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FSR « Redstone » est désormais une suite : l'upscaling, la génération de frames, la régénération de rayons et le cache de radiance sont des technologies distinctes qui résolvent différents problèmes de rendu.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR « Redstone » n&#39;est pas simplement une nouvelle version de l&#39;ancien upscaler FSR.\u003C\u002Fstrong> C&#39;est une suite de rendu neuronal avec des fonctionnalités distinctes pour la reconstruction, les frames générées, la reconstruction du ray tracing et l&#39;éclairage appris.\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\">Pourquoi le nommage a changé\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD a renommé l&#39;ancien upscaler FSR 4 en \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> et désigne désormais la génération de frames séparément sous le nom \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. L&#39;objectif est de rendre chaque fonctionnalité de rendu identifiable individuellement.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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\">L&#39;ancien modèle mental ne fonctionne plus\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Le quatuor de rendu neuronal Redstone\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 n&#39;a pas disparu — le nom a changé\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR Upscaling : reconstruire plus de pixels que vous n&#39;en rendez\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">Génération d&#39;images FSR : augmenter les FPS affichés sans rendre chaque image de manière traditionnelle\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Régénération de rayons FSR : le débruitage devient une reconstruction neuronale\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Mise en cache de radiance FSR : apprendre le champ d&#39;éclairage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">La carte d&#39;indépendance des fonctionnalités\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Pourquoi AMD a séparé les noms\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">La prise en charge matérielle n&#39;est pas identique dans toute la suite\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Les mises à niveau côté pilote rendent les numéros de version encore plus déroutants\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Le test d&#39;identification FSR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone est vraiment une architecture, pas un préréglage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Pourquoi cela compte pour les tests de GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui est déjà disponible dans les jeux ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui pourrait changer cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">L'ancien modèle mental ne fonctionne plus\u003C\u002Fh2>\n\u003Cp>Les discussions antérieures sur FSR traitaient souvent le numéro de version comme s'il décrivait une seule technologie principale. Cela est devenu problématique lorsque AMD a ajouté l'upscaling par apprentissage automatique, la génération de frames par apprentissage automatique, la reconstruction neuronale des rayons et la technologie d'éclairage global apprise.\u003C\u002Fp>\n\u003Cp>AMD utilise désormais FSR comme nom générique et donne à chaque effet de rendu majeur son propre nom de produit.\u003C\u002Fp>\n\u003Cp>C'est utile car activer une fonctionnalité FSR ne signifie pas automatiquement que toutes les autres sont activées.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Le quatuor de rendu neuronal Redstone\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quatre tâches différentes au sein 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\">Reconstruit une image de résolution supérieure à partir d'une frame rendue en résolution inférieure grâce à l'apprentissage automatique.\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\">Prédit et insère des frames supplémentaires entre les frames rendues pour augmenter le taux de rafraîchissement affiché.\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\">Utilise l'apprentissage automatique pour reconstruire des détails de ray tracing de pleine qualité à partir d'échantillons de rayons clairsemés.\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\">Apprend et prédit la propagation de la lumière dans une scène pour réduire le coût de l'éclairage global en temps réel.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Ces fonctionnalités peuvent fonctionner ensemble, mais elles ne sont pas interchangeables. L'une modifie la reconstruction de résolution, une autre modifie la sortie de frames, une autre modifie la reconstruction du signal de ray tracing et une autre modifie la façon dont l'éclairage indirect est estimé.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 n'a pas disparu — le nom a changé\u003C\u002Fh2>\n\u003Cp>Les directives de nommage d'AMD associent explicitement l'ancien AMD FidelityFX Super Resolution 4 au nouveau nom FSR Upscaling.\u003C\u002Fp>\n\u003Cp>La génération de frames est désormais désignée séparément au lieu d'être regroupée conceptuellement sous la même étiquette FSR numérotée.\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 traduction la plus simple\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ancien langage : \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Langage actuel : \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La génération de frames est désormais présentée séparément sous le nom \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR Upscaling : reconstruire plus de pixels que vous n'en rendez\u003C\u002Fh2>\n\u003Cp>FSR Upscaling rend le jeu à une résolution interne inférieure et reconstruit une sortie de résolution supérieure.\u003C\u002Fp>\n\u003Cp>L'implémentation actuelle alimentée par l'apprentissage automatique dans le SDK FSR est FSR Upscaling 4.1.1. AMD indique qu'elle est entraînée sur des captures de jeu de haute qualité et utilise une accélération dédiée par apprentissage automatique sur les GPU Radeon pris en charge.\u003C\u002Fp>\n\u003Cp>Le compromis de performance important reste familier : le GPU effectue moins de travail de rendu de pixels conventionnel, puis consacre une plus petite quantité de calcul à reconstruire l'image finale.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">Génération d'images FSR : augmenter les FPS affichés sans rendre chaque image de manière traditionnelle\u003C\u002Fh2>\n\u003Cp>La génération d'images FSR est une étape distincte. Elle prédit les images intermédiaires entre celles rendues de manière traditionnelle.\u003C\u002Fp>\n\u003Cp>Le SDK Redstone actuel inclut la génération d'images FSR 4.0.1 alimentée par l'IA aux côtés de l'ancienne méthode analytique de génération d'images FSR 3.x.\u003C\u002Fp>\n\u003Cp>Cette distinction est importante lorsqu'on lit un compteur de performance. Une fois les images générées incluses, les FPS affichés et les FPS rendus de manière conventionnelle ne sont plus le même nombre.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Régénération de rayons FSR : le débruitage devient une reconstruction neuronale\u003C\u002Fh2>\n\u003Cp>Le ray tracing est coûteux car chaque échantillon de rayon supplémentaire coûte du temps GPU. Le ray tracing en temps réel traditionnel utilise donc des échantillons relativement clairsemés, puis débruite le résultat.\u003C\u002Fp>\n\u003Cp>La régénération de rayons FSR remplace une partie de ce processus de reconstruction par l'apprentissage automatique. AMD la décrit comme déduisant et restaurant les détails de ray tracing de pleine qualité à partir d'échantillons clairsemés.\u003C\u002Fp>\n\u003Cp>Le SDK actuel répertorie la régénération de rayons 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\">Ce n&#39;est pas simplement « plus de ray tracing »\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La régénération de rayons tente d&#39;extraire un meilleur signal final à partir d&#39;un budget de rayons limité. L&#39;objectif est d&#39;améliorer la qualité sans payer le même résultat entièrement avec des échantillons de rayons conventionnels supplémentaires.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">Mise en cache de radiance FSR : apprendre le champ d'éclairage\u003C\u002Fh2>\n\u003Cp>La mise en cache de radiance s'attaque à un problème différent : l'éclairage indirect.\u003C\u002Fp>\n\u003Cp>L'éclairage global demande comment la lumière rebondit à travers une scène. Calculer suffisamment de rayons indirects en temps réel est coûteux.\u003C\u002Fp>\n\u003Cp>AMD décrit la mise en cache de radiance FSR comme un système qui apprend et prédit dynamiquement comment la lumière se propage à travers la scène. Dans le SDK actuel, elle reste une préversion technique 0.9.