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FSR \"Redstone\" è ora una suite: upscaling, generazione di frame, rigenerazione dei raggi e radiance caching sono tecnologie separate che risolvono problemi di rendering diversi.\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\">Risposta diretta\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR &quot;Redstone&quot; non è semplicemente una nuova versione del vecchio upscaler FSR.\u003C\u002Fstrong> È una suite di neural rendering con funzionalità separate per ricostruzione, frame generati, ricostruzione ray-tracing e illuminazione appresa.\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\">Perché la denominazione è cambiata\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD ha rinominato il precedente upscaler FSR 4 in \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> e ora identifica la generazione di frame separatamente come \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. L&#39;obiettivo è rendere identificabile ogni singola funzionalità di rendering.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenuti\">\u003Cstrong class=\"editorjs-toc__title\">Contenuti\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\">Il vecchio modello mentale non funziona più\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Il quartetto di neural rendering Redstone\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 non è scomparso — il nome è cambiato\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR Upscaling: ricostruisci più pixel di quanti ne renderizzi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">FSR Frame Generation: aumentare gli FPS visualizzati senza renderizzare ogni frame in modo tradizionale\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">FSR Ray Regeneration: il denoising diventa ricostruzione neurale\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">FSR Radiance Caching: apprendere il campo di illuminazione\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">La mappa di indipendenza delle funzionalità\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Perché AMD ha separato i nomi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">Il supporto hardware non è identico in tutta la suite\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Gli aggiornamenti lato driver rendono i numeri di versione ancora più confusi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Il test di identificazione FSR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone è in realtà un&#39;architettura, non un preset\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Perché questo è importante per le recensioni delle GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Cosa è già disponibile nei giochi?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Cosa potrebbe cambiare questa risposta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Limitazioni\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Conclusione\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\">Glossario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Fonti primarie\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Il vecchio modello mentale non funziona più\u003C\u002Fh2>\n\u003Cp>Le discussioni precedenti su FSR spesso trattavano il numero di versione come se descrivesse una singola tecnologia principale. Ciò è diventato scomodo quando AMD ha aggiunto upscaling con machine learning, generazione di frame con machine learning, ricostruzione neurale dei raggi e tecnologia di illuminazione globale appresa.\u003C\u002Fp>\n\u003Cp>Ora AMD usa FSR come nome ombrello e assegna a ogni effetto di rendering principale il proprio nome di prodotto.\u003C\u002Fp>\n\u003Cp>Questo è utile perché abilitare una funzionalità FSR non significa automaticamente che tutte le altre siano abilitate.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Il quartetto di neural rendering Redstone\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quattro compiti diversi all'interno di 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\">Ricostruisce un'immagine a risoluzione più alta da un frame renderizzato a risoluzione inferiore utilizzando il machine learning.\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\">Prevede e inserisce frame aggiuntivi tra i frame renderizzati per aumentare il frame rate visualizzato.\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\">Utilizza il machine learning per ricostruire dettagli ray-tracing di qualità completa da campioni di raggi sparsi.\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\">Apprende e prevede come la luce si propaga attraverso una scena per ridurre il costo dell'illuminazione globale in tempo reale.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Queste funzionalità possono lavorare insieme, ma non sono intercambiabili. Una modifica la ricostruzione della risoluzione, una modifica l'output dei frame, una modifica la ricostruzione del segnale ray-tracing e una modifica il modo in cui viene stimata l'illuminazione indiretta.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 non è scomparso — il nome è cambiato\u003C\u002Fh2>\n\u003Cp>Le linee guida di denominazione di AMD mappano esplicitamente il precedente AMD FidelityFX Super Resolution 4 al nuovo nome FSR Upscaling.