.000Z",{"id":1729,"slug":1730,"title":1731,"excerpt":1732,"featuredImage":14,"publishedAt":1733},"424","rover","Rover","El amiibo de Fran se sitúa en una parte familiar de la línea de Animal Crossing. No es una figura que cambie un juego entero por sí sola. Su uso es menor que eso. Permite que Fran aparezca donde Nintendo permitió la compatibilidad con amiibo, y ese es realmente su propósito. El valor proviene del acceso, el reconocimiento y un vínculo directo con una de las caras más antiguas de la serie.","2026-03-06T17:33:00.000Z",{"id":1735,"slug":1736,"title":1737,"excerpt":1738,"featuredImage":14,"publishedAt":1739},"414","digby","Digby","Entre las primeras figuras amiibo de Animal Crossing, Digby ocupa una posición algo más discreta. La figura representa al educado asistente conocido por la oficina de administración municipal de la serie. Al escanearlo, el amiibo no cambia radicalmente un juego. En su lugar, abre pequeñas interacciones, escenas adicionales o apariciones de personajes que conectan diferentes títulos de Animal Crossing. Su valor es sutil. Extiende la presencia de un personaje familiar a través de varios juegos de Nintendo.","2026-03-06T07:27:00.000Z",{"id":1741,"slug":1742,"title":1743,"excerpt":1744,"featuredImage":14,"publishedAt":1745},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Ajuste de Overdrive: la forma limpia de reducir el desenfoque sin ghosting","El Overdrive puede mejorar la claridad o añadir halos feos. Usa este método sencillo para elegir el ajuste intermedio limpio que reduce el desenfoque sin artefactos de ghosting.","2026-02-21T03:30:00.000Z",{"id":1747,"slug":1748,"title":1749,"excerpt":1750,"featuredImage":14,"publishedAt":1751},"422","timmy-tommy","Timmy & Tommy","El amiibo de Tendo y Nendo pertenece a la línea de figuras amiibo de Animal Crossing lanzada durante la primera oleada de la serie. Al igual que otras figuras de esta colección, contiene un pequeño chip NFC que vincula la figura física con juegos de Nintendo compatibles. Escanear la figura no cambia drásticamente la jugabilidad, pero proporciona de manera constante interacciones relacionadas con los personajes. El valor de este amiibo reside principalmente en su capacidad para invocar a los gemelos tenderos en títulos compatibles y desbloquear pequeños elementos temáticos relacionados con ellos.","2026-03-06T16:48:00.000Z",{"id":1753,"slug":1754,"title":1754,"excerpt":1755,"featuredImage":14,"publishedAt":1756},"417","Lottie","El amiibo de Lottie pertenece a la línea de figuras amiibo de Animal Crossing lanzada durante la fase inicial del programa amiibo de Nintendo. Representa al pequeño personaje de nutria conocido por la oficina de diseño en Animal Crossing Happy Home Designer. Al igual que otras figuras de esta serie, el objeto contiene un pequeño chip NFC. Cuando es escaneada por sistemas de Nintendo compatibles, la figura vincula al personaje con los sistemas del juego y desbloquea pequeñas piezas de contenido relacionado.","2026-03-06T12:48:00.000Z",{"id":1758,"slug":1759,"title":1760,"excerpt":1761,"featuredImage":14,"publishedAt":1762},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","¿Los 120Hz se sienten peor? Lista de verificación de diagnóstico (Modo incorrecto, rango de VRR, límites)","Una mayor frecuencia de actualización puede exponer la inestabilidad. Usa esta lista de verificación para diagnosticar por qué los 120 Hz se sienten peor: modo incorrecto, ruta de actualización incorrecta, problemas de rango de VRR o falta de límites.","2026-02-20T20:30:00.000Z",{"id":1764,"slug":1765,"title":1766,"excerpt":1767,"featuredImage":14,"publishedAt":1768},"418","blathers","Blathers","El amiibo de Sócrates forma parte de la serie de figuras de Animal Crossing lanzada durante el despliegue más amplio de la plataforma amiibo de Nintendo. Cada figura combina una pequeña escultura coleccionable con un chip NFC dentro de la base. Cuando se coloca sobre un lector compatible, la consola lee el ID del personaje almacenado en la figura. En la práctica, esto permite que ciertos juegos hagan referencia al personaje directamente. El amiibo de Sócrates proporciona principalmente acceso a apariciones del director del museo o pequeñas funciones relacionadas con el personaje dentro de los títulos de Animal Crossing compatibles.","2026-03-06T13:06:00.000Z","fallback",[],[]]