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">La carte d'indépendance des fonctionnalités\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ne jugez pas toutes les fonctionnalités FSR avec la même métrique\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\">Entrée\u002Fproblème principal\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\">Ce qu&#39;elle change\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\">Ce qu&#39;il faut mesurer\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\">Mise à l&#39;échelle\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\">Génération d&#39;images\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\">Régénération de rayons\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\">Mise en cache de radiance\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\">Pourquoi AMD a séparé les noms\u003C\u002Fh2>\n\u003Cp>Le nouveau nommage rend les comparaisons techniques plus précises.\u003C\u002Fp>\n\u003Cp>Un jeu peut prendre en charge la mise à l'échelle FSR mais pas la génération de frames ML. Un autre peut ajouter la régénération de rayons mais laisser le cache de radiance désactivé. Dire simplement « ce jeu dispose du FSR » ne suffit plus.\u003C\u002Fp>\n\u003Cp>Pour les utilisateurs, la bonne question devient : quelle fonctionnalité FSR, quelle implémentation et sur quel matériel ?\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">La prise en charge matérielle n'est pas identique dans toute la suite\u003C\u002Fh2>\n\u003Cp>C'est une autre raison pour laquelle l'étiquette générique peut être trompeuse.\u003C\u002Fp>\n\u003Cp>Le tableau de compatibilité public actuel d'AMD répertorie l'ensemble complet des fonctionnalités Redstone autour du matériel de la série Radeon RX 9000, tandis que la mise à l'échelle FSR basée sur le ML s'est étendue aux GPU de la série Radeon RX 7000.\u003C\u002Fp>\n\u003Cp>La mise à jour du SDK FSR 2.3 de GPUOpen a spécifiquement ajouté la prise en charge de la mise à l'échelle FSR 4.1.1 pour les GPU discrets RDNA 3. Le même SDK met également à jour la génération de frames ML et la régénération de rayons pour la pile Redstone actuelle.\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\">Ne lisez pas « FSR pris en charge » comme « toutes les fonctionnalités Redstone prises en charge »\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La prise en charge dépend de \u003Cstrong>la fonctionnalité, de l&#39;intégration au jeu, de la génération de GPU, de l&#39;API et du pilote\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">Les mises à niveau côté pilote rendent les numéros de version encore plus déroutants\u003C\u002Fh2>\n\u003Cp>Le SDK FSR 2.3 ajoute une capacité inhabituelle : les jeux pris en charge peuvent recevoir des versions plus récentes de la technologie ML via les mises à jour du pilote AMD Software sans attendre un correctif complet du jeu dans tous les cas.\u003C\u002Fp>\n\u003Cp>AMD indique que les jeux éligibles FSR 3.1 et ultérieurs peuvent être mis à niveau vers la mise à l'échelle FSR alimentée par ML sur les GPU RX 9000 et RX 7000 pris en charge. Les intégrations éligibles de génération de frames FSR 3.1.4 peuvent également recevoir la génération de frames alimentée par ML sur les GPU RX 9000 pris en charge.\u003C\u002Fp>\n\u003Cp>Cela signifie que l'étiquette de l'option graphique dans un jeu peut ne plus indiquer la version complète de l'implémentation réellement exécutée en dessous.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Le test d'identification FSR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Avant de comparer les performances FSR, identifiez ce qui est réellement activé\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. Identifiez la fonctionnalité\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Mise à l'échelle, génération de frames, régénération de rayons ou cache de radiance ?\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. Identifiez l'implémentation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Chemin Redstone alimenté par ML ou ancien chemin FSR analytique ?\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. Identifiez le matériel\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">RX 9000, RX 7000 ou une autre famille de GPU prise en charge ?\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. Vérifiez le comportement du pilote\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">AMD Software pourrait-il fournir une implémentation ML plus récente que l'intégration d'origine du jeu ?\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. Séparez les FPS rendus et générés\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">N'utilisez pas un seul chiffre de FPS final pour décrire à la fois le rendu conventionnel et la génération de frames.\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. Mesurez le bon mode de défaillance\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les artefacts de mise à l'échelle, le rythme des frames générées, la reconstruction des rayons et la stabilité de l'IG sont des problèmes différents.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone est vraiment une architecture, pas un préréglage\u003C\u002Fh2>\n\u003Cp>Considérer Redstone comme « un réglage Ultra plus rapide » passe à côté de l'essentiel.\u003C\u002Fp>\n\u003Cp>C'est un ensemble d'endroits où l'apprentissage automatique peut remplacer ou augmenter des étapes coûteuses du pipeline de rendu.\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Un chemin de rendu Redstone simplifié\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\">Le jeu rend la scène\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les informations de géométrie, de matériaux, de mouvement et d'éclairage sont produites par le moteur.\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\">Régénération de rayons\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les informations éparses de lancer de rayons peuvent être reconstruites en un signal d'éclairage plus propre.\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\">Cache de radiance\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'éclairage indirect peut être estimé à partir du comportement appris de la lumière de la scène lorsque cela est pris en charge.\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\">Mise à l'échelle FSR\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'image à résolution inférieure est reconstruite à la résolution de sortie.\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\">Génération de frames FSR\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Des frames supplémentaires peuvent être insérées dans le flux affiché.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>L'ordre exact et les détails d'intégration dépendent du moteur de jeu, mais le point important est que chaque fonctionnalité neuronale s'adresse à un centre de coût différent.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Pourquoi cela compte pour les tests de GPU\u003C\u002Fh2>\n\u003Cp>Un benchmark qui indique simplement « FSR activé » devient de moins en moins informatif.\u003C\u002Fp>\n\u003Cp>Un test utile devrait identifier le mode de mise à l'échelle, si la génération de frames est active, si la régénération de rayons est active, l'architecture du GPU et la version logicielle.\u003C\u002Fp>\n\u003Cp>Sinon, deux graphiques peuvent tous deux indiquer FSR tout en mesurant des pipelines de rendu sensiblement différents.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Qu'est-ce qui est déjà disponible dans les jeux ?\u003C\u002Fh2>\n\u003Cp>AMD déclare que Crimson Desert a été le premier jeu à être livré avec à la fois FSR Upscaling 4.1 et FSR Ray Regeneration 1.1 en mars 2026.\u003C\u002Fp>\n\u003Cp>Le SDK plus large a continué d'évoluer depuis. Dans la version actuelle 2.3, AMD liste Upscaling 4.1.1, Frame Generation 4.0.1 et Ray Regeneration 1.2.0, avec Radiance Caching toujours en aperçu technique.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Qu'est-ce qui pourrait changer cette réponse ?\u003C\u002Fh2>\n\u003Cp>Les limites évolueront à mesure qu'AMD étend la prise en charge matérielle et fait passer les technologies en aperçu vers des versions de production.\u003C\u002Fp>\n\u003Cp>Radiance Caching est la partie la moins stabilisée de la suite actuelle car elle reste un aperçu technique. Les futures versions du SDK pourraient modifier ses capacités, ses exigences d'intégration ou sa prise en charge matérielle.\u003C\u002Fp>\n\u003Cp>Le modèle sous-jacent reste utile même si les numéros de version changent : identifiez d'abord l'étape de rendu, puis identifiez l'implémentation et la prise en charge matérielle.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Limites\u003C\u002Fh2>\n\u003Cp>Cet article décrit le SDK FSR public actuel d'AMD et les recommandations de compatibilité en date de septembre 2026. Les mises à jour de pilotes et les versions du SDK peuvent modifier rapidement les versions prises en charge.\u003C\u002Fp>\n\u003Cp>Les affirmations d'AMD concernant les performances et la qualité d'image sont des mesures du fabricant. Des tests indépendants jeu par jeu restent nécessaires pour déterminer comment chaque fonctionnalité se comporte dans un titre spécifique.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Conclusion\u003C\u002Fh2>\n\u003Cp>La façon la plus simple de comprendre FSR Redstone est d'arrêter de considérer FSR comme un simple interrupteur.