\u003C\u002Fp>\n\u003Cp>La generazione di frame è ora identificata separatamente invece di essere raggruppata concettualmente sotto la stessa etichetta FSR numerata.\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 traduzione più semplice\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Vecchio linguaggio: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Linguaggio attuale: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La generazione di frame è ora presentata separatamente come \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR Upscaling: ricostruisci più pixel di quanti ne renderizzi\u003C\u002Fh2>\n\u003Cp>FSR Upscaling renderizza il gioco a una risoluzione interna inferiore e ricostruisce un output a risoluzione più alta.\u003C\u002Fp>\n\u003Cp>L'attuale implementazione basata su ML nell'FSR SDK è FSR Upscaling 4.1.1. AMD afferma che è addestrata su catture di gioco di alta qualità e utilizza un'accelerazione dedicata al machine learning sulle GPU Radeon supportate.\u003C\u002Fp>\n\u003Cp>Il compromesso importante sulle prestazioni rimane familiare: la GPU esegue meno lavoro di rendering convenzionale dei pixel, poi spende una quantità minore di calcolo per ricostruire l'immagine finale.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">FSR Frame Generation: aumentare gli FPS visualizzati senza renderizzare ogni frame in modo tradizionale\u003C\u002Fh2>\n\u003Cp>FSR Frame Generation è una fase separata. Prevede frame intermedi tra quelli renderizzati tradizionalmente.\u003C\u002Fp>\n\u003Cp>L'attuale Redstone SDK include FSR Frame Generation 4.0.1 basato su ML insieme al percorso di generazione frame analitico precedente FSR 3.x.\u003C\u002Fp>\n\u003Cp>Questa distinzione è importante quando si legge un contatore delle prestazioni. Una volta inclusi i frame generati, gli FPS visualizzati e gli FPS renderizzati convenzionalmente non sono più lo stesso numero.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">FSR Ray Regeneration: il denoising diventa ricostruzione neurale\u003C\u002Fh2>\n\u003Cp>Il ray tracing è costoso perché ogni campione di raggio aggiuntivo costa tempo GPU. Il ray tracing tradizionale in tempo reale utilizza quindi campioni relativamente radi e poi esegue il denoising del risultato.\u003C\u002Fp>\n\u003Cp>FSR Ray Regeneration sostituisce parte di quel processo di ricostruzione con il machine learning. AMD lo descrive come l'inferenza e il ripristino di dettagli ray-traced di piena qualità da campioni radi.\u003C\u002Fp>\n\u003Cp>L'attuale SDK elenca FSR Ray Regeneration 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\">Questo non è semplicemente &quot;più ray tracing&quot;\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Ray Regeneration cerca di estrarre un segnale finale migliore da un budget di raggi limitato. L&#39;obiettivo è migliorare la qualità senza pagare per lo stesso risultato interamente con campioni di raggi convenzionali aggiuntivi.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">FSR Radiance Caching: apprendere il campo di illuminazione\u003C\u002Fh2>\n\u003Cp>Radiance Caching affronta un problema diverso: l'illuminazione indiretta.\u003C\u002Fp>\n\u003Cp>L'illuminazione globale si chiede come la luce rimbalza attraverso una scena. Calcolare abbastanza raggi indiretti in tempo reale è costoso.\u003C\u002Fp>\n\u003Cp>AMD descrive FSR Radiance Caching come un sistema che apprende e prevede dinamicamente come la luce si propaga attraverso la scena. Nell'attuale SDK rimane un'anteprima tecnica 0.9.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">La mappa di indipendenza delle funzionalità\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Non giudicare tutte le funzionalità FSR con la stessa metrica\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\">Input\u002Fproblema principale\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\">Cosa cambia\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Cosa misurare\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Upscaling\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Lower-resolution rendered image\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Higher-resolution reconstructed image\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Image quality, temporal stability, GPU cost\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Rendered frames + motion\u002Fhistory data\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Additional displayed frames\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Displayed FPS, pacing, latency, artifacts\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Ray Regeneration\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Sparse\u002Fnoisy ray-traced signal\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Reconstructed ray-traced detail\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Lighting\u002Freflection quality, temporal stability, performance\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Radiance Caching\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Scene-light transport information\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Predicted indirect illumination\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">GI quality, temporal stability, compute savings\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-35\">Perché AMD ha separato i nomi\u003C\u002Fh2>\n\u003Cp>La nuova denominazione rende i confronti tecnici più precisi.