\u003C\u002Fp>\n\u003Cp>FSR Upscaling reconstruit la résolution. FSR Frame Generation ajoute des images affichées. FSR Ray Regeneration reconstruit les détails du ray tracing. FSR Radiance Caching apprend l'éclairage indirect.\u003C\u002Fp>\n\u003Cp>Ils partagent l'égide Redstone, mais ils résolvent des problèmes différents, ont des limites de prise en charge différentes et doivent être mesurés différemment.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">AMD FSR Redstone en clair\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 est-il la même chose que FSR 4 ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. L&#39;ancien upscaler FSR 4 s&#39;appelle désormais FSR Upscaling. Redstone est la suite plus large contenant l&#39;Upscaling, la Frame Generation, la Ray Regeneration et le 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\">Qu&#39;est-il arrivé au nom FSR 4 ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD a renommé l&#39;upscaler ML en FSR Upscaling afin qu&#39;il puisse être présenté séparément de la Frame Generation et des autres fonctionnalités 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 nécessite-t-il un GPU RX 9000 ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">L&#39;ensemble complet actuel des fonctionnalités ML de Redstone est centré sur le matériel de la série RX 9000, tandis que FSR Upscaling 4.1.1 s&#39;est étendu aux GPU discrets de la série RX 7000. La prise en charge varie selon la fonctionnalité.\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\">Qu&#39;est-ce que FSR Ray Regeneration ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">C&#39;est la technologie de reconstruction basée sur le ML d&#39;AMD pour restaurer des détails ray-tracés de haute qualité à partir d&#39;échantillons de rayons clairsemés.\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\">Qu&#39;est-ce que FSR Radiance Caching ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">C&#39;est une technologie d&#39;éclairage neuronal d&#39;AMD qui apprend et prédit comment la lumière indirecte se propage dans une scène. Dans le SDK actuel, elle reste un aperçu technique.\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\">Le pilote peut-il mettre à niveau FSR sans patch de jeu ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Pour les intégrations éligibles et les GPU Radeon pris en charge, AMD SDK 2.3 permet à certaines versions de la technologie FSR basée sur le ML d&#39;être mises à jour via de futures versions du pilote AMD Software.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossaire\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\">Termes clés 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 globale d'AMD de technologies de rendu neuronal incluant l'Upscaling, la Frame Generation, la Ray Regeneration et le 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\">Le nom actuel de la technologie de reconstruction haute résolution basée sur le ML d'AMD, précédemment connue sous le nom de 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\">Technologie d'AMD qui prédit et insère des images supplémentaires entre les images rendues de manière conventionnelle.\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\">Technologie ML d'AMD pour reconstruire les détails ray-tracés à partir d'échantillons de rayons clairsemés ou bruités.\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\">Technologie d'AMD qui apprend et prédit la propagation de la lumière de scène pour un éclairage global en temps réel efficace.\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 cadre Figure Rocks pour séparer chaque fonctionnalité FSR par son entrée, sa sortie et la métrique de performance correcte.\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\">Une liste de contrôle Figure Rocks pour identifier quelle fonctionnalité FSR, version, chemin matériel et implémentation de pilote est réellement évaluée.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Sources principales\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 — Technologies FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Présentation officielle d&#39;AMD de la suite Redstone, de ses quatre fonctionnalités et de la compatibilité matérielle actuelle.\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 FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Page officielle actuelle du SDK listant FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 et l&#39;aperçu du 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 — Directives de nommage FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Directives officielles de nommage d&#39;AMD expliquant la transition de la marque FSR 4 vers FSR Upscaling et le nommage séparé de la 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 pour les développeurs\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Présentation architecturale officielle du rendu neuronal Redstone, de ses quatre technologies et de ses objectifs de conception.\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\">Page officielle actuelle de FSR Upscaling documentant la version 4.1.1 et la prise en charge de la série 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\">Page officielle actuelle de FSR Frame Generation documentant la version 4.0.1 alimentée par le ML et les API prises en charge.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1055},1790377833006,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,856,860,864,868,872,876,880,884,888,892,896,900,904,908,912,916,920,924,928,932,936,965,969,1002,1006,1015,1023,1031,1039,1047],{"id":541,"data":542,"type":544},"intro",{"text":543},"Si vous pensez encore que « FSR 4 » est une seule fonctionnalité graphique, le nommage 2026 d'AMD sera déroutant. FSR « Redstone » est désormais une suite : l'upscaling, la génération de frames, la régénération de rayons et le cache de radiance sont des technologies distinctes qui résolvent différents problèmes de rendu.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR « Redstone » n'est pas simplement une nouvelle version de l'ancien upscaler FSR.\u003C\u002Fstrong> C'est une suite de rendu neuronal avec des fonctionnalités distinctes pour la reconstruction, les frames générées, la reconstruction du ray tracing et l'éclairage appris.","Réponse directe","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD a renommé l'ancien upscaler FSR 4 en \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> et désigne désormais la génération de frames séparément sous le nom \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. L'objectif est de rendre chaque fonctionnalité de rendu identifiable individuellement.","Pourquoi le nommage a changé","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sommaire",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"L'ancien modèle mental ne fonctionne plus","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"Les discussions antérieures sur FSR traitaient souvent le numéro de version comme s'il décrivait une seule technologie principale. Cela est devenu problématique lorsque AMD a ajouté l'upscaling par apprentissage automatique, la génération de frames par apprentissage automatique, la reconstruction neuronale des rayons et la technologie d'éclairage global apprise.",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"AMD utilise désormais FSR comme nom générique et donne à chaque effet de rendu majeur son propre nom de produit.",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"C'est utile car activer une fonctionnalité FSR ne signifie pas automatiquement que toutes les autres sont activées.",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"Le quatuor de rendu 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","Reconstruit une image de résolution supérieure à partir d'une frame rendue en résolution inférieure grâce à l'apprentissage automatique.",{"label":593,"description":594},"2. FSR Frame Generation","Prédit et insère des frames supplémentaires entre les frames rendues pour augmenter le taux de rafraîchissement affiché.",{"label":596,"description":597},"3. FSR Ray Regeneration","Utilise l'apprentissage automatique pour reconstruire des détails de ray tracing de pleine qualité à partir d'échantillons de rayons clairsemés.",{"label":599,"description":600},"4. FSR Radiance Caching","Apprend et prédit la propagation de la lumière dans une scène pour réduire le coût de l'éclairage global en temps réel.","Quatre tâches différentes au sein de FSR Redstone","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"Ces fonctionnalités peuvent fonctionner ensemble, mais elles ne sont pas interchangeables. L'une modifie la reconstruction de résolution, une autre modifie la sortie de frames, une autre modifie la reconstruction du signal de ray tracing et une autre modifie la façon dont l'éclairage indirect est estimé.",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 n'a pas disparu — le nom a changé",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"Les directives de nommage d'AMD associent explicitement l'ancien AMD FidelityFX Super Resolution 4 au nouveau nom FSR Upscaling.",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"La génération de frames est désormais désignée séparément au lieu d'être regroupée conceptuellement sous la même étiquette FSR numérotée.",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"Ancien langage : \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Langage actuel : \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La génération de frames est désormais présentée séparément sous le nom \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.","La traduction la plus simple","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR Upscaling : reconstruire plus de pixels que vous n'en rendez",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR Upscaling rend le jeu à une résolution interne inférieure et reconstruit une sortie de résolution supérieure.",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"L'implémentation actuelle alimentée par l'apprentissage automatique dans le SDK FSR est FSR Upscaling 4.1.1. AMD indique qu'elle est entraînée sur des captures de jeu de haute qualité et utilise une accélération dédiée par apprentissage automatique sur les GPU Radeon pris en charge.",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"Le compromis de performance important reste familier : le GPU effectue moins de travail de rendu de pixels conventionnel, puis consacre une plus petite quantité de calcul à reconstruire l'image finale.",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"Génération d'images FSR : augmenter les FPS affichés sans rendre chaque image de manière traditionnelle",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"La génération d'images FSR est une étape distincte. Elle prédit les images intermédiaires entre celles rendues de manière traditionnelle.",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"Le SDK Redstone actuel inclut la génération d'images FSR 4.0.1 alimentée par l'IA aux côtés de l'ancienne méthode analytique de génération d'images FSR 3.x.",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"Cette distinction est importante lorsqu'on lit un compteur de performance. Une fois les images générées incluses, les FPS affichés et les FPS rendus de manière conventionnelle ne sont plus le même nombre.",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"Régénération de rayons FSR : le débruitage devient une reconstruction neuronale",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"Le ray tracing est coûteux car chaque échantillon de rayon supplémentaire coûte du temps GPU. Le ray tracing en temps réel traditionnel utilise donc des échantillons relativement clairsemés, puis débruite le résultat.",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"La régénération de rayons FSR remplace une partie de ce processus de reconstruction par l'apprentissage automatique. AMD la décrit comme déduisant et restaurant les détails de ray tracing de pleine qualité à partir d'échantillons clairsemés.",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"Le SDK actuel répertorie la régénération de rayons FSR 1.2.0.",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"La régénération de rayons tente d'extraire un meilleur signal final à partir d'un budget de rayons limité. L'objectif est d'améliorer la qualité sans payer le même résultat entièrement avec des échantillons de rayons conventionnels supplémentaires.","Ce n'est pas simplement « plus de ray tracing »",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"Mise en cache de radiance FSR : apprendre le champ d'éclairage",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"La mise en cache de radiance s'attaque à un problème différent : l'éclairage indirect.",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"L'éclairage global demande comment la lumière rebondit à travers une scène. Calculer suffisamment de rayons indirects en temps réel est coûteux.",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD décrit la mise en cache de radiance FSR comme un système qui apprend et prédit dynamiquement comment la lumière se propage à travers la scène. Dans le SDK actuel, elle reste une préversion technique 0.9.",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"La carte d'indépendance des fonctionnalités",{"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","Mise à l'échelle",{"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","Génération d'images",{"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","Régénération de rayons",{"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","Mise en cache de radiance",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","Ne jugez pas toutes les fonctionnalités FSR avec la même métrique","table",[734,737,740],{"id":735,"label":736},"input","Entrée\u002Fproblème principal",{"id":738,"label":739},"output","Ce qu'elle change",{"id":741,"label":742},"measure","Ce qu'il faut mesurer","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"Pourquoi AMD a séparé les noms",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"Le nouveau nommage rend les comparaisons techniques plus précises.",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"Un jeu peut prendre en charge la mise à l'échelle FSR mais pas la génération de frames ML. Un autre peut ajouter la régénération de rayons mais laisser le cache de radiance désactivé. Dire simplement « ce jeu dispose du FSR » ne suffit plus.",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"Pour les utilisateurs, la bonne question devient : quelle fonctionnalité FSR, quelle implémentation et sur quel matériel ?",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"La prise en charge matérielle n'est pas identique dans toute la suite",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"C'est une autre raison pour laquelle l'étiquette générique peut être trompeuse.",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"Le tableau de compatibilité public actuel d'AMD répertorie l'ensemble complet des fonctionnalités Redstone autour du matériel de la série Radeon RX 9000, tandis que la mise à l'échelle FSR basée sur le ML s'est étendue aux GPU de la série Radeon RX 7000.",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"La mise à jour du SDK FSR 2.3 de GPUOpen a spécifiquement ajouté la prise en charge de la mise à l'échelle FSR 4.1.1 pour les GPU discrets RDNA 3. Le même SDK met également à jour la génération de frames ML et la régénération de rayons pour la pile Redstone actuelle.",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"La prise en charge dépend de \u003Cstrong>la fonctionnalité, de l'intégration au jeu, de la génération de GPU, de l'API et du pilote\u003C\u002Fstrong>.","Ne lisez pas « FSR pris en charge » comme « toutes les fonctionnalités Redstone prises en charge »","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"Les mises à niveau côté pilote rendent les numéros de version encore plus déroutants",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"Le SDK FSR 2.3 ajoute une capacité inhabituelle : les jeux pris en charge peuvent recevoir des versions plus récentes de la technologie ML via les mises à jour du pilote AMD Software sans attendre un correctif complet du jeu dans tous les cas.",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD indique que les jeux éligibles FSR 3.1 et ultérieurs peuvent être mis à niveau vers la mise à l'échelle FSR alimentée par ML sur les GPU RX 9000 et RX 7000 pris en charge. Les intégrations éligibles de génération de frames FSR 3.1.4 peuvent également recevoir la génération de frames alimentée par ML sur les GPU RX 9000 pris en charge.",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"Cela signifie que l'étiquette de l'option graphique dans un jeu peut ne plus indiquer la version complète de l'implémentation réellement exécutée en dessous.",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"Le test d'identification 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. Identifiez la fonctionnalité","Mise à l'échelle, génération de frames, régénération de rayons ou cache de radiance ?",{"label":810,"description":811},"2. Identifiez l'implémentation","Chemin Redstone alimenté par ML ou ancien chemin FSR analytique ?",{"label":813,"description":814},"3. Identifiez le matériel","RX 9000, RX 7000 ou une autre famille de GPU prise en charge ?",{"label":816,"description":817},"4. Vérifiez le comportement du pilote","AMD Software pourrait-il fournir une implémentation ML plus récente que l'intégration d'origine du jeu ?",{"label":819,"description":820},"5. Séparez les FPS rendus et générés","N'utilisez pas un seul chiffre de FPS final pour décrire à la fois le rendu conventionnel et la génération de frames.",{"label":822,"description":823},"6. Mesurez le bon mode de défaillance","Les artefacts de mise à l'échelle, le rythme des frames générées, la reconstruction des rayons et la stabilité de l'IG sont des problèmes différents.","Avant de comparer les performances FSR, identifiez ce qui est réellement activé",{"id":826,"data":827,"type":568},"h-architecture",{"text":828,"level":47},"Redstone est vraiment une architecture, pas un préréglage",{"id":830,"data":831,"type":544},"p-arch-1",{"text":832},"Considérer