\u003C\u002Fp>\n\u003Cp>Un gioco potrebbe supportare l'FSR Upscaling ma non la ML Frame Generation. Un altro potrebbe aggiungere la Ray Regeneration ma lasciare la Radiance Caching disabilitata. Dire solo \"questo gioco ha FSR\" non è più sufficiente.\u003C\u002Fp>\n\u003Cp>Per gli utenti, la domanda corretta diventa: quale funzionalità FSR, quale implementazione e su quale hardware?\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">Il supporto hardware non è identico in tutta la suite\u003C\u002Fh2>\n\u003Cp>Questo è un altro motivo per cui l'etichetta ombrello può essere fuorviante.\u003C\u002Fp>\n\u003Cp>L'attuale tabella di compatibilità pubblica di AMD elenca il set completo di funzionalità Redstone intorno all'hardware della serie Radeon RX 9000, mentre l'FSR Upscaling basato su ML si è esteso alle GPU della serie Radeon RX 7000.\u003C\u002Fp>\n\u003Cp>L'aggiornamento FSR SDK 2.3 di GPUOpen ha specificamente aggiunto il supporto FSR Upscaling 4.1.1 per le GPU discrete RDNA 3. Lo stesso SDK aggiorna anche ML Frame Generation e Ray Regeneration per l'attuale stack Redstone.\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\">Non interpretare &quot;FSR supportato&quot; come &quot;tutte le funzionalità Redstone supportate&quot;\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Il supporto dipende da \u003Cstrong>funzionalità, integrazione nel gioco, generazione GPU, API e percorso del driver\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">Gli aggiornamenti lato driver rendono i numeri di versione ancora più confusi\u003C\u002Fh2>\n\u003Cp>FSR SDK 2.3 aggiunge una capacità insolita: i giochi supportati possono ricevere versioni più recenti della tecnologia ML tramite aggiornamenti del driver AMD Software senza attendere in ogni caso una patch completa del gioco.\u003C\u002Fp>\n\u003Cp>AMD afferma che i giochi idonei con FSR 3.1 e successivi possono essere aggiornati all'FSR Upscaling basato su ML su GPU RX 9000 e RX 7000 supportate. Anche le integrazioni idonee di frame-generation FSR 3.1.4 possono ricevere la Frame Generation basata su ML su GPU RX 9000 supportate.\u003C\u002Fp>\n\u003Cp>Ciò significa che l'etichetta dell'opzione grafica all'interno di un gioco potrebbe non indicare più la versione completa dell'implementazione effettivamente in esecuzione.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Il test di identificazione FSR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Prima di confrontare le prestazioni FSR, identifica cosa è effettivamente abilitato\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Identifica la funzionalità\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Upscaling, Frame Generation, Ray Regeneration o Radiance Caching?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Identifica l'implementazione\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Percorso Redstone basato su ML o percorso FSR analitico più vecchio?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Identifica l'hardware\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">RX 9000, RX 7000 o un'altra famiglia di GPU supportata?\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. Controlla il comportamento del driver\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">AMD Software potrebbe fornire un'implementazione ML più recente rispetto all'integrazione originale del gioco?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Separa gli FPS renderizzati e generati\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Non usare un unico numero finale di FPS per descrivere sia il rendering convenzionale che la generazione di frame.\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. Misura la modalità di errore corretta\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Artefatti di upscaling, pacing dei frame generati, ricostruzione dei raggi e stabilità della GI sono problemi diversi.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone è in realtà un'architettura, non un preset\u003C\u002Fh2>\n\u003Cp>Pensare a Redstone come a \"un'impostazione Ultra più veloce\" manca il punto.\u003C\u002Fp>\n\u003Cp>È una raccolta di punti in cui il machine learning può sostituire o aumentare fasi costose della pipeline di rendering.\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Un percorso di rendering Redstone semplificato\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\">Il gioco renderizza la scena\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Geometria, materiali, movimento e informazioni di illuminazione sono prodotti dal motore.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Ray Regeneration\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le informazioni sparse di ray tracing possono essere ricostruite in un segnale di illuminazione più pulito.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Radiance Caching\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'illuminazione indiretta può essere stimata dal comportamento appreso della luce della scena, dove supportato.