Redstone comme « un réglage Ultra plus rapide » passe à côté de l'essentiel.",{"id":834,"data":835,"type":544},"p-arch-2",{"text":836},"C'est un ensemble d'endroits où l'apprentissage automatique peut remplacer ou augmenter des étapes coûteuses du pipeline de rendu.",{"id":838,"data":839,"type":603},"render-path",{"steps":840,"title":855,"orientation":602},[841,844,846,849,852],{"label":842,"description":843},"Le jeu rend la scène","Les informations de géométrie, de matériaux, de mouvement et d'éclairage sont produites par le moteur.",{"label":719,"description":845},"Les informations éparses de lancer de rayons peuvent être reconstruites en un signal d'éclairage plus propre.",{"label":847,"description":848},"Cache de radiance","L'éclairage indirect peut être estimé à partir du comportement appris de la lumière de la scène lorsque cela est pris en charge.",{"label":850,"description":851},"Mise à l'échelle FSR","L'image à résolution inférieure est reconstruite à la résolution de sortie.",{"label":853,"description":854},"Génération de frames FSR","Des frames supplémentaires peuvent être insérées dans le flux affiché.","Un chemin de rendu Redstone simplifié",{"id":857,"data":858,"type":544},"p-arch-3",{"text":859},"L'ordre exact et les détails d'intégration dépendent du moteur de jeu, mais le point important est que chaque fonctionnalité neuronale s'adresse à un centre de coût différent.",{"id":861,"data":862,"type":568},"h-reviews",{"text":863,"level":47},"Pourquoi cela compte pour les tests de GPU",{"id":865,"data":866,"type":544},"p-review-1",{"text":867},"Un benchmark qui indique simplement « FSR activé » devient de moins en moins informatif.",{"id":869,"data":870,"type":544},"p-review-2",{"text":871},"Un test utile devrait identifier le mode de mise à l'échelle, si la génération de frames est active, si la régénération de rayons est active, l'architecture du GPU et la version logicielle.",{"id":873,"data":874,"type":544},"p-review-3",{"text":875},"Sinon, deux graphiques peuvent tous deux indiquer FSR tout en mesurant des pipelines de rendu sensiblement différents.",{"id":877,"data":878,"type":568},"h-shipping",{"text":879,"level":47},"Qu'est-ce qui est déjà disponible dans les jeux ?",{"id":881,"data":882,"type":544},"p-ship-1",{"text":883},"AMD déclare que Crimson Desert a été le premier jeu à être livré avec à la fois FSR Upscaling 4.1 et FSR Ray Regeneration 1.1 en mars 2026.",{"id":885,"data":886,"type":544},"p-ship-2",{"text":887},"Le SDK plus large a continué d'évoluer depuis. Dans la version actuelle 2.3, AMD liste Upscaling 4.1.1, Frame Generation 4.0.1 et Ray Regeneration 1.2.0, avec Radiance Caching toujours en aperçu technique.",{"id":889,"data":890,"type":568},"h-change",{"text":891,"level":47},"Qu'est-ce qui pourrait changer cette réponse ?",{"id":893,"data":894,"type":544},"p-change-1",{"text":895},"Les limites évolueront à mesure qu'AMD étend la prise en charge matérielle et fait passer les technologies en aperçu vers des versions de production.",{"id":897,"data":898,"type":544},"p-change-2",{"text":899},"Radiance Caching est la partie la moins stabilisée de la suite actuelle car elle reste un aperçu technique. Les futures versions du SDK pourraient modifier ses capacités, ses exigences d'intégration ou sa prise en charge matérielle.",{"id":901,"data":902,"type":544},"p-change-3",{"text":903},"Le modèle sous-jacent reste utile même si les numéros de version changent : identifiez d'abord l'étape de rendu, puis identifiez l'implémentation et la prise en charge matérielle.",{"id":905,"data":906,"type":568},"h-limit",{"text":907,"level":47},"Limites",{"id":909,"data":910,"type":544},"p-limit-1",{"text":911},"Cet article décrit le SDK FSR public actuel d'AMD et les recommandations de compatibilité en date de septembre 2026. Les mises à jour de pilotes et les versions du SDK peuvent modifier rapidement les versions prises en charge.",{"id":913,"data":914,"type":544},"p-limit-2",{"text":915},"Les affirmations d'AMD concernant les performances et la qualité d'image sont des mesures du fabricant. Des tests indépendants jeu par jeu restent nécessaires pour déterminer comment chaque fonctionnalité se comporte dans un titre spécifique.",{"id":917,"data":918,"type":568},"h-conclusion",{"text":919,"level":47},"Conclusion",{"id":921,"data":922,"type":544},"p-conc-1",{"text":923},"La façon la plus simple de comprendre FSR Redstone est d'arrêter de considérer FSR comme un simple interrupteur.",{"id":925,"data":926,"type":544},"p-conc-2",{"text":927},"FSR Upscaling reconstruit la résolution. FSR Frame Generation ajoute des images affichées. FSR Ray Regeneration reconstruit les détails du ray tracing. FSR Radiance Caching apprend l'éclairage indirect.",{"id":929,"data":930,"type":544},"p-conc-3",{"text":931},"Ils partagent l'égide Redstone, mais ils résolvent des problèmes différents, ont des limites de prise en charge différentes et doivent être mesurés différemment.",{"id":933,"data":934,"type":568},"h-faq",{"text":935,"level":47},"FAQ",{"id":937,"data":938,"type":937},"faq",{"items":939,"title":964},[940,944,948,952,956,960],{"id":941,"answer":942,"question":943},"faq1","Non. L'ancien upscaler FSR 4 s'appelle désormais FSR Upscaling. Redstone est la suite plus large contenant l'Upscaling, la Frame Generation, la Ray Regeneration et le Radiance Caching.","FSR Redstone est-il la même chose que FSR 4 ?",{"id":945,"answer":946,"question":947},"faq2","AMD a renommé l'upscaler ML en FSR Upscaling afin qu'il puisse être présenté séparément de la Frame Generation et des autres fonctionnalités Redstone.","Qu'est-il arrivé au nom FSR 4 ?",{"id":949,"answer":950,"question":951},"faq3","L'ensemble complet actuel des fonctionnalités ML de Redstone est centré sur le matériel de la série RX 9000, tandis que FSR Upscaling 4.1.1 s'est étendu aux GPU discrets de la série RX 7000. La prise en charge varie selon la fonctionnalité.","Redstone nécessite-t-il un GPU RX 9000 ?",{"id":953,"answer":954,"question":955},"faq4","C'est la technologie de reconstruction basée sur le ML d'AMD pour restaurer des détails ray-tracés de haute qualité à partir d'échantillons de rayons clairsemés.","Qu'est-ce que FSR Ray Regeneration ?",{"id":957,"answer":958,"question":959},"faq5","C'est une technologie d'éclairage neuronal d'AMD qui apprend et prédit comment la lumière indirecte se propage dans une scène. Dans le SDK actuel, elle reste un aperçu technique.","Qu'est-ce que FSR Radiance Caching ?",{"id":961,"answer":962,"question":963},"faq6","Pour les intégrations éligibles et les GPU Radeon pris en charge, AMD SDK 2.3 permet à certaines versions de la technologie FSR basée sur le ML d'être mises à jour via de futures versions du pilote AMD Software.","Le pilote peut-il mettre à niveau FSR sans patch de jeu ?","AMD FSR Redstone en clair",{"id":966,"data":967,"type":568},"h-glossary",{"text":968,"level":47},"Glossaire",{"id":970,"data":971,"type":970},"glossary",{"title":972,"entries":973},"Termes clés de FSR Redstone",[974,978,982,986,990,994,998],{"term":975,"anchor":976,"definition":977},"FSR Redstone","fsr-redstone","La suite globale d'AMD de technologies de rendu neuronal incluant l'Upscaling, la Frame Generation, la Ray Regeneration et le Radiance Caching.",{"term":979,"anchor":980,"definition":981},"FSR Upscaling","fsr-upscaling","Le nom actuel de la technologie de reconstruction haute résolution basée sur le ML d'AMD, précédemment connue sous le nom de FSR 4.",{"term":983,"anchor":984,"definition":985},"FSR Frame Generation","fsr-frame-generation","Technologie d'AMD qui prédit et insère des images supplémentaires entre les images rendues de manière conventionnelle.",{"term":987,"anchor":988,"definition":989},"FSR Ray Regeneration","fsr-ray-regeneration","Technologie ML d'AMD pour reconstruire les détails ray-tracés à partir d'échantillons de rayons clairsemés ou bruités.",{"term":991,"anchor":992,"definition":993},"FSR Radiance Caching","fsr-radiance-caching","Technologie d'AMD qui apprend et prédit la propagation de la lumière de scène pour un éclairage global en temps réel efficace.",{"term":995,"anchor":996,"definition":997},"Feature Independence Map","feature-independence-map","Un cadre Figure Rocks pour séparer chaque fonctionnalité FSR par son entrée, sa sortie et la métrique de performance correcte.",{"term":999,"anchor":1000,"definition":1001},"FSR Identification Test","fsr-identification-test","Une liste de contrôle Figure Rocks pour identifier quelle fonctionnalité FSR, version, chemin matériel et implémentation de pilote est réellement évaluée.",{"id":1003,"data":1004,"type":568},"h-sources",{"text":1005,"level":47},"Sources principales",{"id":1007,"data":1008,"type":1014},"src-amd-fsr-main",{"link":1009,"meta":1010},"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html",{"image":1011,"title":1012,"description":1013},{"url":13},"AMD — Technologies FSR","Présentation officielle d'AMD de la suite Redstone, de ses quatre fonctionnalités et de la compatibilité matérielle actuelle.","linkTool",{"id":1016,"data":1017,"type":1014},"src-gpuopen-sdk",{"link":1018,"meta":1019},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F",{"image":1020,"title":1021,"description":1022},{"url":13},"AMD