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">FSR Upscaling\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'immagine a risoluzione inferiore viene ricostruita alla risoluzione di output.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">FSR Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Frame aggiuntivi possono essere inseriti nel flusso visualizzato.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>L'ordine esatto e i dettagli di integrazione dipendono dal motore di gioco, ma il punto importante è che ogni funzionalità neurale affronta un diverso centro di costo.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Perché questo è importante per le recensioni delle GPU\u003C\u002Fh2>\n\u003Cp>Un benchmark che si limita a dire \"FSR On\" sta diventando sempre meno informativo.\u003C\u002Fp>\n\u003Cp>Un test utile dovrebbe identificare la modalità di upscaling, se la Frame Generation è attiva, se la Ray Regeneration è attiva, l'architettura della GPU e la versione del software.\u003C\u002Fp>\n\u003Cp>Altrimenti due grafici possono entrambi riportare FSR pur misurando pipeline di rendering sostanzialmente diverse.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Cosa è già disponibile nei giochi?\u003C\u002Fh2>\n\u003Cp>AMD afferma che Crimson Desert è stato il primo gioco a essere distribuito con FSR Upscaling 4.1 e FSR Ray Regeneration 1.1 a marzo 2026.\u003C\u002Fp>\n\u003Cp>L'SDK più ampio ha continuato a evolversi da allora. Con l'attuale versione 2.3, AMD elenca Upscaling 4.1.1, Frame Generation 4.0.1 e Ray Regeneration 1.2.0, con Radiance Caching ancora in anteprima tecnica.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Cosa potrebbe cambiare questa risposta?\u003C\u002Fh2>\n\u003Cp>I confini si sposteranno man mano che AMD espande il supporto hardware e promuove le tecnologie in anteprima a rilasci di produzione.\u003C\u002Fp>\n\u003Cp>Radiance Caching è la parte meno definita dell'attuale suite perché rimane un'anteprima tecnica. Le future versioni dell'SDK potrebbero cambiarne le capacità, i requisiti di integrazione o il supporto hardware.\u003C\u002Fp>\n\u003Cp>Il modello di fondo rimane utile anche se i numeri di versione cambiano: identificare prima la fase di rendering, poi l'implementazione e il supporto hardware.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Limitazioni\u003C\u002Fh2>\n\u003Cp>Questo articolo descrive l'attuale SDK FSR pubblico di AMD e le linee guida sulla compatibilità a settembre 2026. Gli aggiornamenti dei driver e le versioni dell'SDK possono cambiare rapidamente le versioni supportate.\u003C\u002Fp>\n\u003Cp>Le dichiarazioni sulle prestazioni e sulla qualità dell'immagine da parte di AMD sono misurazioni del produttore. Sono ancora necessari test indipendenti gioco per gioco per determinare come ciascuna funzionalità si comporta in un titolo specifico.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Conclusione\u003C\u002Fh2>\n\u003Cp>Il modo più semplice per capire FSR Redstone è smettere di pensare a FSR come a un unico interruttore.\u003C\u002Fp>\n\u003Cp>FSR Upscaling ricostruisce la risoluzione. FSR Frame Generation aggiunge fotogrammi visualizzati. FSR Ray Regeneration ricostruisce i dettagli del ray tracing. FSR Radiance Caching apprende l'illuminazione indiretta.\u003C\u002Fp>\n\u003Cp>Condividono l'ombrello Redstone, ma risolvono problemi diversi, hanno confini di supporto diversi e dovrebbero essere misurati in modo diverso.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">AMD FSR Redstone in parole semplici\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 è la stessa cosa di FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Il precedente upscaler FSR 4 ora si chiama FSR Upscaling. Redstone è la suite più ampia che comprende Upscaling, Frame Generation, Ray Regeneration e 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\">Che fine ha fatto il nome FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD ha rinominato l&#39;upscaler ML in FSR Upscaling in modo che possa essere presentato separatamente da Frame Generation e dalle altre funzionalità 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 richiede una GPU RX 9000?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">L&#39;attuale set completo di funzionalità ML di Redstone è incentrato sull&#39;hardware della serie RX 9000, mentre FSR Upscaling 4.1.1 si è esteso alle GPU discrete della serie RX 7000. Il supporto varia in base alla funzionalità.\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\">Cos&#39;è FSR Ray Regeneration?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">È la tecnologia di ricostruzione basata su ML di AMD per ripristinare dettagli ray-tracing di alta qualità da campioni di raggi sparsi.\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\">Cos&#39;è FSR Radiance Caching?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">È una tecnologia di illuminazione neurale di AMD che apprende e prevede come la luce indiretta si propaga attraverso una scena. Nell&#39;attuale SDK rimane un&#39;anteprima tecnica.\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\">Il driver può aggiornare FSR senza una patch del gioco?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Per integrazioni idonee e GPU Radeon supportate, AMD SDK 2.3 consente ad alcune versioni della tecnologia FSR basata su ML di essere aggiornate tramite future versioni del driver AMD Software.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Glossario\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\">Termini chiave di 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 ombrello di AMD di tecnologie di rendering neurale che include Upscaling, Frame Generation, Ray Regeneration e 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\">Il nome attuale della tecnologia di ricostruzione ad alta risoluzione basata su ML di AMD, precedentemente nota come 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\">Tecnologia AMD che prevede e inserisce frame aggiuntivi tra frame renderizzati convenzionalmente.\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\">Tecnologia ML di AMD per ricostruire dettagli ray-tracing da campioni di raggi sparsi o rumorosi.\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\">Tecnologia AMD che apprende e prevede la propagazione della luce nella scena per un'illuminazione globale in tempo reale efficiente.\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 framework di Figure Rocks per separare ciascuna funzionalità FSR in base al suo input, output e metrica di prestazioni corretta.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-identification-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Identification Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Una checklist di Figure Rocks per identificare quale funzionalità FSR, versione, percorso hardware e implementazione del driver viene effettivamente sottoposta a benchmark.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Fonti primarie\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 — Tecnologie FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Panoramica ufficiale di AMD sulla suite Redstone, le sue quattro funzionalità e la compatibilità hardware attuale.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Pagina ufficiale dell&#39;SDK attuale che elenca FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 e l&#39;anteprima di 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 — Linee guida per la denominazione FSR\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Linee guida ufficiali di AMD sulla denominazione che spiegano la transizione dal branding FSR 4 a FSR Upscaling e la denominazione separata di 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 per sviluppatori\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Panoramica architetturale ufficiale del rendering neurale Redstone, delle sue quattro tecnologie e degli obiettivi di progettazione.\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\">Pagina ufficiale attuale di FSR Upscaling che documenta la versione 4.1.1 e il supporto per la serie Radeon RX 7000.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD GPUOpen — FSR Frame Generation\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Pagina ufficiale attuale di FSR Frame Generation che documenta la versione 4.0.1 basata su ML e le API supportate.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1052},1790377860275,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,855,859,863,867,871,875,879,883,887,891,895,899,903,907,911,915,919,923,927,931,935,964,968,999,1003,1012,1020,1028,1036,1044],{"id":541,"data":542,"type":544},"intro",{"text":543},"Se pensi ancora che \"FSR 4\" sia una singola funzionalità grafica, la denominazione AMD del 2026 ti confonderà. FSR \"Redstone\" è ora una suite: upscaling, generazione di frame, rigenerazione dei raggi e radiance caching sono tecnologie separate che risolvono problemi di rendering diversi.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR \"Redstone\" non è semplicemente una nuova versione del vecchio upscaler FSR.\u003C\u002Fstrong> È una suite di neural rendering con funzionalità separate per ricostruzione, frame generati, ricostruzione ray-tracing e illuminazione appresa.","Risposta diretta","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD ha rinominato il precedente upscaler FSR 4 in \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> e ora identifica la generazione di frame separatamente come \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. L'obiettivo è rendere identificabile ogni singola funzionalità di rendering.","Perché la denominazione è cambiata","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenuti",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"Il vecchio modello mentale non funziona più","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"Le discussioni precedenti su FSR spesso trattavano il numero di versione come se descrivesse una singola tecnologia principale. Ciò è diventato scomodo quando AMD ha aggiunto upscaling con machine learning, generazione di frame con machine learning, ricostruzione neurale dei raggi e tecnologia di illuminazione globale appresa.",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"Ora AMD usa FSR come nome ombrello e assegna a ogni effetto di rendering principale il proprio nome di prodotto.",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"Questo è