GPUOpen — SDK FSR","Page officielle actuelle du SDK listant FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 et l'aperçu du Radiance Caching.",{"id":1024,"data":1025,"type":1014},"src-gpuopen-guidelines",{"link":1026,"meta":1027},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F",{"image":1028,"title":1029,"description":1030},{"url":13},"AMD GPUOpen — Directives de nommage FSR","Directives officielles de nommage d'AMD expliquant la transition de la marque FSR 4 vers FSR Upscaling et le nommage séparé de la Frame Generation.",{"id":1032,"data":1033,"type":1014},"src-gpuopen-redstone",{"link":1034,"meta":1035},"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F",{"image":1036,"title":1037,"description":1038},{"url":13},"AMD GPUOpen — FSR Redstone pour les développeurs","Présentation architecturale officielle du rendu neuronal Redstone, de ses quatre technologies et de ses objectifs de conception.",{"id":1040,"data":1041,"type":1014},"src-gpuopen-upscale",{"link":1042,"meta":1043},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F",{"image":1044,"title":1045,"description":1046},{"url":13},"AMD GPUOpen — FSR Upscaling","Page officielle actuelle de FSR Upscaling documentant la version 4.1.1 et la prise en charge de la série Radeon RX 7000.",{"id":1048,"data":1049,"type":1014},"src-gpuopen-framegen",{"link":1050,"meta":1051},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F",{"image":1052,"title":1053,"description":1054},{"url":13},"AMD GPUOpen — FSR Frame Generation","Page officielle actuelle de FSR Frame Generation documentant la version 4.0.1 alimentée par le ML et les API prises en charge.","2.31","La nomenclature des FSR d’AMD a changé parce que FSR n’est plus une seule fonctionnalité. Redstone est désormais une suite de rendu neuronal avec des technologies distinctes pour la mise à l’échelle, la génération d’images, la reconstruction par lancer de rayons et l’éclairage global appris.","\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":1065,"de":1066,"sr":1067,"es":1068,"fr":1069,"it":1070,"ru":1071,"zh":1072},"\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",[1074,1078,1082,1086,1090],{"id":1075,"name":1076,"slug":1077},251,"Flou et persistance","blur-and-persistence",{"id":1079,"name":1080,"slug":1081},253,"Rafraîchissement et clarté","refresh-and-clarity",{"id":1083,"name":1084,"slug":1085},252,"Overdrive et Smearing","overdrive-and-smearing",{"id":1087,"name":1088,"slug":1089},430,"Animal Crossing","animal-crossing",{"id":1091,"name":1092,"slug":1093},127,"Compatibilité des jeux","game-compatibility",{"id":392,"login":1095,"email":1096,"displayName":1097},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1099,1469],{"lang":8,"title":1100,"content":1101,"contentJson":1102,"excerpt":1468},"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":1103,"blocks":1104,"version":1467},1790377606190,[1105,1108,1112,1116,1119,1122,1125,1128,1131,1134,1146,1149,1152,1155,1158,1162,1165,1168,1171,1174,1177,1180,1183,1186,1189,1192,1195,1198,1202,1205,1208,1211,1214,1217,1240,1243,1246,1249,1252,1255,1258,1261,1264,1268,1271,1274,1277,1280,1283,1305,1308,1311,1314,1329,1332,1335,1338,1341,1344,1347,1350,1353,1356,1359,1362,1365,1368,1371,1374,1376,1379,1382,1385,1387,1409,1412,1430,1433,1439,1445,1451,1457,1462],{"id":541,"data":1106,"type":544},{"text":1107},"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":1109,"type":551},{"body":1110,"title":1111,"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":1113,"type":551},{"body":1114,"title":1115,"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":1117,"type":563},{"title":1118,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1120,"type":568},{"text":1121,"level":47},"The old mental model no longer works",{"id":570,"data":1123,"type":544},{"text":1124},"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":1126,"type":544},{"text":1127},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1129,"type":544},{"text":1130},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1132,"type":568},{"text":1133,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1135,"type":603},{"steps":1136,"title":1145,"orientation":602},[1137,1139,1141,1143],{"label":590,"description":1138},"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":593,"description":1140},"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":596,"description":1142},"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":599,"description":1144},"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":1147,"type":544},{"text":1148},"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":1150,"type":568},{"text":1151,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1153,"type":544},{"text":1154},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1156,"type":544},{"text":1157},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1159,"type":551},{"body":1160,"title":1161,"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":1163,"type":568},{"text":1164,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1166,"type":544},{"text":1167},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1169,"type":544},{"text":1170},"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":1172,"type":544},{"text":1173},"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":1175,"type":568},{"text":1176,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1178,"type":544},{"text":1179},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1181,"type":544},{"text":1182},"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":1184,"type":544},{"text":1185},"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":1187,"type":568},{"text":1188,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1190,"type":544},{"text":1191},"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":1193,"type":544},{"text":1194},"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":1196,"type":544},{"text":1197},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1199,"type":551},{"body":1200,"title":1201,"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":1203,"type":568},{"text":1204,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1206,"type":544},{"text":1207},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1209,"type":544},{"text":1210},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1212,"type":544},{"text":1213},"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":1215,"type":568},{"text":1216,"level":47},"The Feature Independence Map",{"id":700,"data":1218,"type":743},{"rows":1219,"title":1232,"layout":732,"columns":1233},[1220,1223,1226,1229],{"id":704,"label":1221,"values":1222},"Upscaling",{"input":707,"output":708,"measure":709},{"id":711,"label":1224,"values":1225},"Frame Generation",{"input":714,"output":715,"measure":716},{"id":718,"label":1227,"values":1228},"Ray Regeneration",{"input":721,"output":722,"measure":723},{"id":725,"label":1230,"values":1231},"Radiance Caching",{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1234,1236,1238],{"id":735,"label":1235},"Main input\u002Fproblem",{"id":738,"label":1237},"What it changes",{"id":741,"label":1239},"What to measure",{"id":745,"data":1241,"type":568},{"text":1242,"level":47},"Why AMD split the names",{"id":749,"data":1244,"type":544},{"text":1245},"The new naming makes technical comparisons more precise.",{"id":753,"data":1247,"type":544},{"text":1248},"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":1250,"type":544},{"text":1251},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1253,"type":568},{"text":1254,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1256,"type":544},{"text":1257},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1259,"type":544},{"text":1260},"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":1262,"type":544},{"text":1263},"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":1265,"type":551},{"body":1266,"title":1267,"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":1269,"type":568},{"text":1270,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1272,"type":544},{"text":1273},"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":1275,"type":544},{"text":1276},"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":1278,"type":544},{"text":1279},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1281,"type":568},{"text":1282,"level":47},"The FSR Identification Test",{"id":803,"data":1284,"type":603},{"steps":1285,"title":1304,"orientation":602},[1286,1289,1292,1295,1298,1301],{"label":1287,"description":1288},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1290,"description":1291},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1293,"description":1294},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1296,"description":1297},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1299,"description":1300},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1302,"description":1303},"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":1306,"type":568},{"text":1307,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1309,"type":544},{"text":1310},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1312,"type":544},{"text":1313},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1315,"type":603},{"steps":1316,"title":1328,"orientation":602},[1317,1320,1322,1324,1326],{"label":1318,"description":1319},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":1227,"description":1321},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":1230,"description":1323},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":979,"description":1325},"The