utile perché abilitare una funzionalità FSR non significa automaticamente che tutte le altre siano abilitate.",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"Il quartetto di neural rendering 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","Ricostruisce un'immagine a risoluzione più alta da un frame renderizzato a risoluzione inferiore utilizzando il machine learning.",{"label":593,"description":594},"2. FSR Frame Generation","Prevede e inserisce frame aggiuntivi tra i frame renderizzati per aumentare il frame rate visualizzato.",{"label":596,"description":597},"3. FSR Ray Regeneration","Utilizza il machine learning per ricostruire dettagli ray-tracing di qualità completa da campioni di raggi sparsi.",{"label":599,"description":600},"4. FSR Radiance Caching","Apprende e prevede come la luce si propaga attraverso una scena per ridurre il costo dell'illuminazione globale in tempo reale.","Quattro compiti diversi all'interno di FSR Redstone","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"Queste funzionalità possono lavorare insieme, ma non sono intercambiabili. Una modifica la ricostruzione della risoluzione, una modifica l'output dei frame, una modifica la ricostruzione del segnale ray-tracing e una modifica il modo in cui viene stimata l'illuminazione indiretta.",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 non è scomparso — il nome è cambiato",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"Le linee guida di denominazione di AMD mappano esplicitamente il precedente AMD FidelityFX Super Resolution 4 al nuovo nome FSR Upscaling.",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"La generazione di frame è ora identificata separatamente invece di essere raggruppata concettualmente sotto la stessa etichetta FSR numerata.",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"Vecchio linguaggio: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Linguaggio attuale: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>La generazione di frame è ora presentata separatamente come \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.","La traduzione più semplice","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR Upscaling: ricostruisci più pixel di quanti ne renderizzi",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR Upscaling renderizza il gioco a una risoluzione interna inferiore e ricostruisce un output a risoluzione più alta.",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"L'attuale implementazione basata su ML nell'FSR SDK è FSR Upscaling 4.1.1. AMD afferma che è addestrata su catture di gioco di alta qualità e utilizza un'accelerazione dedicata al machine learning sulle GPU Radeon supportate.",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"Il compromesso importante sulle prestazioni rimane familiare: la GPU esegue meno lavoro di rendering convenzionale dei pixel, poi spende una quantità minore di calcolo per ricostruire l'immagine finale.",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"FSR Frame Generation: aumentare gli FPS visualizzati senza renderizzare ogni frame in modo tradizionale",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"FSR Frame Generation è una fase separata. Prevede frame intermedi tra quelli renderizzati tradizionalmente.",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"L'attuale Redstone SDK include FSR Frame Generation 4.0.1 basato su ML insieme al percorso di generazione frame analitico precedente FSR 3.x.",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"Questa distinzione è importante quando si legge un contatore delle prestazioni. Una volta inclusi i frame generati, gli FPS visualizzati e gli FPS renderizzati convenzionalmente non sono più lo stesso numero.",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"FSR Ray Regeneration: il denoising diventa ricostruzione neurale",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"Il ray tracing è costoso perché ogni campione di raggio aggiuntivo costa tempo GPU. Il ray tracing tradizionale in tempo reale utilizza quindi campioni relativamente radi e poi esegue il denoising del risultato.",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"FSR Ray Regeneration sostituisce parte di quel processo di ricostruzione con il machine learning. AMD lo descrive come l'inferenza e il ripristino di dettagli ray-traced di piena qualità da campioni radi.",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"L'attuale SDK elenca FSR Ray Regeneration 1.2.0.",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"Ray Regeneration cerca di estrarre un segnale finale migliore da un budget di raggi limitato. L'obiettivo è migliorare la qualità senza pagare per lo stesso risultato interamente con campioni di raggi convenzionali aggiuntivi.","Questo non è semplicemente \"più ray tracing\"",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"FSR Radiance Caching: apprendere il campo di illuminazione",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"Radiance Caching affronta un problema diverso: l'illuminazione indiretta.",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"L'illuminazione globale si chiede come la luce rimbalza attraverso una scena. Calcolare abbastanza raggi indiretti in tempo reale è costoso.",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD descrive FSR Radiance Caching come un sistema che apprende e prevede dinamicamente come la luce si propaga attraverso la scena. Nell'attuale SDK rimane un'anteprima tecnica 0.9.",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"La mappa di indipendenza delle funzionalità",{"id":700,"data":701,"type":743},"feature-map",{"rows":702,"title":731,"layout":732,"columns":733},[703,710,717,724],{"id":704,"label":705,"values":706},"upscale","Upscaling",{"input":707,"output":708,"measure":709},"Lower-resolution rendered image","Higher-resolution reconstructed image","Image quality, temporal stability, GPU cost",{"id":711,"label":712,"values":713},"framegen","Frame Generation",{"input":714,"output":715,"measure":716},"Rendered frames + motion\u002Fhistory data","Additional displayed frames","Displayed FPS, pacing, latency, artifacts",{"id":718,"label":719,"values":720},"ray","Ray Regeneration",{"input":721,"output":722,"measure":723},"Sparse\u002Fnoisy ray-traced signal","Reconstructed ray-traced detail","Lighting\u002Freflection quality, temporal stability, performance",{"id":725,"label":726,"values":727},"radiance","Radiance Caching",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","Non giudicare tutte le funzionalità FSR con la stessa metrica","table",[734,737,740],{"id":735,"label":736},"input","Input\u002Fproblema principale",{"id":738,"label":739},"output","Cosa cambia",{"id":741,"label":742},"measure","Cosa misurare","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"Perché AMD ha separato i nomi",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"La nuova denominazione rende i confronti tecnici più precisi.",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"Un gioco potrebbe supportare l'FSR Upscaling ma non la ML Frame Generation. Un altro potrebbe aggiungere la Ray Regeneration ma lasciare la Radiance Caching disabilitata. Dire solo \"questo gioco ha FSR\" non è più sufficiente.",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"Per gli utenti, la domanda corretta diventa: quale funzionalità FSR, quale implementazione e su quale hardware?",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"Il supporto hardware non è identico in tutta la suite",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"Questo è un altro motivo per cui l'etichetta ombrello può essere fuorviante.",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"L'attuale tabella di compatibilità pubblica di AMD elenca il set completo di funzionalità Redstone intorno all'hardware della serie Radeon RX 9000, mentre l'FSR Upscaling basato su ML si è esteso alle GPU della serie Radeon RX 7000.",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"L'aggiornamento FSR SDK 2.3 di GPUOpen ha specificamente aggiunto il supporto FSR Upscaling 4.1.1 per le GPU discrete RDNA 3. Lo stesso SDK aggiorna anche ML Frame Generation e Ray Regeneration per l'attuale stack Redstone.",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"Il supporto dipende da \u003Cstrong>funzionalità, integrazione nel gioco, generazione GPU, API e percorso del driver\u003C\u002Fstrong>.","Non interpretare \"FSR supportato\" come \"tutte le funzionalità Redstone supportate\"","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"Gli aggiornamenti lato driver rendono i numeri di versione ancora più confusi",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"FSR SDK 2.3 aggiunge una capacità insolita: i giochi supportati possono ricevere versioni più recenti della tecnologia ML tramite aggiornamenti del driver AMD Software senza attendere in ogni caso una patch completa del gioco.",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD afferma che i giochi idonei con FSR 3.1 e successivi possono essere aggiornati all'FSR Upscaling basato su ML su GPU RX 9000 e RX 7000 supportate. Anche le integrazioni idonee di frame-generation FSR 3.1.4 possono ricevere la Frame Generation basata su ML su GPU RX 9000 supportate.",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"Ciò significa che l'etichetta dell'opzione grafica all'interno di un gioco potrebbe non indicare più la versione completa dell'implementazione effettivamente in esecuzione.",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"Il test di identificazione FSR",{"id":803,"data":804,"type":603},"id-test",{"steps":805,"title":824,"orientation":602},[806,809,812,815,818,821],{"label":807,"description":808},"1. Identifica la funzionalità","Upscaling, Frame Generation, Ray Regeneration o Radiance Caching?",{"label":810,"description":811},"2. Identifica l'implementazione","Percorso Redstone basato su ML o percorso FSR analitico più vecchio?",{"label":813,"description":814},"3. Identifica l'hardware","RX 9000, RX 7000 o un'altra famiglia di GPU supportata?",{"label":816,"description":817},"4. Controlla il comportamento del driver","AMD Software potrebbe fornire un'implementazione ML più recente rispetto all'integrazione originale del gioco?",{"label":819,"description":820},"5. Separa gli FPS renderizzati e generati","Non usare un unico numero finale di FPS per descrivere sia il rendering convenzionale che la generazione di frame.",{"label":822,"description":823},"6. Misura la modalità di errore corretta","Artefatti