lower-resolution image is reconstructed to the output resolution.",{"label":983,"description":1327},"Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":857,"data":1330,"type":544},{"text":1331},"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":861,"data":1333,"type":568},{"text":1334,"level":47},"Why this matters for GPU reviews",{"id":865,"data":1336,"type":544},{"text":1337},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":869,"data":1339,"type":544},{"text":1340},"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":873,"data":1342,"type":544},{"text":1343},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":877,"data":1345,"type":568},{"text":1346,"level":47},"What is already shipping in games?",{"id":881,"data":1348,"type":544},{"text":1349},"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":885,"data":1351,"type":544},{"text":1352},"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":889,"data":1354,"type":568},{"text":1355,"level":47},"What would change this answer?",{"id":893,"data":1357,"type":544},{"text":1358},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":897,"data":1360,"type":544},{"text":1361},"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":901,"data":1363,"type":544},{"text":1364},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":905,"data":1366,"type":568},{"text":1367,"level":47},"Limitations",{"id":909,"data":1369,"type":544},{"text":1370},"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":913,"data":1372,"type":544},{"text":1373},"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":917,"data":1375,"type":568},{"text":919,"level":47},{"id":921,"data":1377,"type":544},{"text":1378},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":925,"data":1380,"type":544},{"text":1381},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":929,"data":1383,"type":544},{"text":1384},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":933,"data":1386,"type":568},{"text":935,"level":47},{"id":937,"data":1388,"type":937},{"items":1389,"title":1408},[1390,1393,1396,1399,1402,1405],{"id":941,"answer":1391,"question":1392},"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.","Is FSR Redstone the same thing as FSR 4?",{"id":945,"answer":1394,"question":1395},"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.","What happened to the FSR 4 name?",{"id":949,"answer":1397,"question":1398},"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.","Does Redstone require an RX 9000 GPU?",{"id":953,"answer":1400,"question":1401},"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.","What is FSR Ray Regeneration?",{"id":957,"answer":1403,"question":1404},"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.","What is FSR Radiance Caching?",{"id":961,"answer":1406,"question":1407},"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.","Can the driver upgrade FSR without a game patch?","AMD FSR Redstone in plain English",{"id":966,"data":1410,"type":568},{"text":1411,"level":47},"Glossary",{"id":970,"data":1413,"type":970},{"title":1414,"entries":1415},"Key FSR Redstone terms",[1416,1418,1420,1422,1424,1426,1428],{"term":975,"anchor":976,"definition":1417},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":979,"anchor":980,"definition":1419},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":983,"anchor":984,"definition":1421},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":987,"anchor":988,"definition":1423},"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":991,"anchor":992,"definition":1425},"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":995,"anchor":996,"definition":1427},"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":999,"anchor":1000,"definition":1429},"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":1003,"data":1431,"type":568},{"text":1432,"level":47},"Primary sources",{"id":1007,"data":1434,"type":1014},{"link":1009,"meta":1435},{"image":1436,"title":1437,"description":1438},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1016,"data":1440,"type":1014},{"link":1018,"meta":1441},{"image":1442,"title":1443,"description":1444},{"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":1024,"data":1446,"type":1014},{"link":1026,"meta":1447},{"image":1448,"title":1449,"description":1450},{"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":1032,"data":1452,"type":1014},{"link":1034,"meta":1453},{"image":1454,"title":1455,"description":1456},{"url":13},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1040,"data":1458,"type":1014},{"link":1042,"meta":1459},{"image":1460,"title":1045,"description":1461},{"url":13},"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1048,"data":1463,"type":1014},{"link":1050,"meta":1464},{"image":1465,"title":1053,"description":1466},{"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":1470,"excerpt":1056},{"time":538,"blocks":1471,"version":1055},[1472,1474,1476,1478,1480,1482,1484,1486,1488,1490,1497,1499,1501,1503,1505,1507,1509,1511,1513,1515,1517,1519,1521,1523,1525,1527,1529,1531,1533,1535,1537,1539,1541,1543,1558,1560,1562,1564,1566,1568,1570,1572,1574,1576,1578,1580,1582,1584,1586,1595,1597,1599,1601,1609,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1633,1635,1637,1639,1641,1643,1645,1647,1649,1658,1660,1670,1672,1676,1680,1684,1688,1692],{"id":541,"data":1473,"type":544},{"text":543},{"id":546,"data":1475,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1477,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1479,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1481,"type":568},{"text":567,"level":47},{"id":570,"data":1483,"type":544},{"text":572},{"id":574,"data":1485,"type":544},{"text":576},{"id":578,"data":1487,"type":544},{"text":580},{"id":582,"data":1489,"type":568},{"text":584,"level":47},{"id":586,"data":1491,"type":603},{"steps":1492,"title":601,"orientation":602},[1493,1494,1495,1496],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"id":605,"data":1498,"type":544},{"text":607},{"id":609,"data":1500,"type":568},{"text":611,"level":47},{"id":613,"data":1502,"type":544},{"text":615},{"id":617,"data":1504,"type":544},{"text":619},{"id":621,"data":1506,"type":551},{"body":623,"title":624,"variant":625},{"id":627,"data":1508,"type":568},{"text":629,"level":47},{"id":631,"data":1510,"type":544},{"text":633},{"id":635,"data":1512,"type":544},{"text":637},{"id":639,"data":1514,"type":544},{"text":641},{"id":643,"data":1516,"type":568},{"text":645,"level":47},{"id":647,"data":1518,"type":544},{"text":649},{"id":651,"data":1520,"type":544},{"text":653},{"id":655,"data":1522,"type":544},{"text":657},{"id":659,"data":1524,"type":568},{"text":661,"level":47},{"id":663,"data":1526,"type":544},{"text":665},{"id":667,"data":1528,"type":544},{"text":669},{"id":671,"data":1530,"type":544},{"text":673},{"id":675,"data":1532,"type":551},{"body":677,"title":678,"variant":557},{"id":680,"data":1534,"type":568},{"text":682,"level":47},{"id":684,"data":1536,"type":544},{"text":686},{"id":688,"data":1538,"type":544},{"text":690},{"id":692,"data":1540,"type":544},{"text":694},{"id":696,"data":1542,"type":568},{"text":698,"level":47},{"id":700,"data":1544,"type":743},{"rows":1545,"title":731,"layout":732,"columns":1554},[1546,1548,1550,1552],{"id":704,"label":705,"values":1547},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1549},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1551},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1553},{"input":728,"output":729,"measure":730},[1555,1556,1557],{"id":735,"label":736},{"id":738,"label":739},{"id":741,"label":742},{"id":745,"data":1559,"type":568},{"text":747,"level":47},{"id":749,"data":1561,"type":544},{"text":751},{"id":753,"data":1563,"type":544},{"text":755},{"id":757,"data":1565,"type":544},{"text":759},{"id":761,"data":1567,"type":568},{"text":763,"level":47},{"id":765,"data":1569,"type":544},{"text":767},{"id":769,"data":1571,"type":544},{"text":771},{"id":773,"data":1573,"type":544},{"text":775},{"id":777,"data":1575,"type":551},{"body":779,"title":780,"variant":781},{"id":783,"data":1577,"type":568},{"text":785,"level":47},{"id":787,"data":1579,"type":544},{"text":789},{"id":791,"data":1581,"type":544},{"text":793},{"id":795,"data":1583,"type":544},{"text":797},{"id":799,"data":1585,"type":568},{"text":801,"level":47},{"id":803,"data":1587,"type":603},{"steps":1588,"title":824,"orientation":602},[1589,1590,1591,1592,1593,1594],{"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":1596,"type":568},{"text":828,"level":47},{"id":830,"data":1598,"type":544},{"text":832},{"id":834,"data":1600,"type":544},{"text":836},{"id":838,"data":1602,"type":603},{"steps":1603,"title":855,"orientation":602},[1604,1605,1606,1607,1608],{"label":842,"description":843},{"label":719,"description":845},{"label":847,"description":848},{"label":850,"description":851},{"label":853,"description":854},{"id":857,"data":1610,"type":544},{"text":859},{"id":861,"data":1612,"type":568},{"text":863,"level":47},{"id":865,"data":1614,"type":544},{"text":867},{"id":869,"data":1616,"type":544},{"text":871},{"id":873,"data":1618,"type":544},{"text":875},{"id":877,"data":1620,"type":568},{"text":879,"level":47},{"id":881,"data":1622,"type":544},{"text":883},{"id":885,"data":1624,"type":544},{"text":887},{"id":889,"data":1626,"type":568},{"text":891,"level":47},{"id":893,"data":1628,"type":544},{"text":895},{"id":897,"data":1630,"type":544},{"text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erfolgreich abgerufen",{"items":1698,"source":1772,"manualIds":1773,"manualMatchedIds":1774},[1699,1705,1711,1717,1723,1729,1735,1741,1747,1754,1760,1766],{"id":1700,"slug":1701,"title":1702,"excerpt":1703,"featuredImage":14,"publishedAt":1704},"413","tom-nook","Tom Nook","Au sein de la gamme de figurines amiibo Animal Crossing, l'amiibo Tom Nook représente l'un des personnages centraux de la série. La figurine est apparue lors de la première vague d'amiibo dédiés à Animal Crossing. La date de sortie a légèrement varié selon les régions, mais se situe globalement en novembre 2015. La figurine arbore les traits de Tom Nook, un personnage présent depuis les tout premiers titres d'Animal Crossing et dont le rôle a lentement évolué de commerçant à organisateur des infrastructures de la vie du village. L'amiibo fonctionne principalement comme une clé de personnage : le scanner place Tom Nook dans plusieurs jeux Nintendo compatibles, débloquant de petites interactions, du contenu de personnage ou des bonus thématiques.","2026-03-05T13:20:00.000Z",{"id":1706,"slug":1707,"title":1708,"excerpt":1709,"featuredImage":14,"publishedAt":1710},"393","isabelle-winter-outfit","Isabelle - Winter Outfit","L'amiibo Marie – Tenue d'hiver de la collection Super Smash Bros. représente une version saisonnière de l'un des personnages de soutien les plus reconnaissables de Nintendo. Cette figurine n'introduit pas de nouveau personnage, mais elle présente sous un nouveau jour un personnage déjà établi. La valeur ajoutée réside principalement dans sa compatibilité fonctionnelle avec plusieurs consoles Nintendo et dans son interprétation physique de Marie lors d'un moment saisonnier spécifique dans l'univers d'Animal Crossing.","2026-02-23T01:00:00.000Z",{"id":1712,"slug":1713,"title":1714,"excerpt":1715,"featuredImage":14,"publishedAt":1716},"421","kicks","Kicks","L'amiibo Blaise appartient à la gamme de figurines amiibo Animal Crossing sortie lors du début de l'expansion de l'écosystème de figurines NFC de Nintendo. Comme les autres personnages de cette série, la figurine fonctionne comme une clé physique qui se connecte aux jeux Nintendo compatibles via le NFC. Lorsqu'il est scanné, l'amiibo lie le personnage Blaise à différents systèmes en jeu. Sa valeur pratique est simple : il permet aux joueurs d'accéder à des interactions spécifiques au personnage, de petits déblocages ou du contenu thématique selon le titre pris en charge.","2026-03-06T15:31:00.000Z",{"id":1718,"slug":1719,"title":1720,"excerpt":1721,"featuredImage":14,"publishedAt":1722},"415","reese","Reese","L'amiibo de Risette appartient à la série de figurines amiibo Nintendo Animal Crossing et représente l'un des commerçants de l'économie de la ville dans les jeux Animal Crossing. Comme pour les autres figurines de cette gamme, la valeur réside moins dans l'objet en plastique lui-même que dans la puce NFC située à l'intérieur du socle. Lorsqu'elle est scannée avec des consoles Nintendo compatibles, la figurine déclenche de petites interactions en jeu, débloque des apparences de personnages ou permet d'accéder à des dialogues et des objets supplémentaires selon le titre.","2026-03-06T09:00:00.000Z",{"id":1724,"slug":1725,"title":1726,"excerpt":1727,"featuredImage":14,"publishedAt":1728},"416","cyrus","Cyrus","L'amiibo Serge appartient à la gamme de figurines amiibo Animal Crossing sortie durant la période où Nintendo a étendu la série aux figurines NFC physiques. Il sert de pont entre la figurine en plastique et les jeux Nintendo compatibles. Lorsqu'il est scanné, le personnage stocké dans la puce NFC devient accessible dans le jeu. La valeur pratique de la figurine réside dans l'activation d'interactions et de contenus liés à Serge qui resteraient autrement cachés ou plus difficiles d'accès.","2026-03-06T08:32:00.000Z",{"id":1730,"slug":1731,"title":1732,"excerpt":1733,"featuredImage":14,"publishedAt":1734},"370","isabelle-73","Isabelle - numéro 73","L'amiibo Marie de la collection Super Smash Bros. représente le personnage d'Animal Crossing tel qu'il apparaît dans Super Smash Bros. Ultimate. En tant qu'élément de la gamme Smash, sa principale valeur ajoutée réside dans sa fonctionnalité au sein des jeux compatibles, notamment grâce au stockage des données de combattant et aux déblocages liés au personnage. Il s'agit d'une figurine NFC fonctionnelle, et non d'un objet décoratif doté de mécanismes cachés. La technologie intégrée permet l'interaction des données là où elle est prise en charge.","2026-02-22T15:25:00.000Z",{"id":1736,"slug":1737,"title":1738,"excerpt":1739,"featuredImage":14,"publishedAt":1740},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Réglage de l'overdrive : la méthode propre pour réduire le flou sans ghosting","L'Overdrive peut améliorer la clarté ou ajouter des halos disgracieux. Utilisez cette méthode simple pour choisir le réglage intermédiaire net qui réduit le flou sans artefacts de ghosting.","2026-02-21T03:30:00.000Z",{"id":1742,"slug":1743,"title":1744,"excerpt":1745,"featuredImage":14,"publishedAt":1746},"423","kapp-n","Kapp’n","L’amiibo Amiral appartient à la collection de figurines amiibo Animal Crossing sortie lors de la première vague de figurines liée à la série. Comme les autres figurines de cette collection, il contient une petite puce NFC qui relie l’objet physique à plusieurs jeux Nintendo. Scanner la figurine active du contenu lié au personnage. La valeur pratique de la figurine réside principalement dans la possibilité d’appeler Amiral dans les titres compatibles et de débloquer de petits éléments de contenu thématique liés à son rôle dans la série.","2026-03-06T15:42:00.000Z",{"id":1748,"slug":1749,"title":1750,"excerpt":1751,"featuredImage":1752,"publishedAt":1753},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally montre pourquoi les coéquipiers IA ont besoin de deux cerveaux : des réflexes rapides et un raisonnement lent","Un modèle de langage peut comprendre les tactiques et l'intention des joueurs, mais il ne devrait pas contrôler directement chaque mouvement et chaque réaction de combat. PUBG Ally présente une architecture plus pratique : un contrôle rapide par arbre de comportement pour les actions réflexes, combiné à un petit modèle de langage pour la planification, la coordination et la conversation naturelle.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T16:51:00.000Z",{"id":1755,"slug":1756,"title":1757,"excerpt":1758,"featuredImage":14,"publishedAt":1759},"419","celeste","Celeste","L'amiibo Céleste appartient à la gamme de figurines amiibo Animal Crossing sortie lors de la première vague de figurines dédiées à l'univers d'Animal Crossing. Comme les autres figurines de cette collection, il fonctionne comme un petit support NFC connecté à l'écosystème amiibo de Nintendo. Lorsqu'elle est scannée, la figurine lie le personnage de Céleste aux jeux compatibles. La valeur de l'amiibo réside principalement dans le fait de permettre des apparitions du personnage et de petites interactions de jeu qui n'apparaissent autrement que dans des circonstances spécifiques.","2026-03-06T14:42:00.000Z",{"id":1761,"slug":1762,"title":1763,"excerpt":1764,"featuredImage":14,"publishedAt":1765},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Clarté du mouvement : pourquoi le flou se produit et les solutions qui fonctionnent vraiment","Le flou de mouvement n'est pas seulement un réglage — c'est le timing plus la persistance. Apprenez l'ordre pratique : le bon mode, le bon rafraîchissement, puis les quelques correctifs de netteté qui comptent.","2026-02-20T11:00:00.000Z",{"id":1767,"slug":1768,"title":1769,"excerpt":1770,"featuredImage":14,"publishedAt":1771},"420","resetti","Resetti","L'amiibo Resetti appartient à la gamme de figurines amiibo Animal Crossing lancée lors de la première phase d'expansion des figurines de personnages basées sur la technologie NFC de Nintendo. Comme les autres de cette série, la figurine fonctionne comme une représentation physique d'un personnage associée à une petite puce NFC qui communique avec les consoles Nintendo compatibles. Lorsqu'elle est scannée, la figurine lie le personnage de M. Resetti aux jeux compatibles et débloque de petites interactions ou des apparitions du personnage liées à son rôle dans l'univers d'Animal Crossing.","2026-03-06T13:59:00.000Z","fallback",[],[]]