di upscaling, pacing dei frame generati, ricostruzione dei raggi e stabilità della GI sono problemi diversi.","Prima di confrontare le prestazioni FSR, identifica cosa è effettivamente abilitato",{"id":826,"data":827,"type":568},"h-architecture",{"text":828,"level":47},"Redstone è in realtà un'architettura, non un preset",{"id":830,"data":831,"type":544},"p-arch-1",{"text":832},"Pensare a Redstone come a \"un'impostazione Ultra più veloce\" manca il punto.",{"id":834,"data":835,"type":544},"p-arch-2",{"text":836},"È una raccolta di punti in cui il machine learning può sostituire o aumentare fasi costose della pipeline di rendering.",{"id":838,"data":839,"type":603},"render-path",{"steps":840,"title":854,"orientation":602},[841,844,846,848,851],{"label":842,"description":843},"Il gioco renderizza la scena","Geometria, materiali, movimento e informazioni di illuminazione sono prodotti dal motore.",{"label":719,"description":845},"Le informazioni sparse di ray tracing possono essere ricostruite in un segnale di illuminazione più pulito.",{"label":726,"description":847},"L'illuminazione indiretta può essere stimata dal comportamento appreso della luce della scena, dove supportato.",{"label":849,"description":850},"FSR Upscaling","L'immagine a risoluzione inferiore viene ricostruita alla risoluzione di output.",{"label":852,"description":853},"FSR Frame Generation","Frame aggiuntivi possono essere inseriti nel flusso visualizzato.","Un percorso di rendering Redstone semplificato",{"id":856,"data":857,"type":544},"p-arch-3",{"text":858},"L'ordine esatto e i dettagli di integrazione dipendono dal motore di gioco, ma il punto importante è che ogni funzionalità neurale affronta un diverso centro di costo.",{"id":860,"data":861,"type":568},"h-reviews",{"text":862,"level":47},"Perché questo è importante per le recensioni delle GPU",{"id":864,"data":865,"type":544},"p-review-1",{"text":866},"Un benchmark che si limita a dire \"FSR On\" sta diventando sempre meno informativo.",{"id":868,"data":869,"type":544},"p-review-2",{"text":870},"Un test utile dovrebbe identificare la modalità di upscaling, se la Frame Generation è attiva, se la Ray Regeneration è attiva, l'architettura della GPU e la versione del software.",{"id":872,"data":873,"type":544},"p-review-3",{"text":874},"Altrimenti due grafici possono entrambi riportare FSR pur misurando pipeline di rendering sostanzialmente diverse.",{"id":876,"data":877,"type":568},"h-shipping",{"text":878,"level":47},"Cosa è già disponibile nei giochi?",{"id":880,"data":881,"type":544},"p-ship-1",{"text":882},"AMD afferma che Crimson Desert è stato il primo gioco a essere distribuito con FSR Upscaling 4.1 e FSR Ray Regeneration 1.1 a marzo 2026.",{"id":884,"data":885,"type":544},"p-ship-2",{"text":886},"L'SDK più ampio ha continuato a evolversi da allora. Con l'attuale versione 2.3, AMD elenca Upscaling 4.1.1, Frame Generation 4.0.1 e Ray Regeneration 1.2.0, con Radiance Caching ancora in anteprima tecnica.",{"id":888,"data":889,"type":568},"h-change",{"text":890,"level":47},"Cosa potrebbe cambiare questa risposta?",{"id":892,"data":893,"type":544},"p-change-1",{"text":894},"I confini si sposteranno man mano che AMD espande il supporto hardware e promuove le tecnologie in anteprima a rilasci di produzione.",{"id":896,"data":897,"type":544},"p-change-2",{"text":898},"Radiance Caching è la parte meno definita dell'attuale suite perché rimane un'anteprima tecnica. Le future versioni dell'SDK potrebbero cambiarne le capacità, i requisiti di integrazione o il supporto hardware.",{"id":900,"data":901,"type":544},"p-change-3",{"text":902},"Il modello di fondo rimane utile anche se i numeri di versione cambiano: identificare prima la fase di rendering, poi l'implementazione e il supporto hardware.",{"id":904,"data":905,"type":568},"h-limit",{"text":906,"level":47},"Limitazioni",{"id":908,"data":909,"type":544},"p-limit-1",{"text":910},"Questo articolo descrive l'attuale SDK FSR pubblico di AMD e le linee guida sulla compatibilità a settembre 2026. Gli aggiornamenti dei driver e le versioni dell'SDK possono cambiare rapidamente le versioni supportate.",{"id":912,"data":913,"type":544},"p-limit-2",{"text":914},"Le dichiarazioni sulle prestazioni e sulla qualità dell'immagine da parte di AMD sono misurazioni del produttore. Sono ancora necessari test indipendenti gioco per gioco per determinare come ciascuna funzionalità si comporta in un titolo specifico.",{"id":916,"data":917,"type":568},"h-conclusion",{"text":918,"level":47},"Conclusione",{"id":920,"data":921,"type":544},"p-conc-1",{"text":922},"Il modo più semplice per capire FSR Redstone è smettere di pensare a FSR come a un unico interruttore.",{"id":924,"data":925,"type":544},"p-conc-2",{"text":926},"FSR Upscaling ricostruisce la risoluzione. FSR Frame Generation aggiunge fotogrammi visualizzati. FSR Ray Regeneration ricostruisce i dettagli del ray tracing. FSR Radiance Caching apprende l'illuminazione indiretta.",{"id":928,"data":929,"type":544},"p-conc-3",{"text":930},"Condividono l'ombrello Redstone, ma risolvono problemi diversi, hanno confini di supporto diversi e dovrebbero essere misurati in modo diverso.",{"id":932,"data":933,"type":568},"h-faq",{"text":934,"level":47},"FAQ",{"id":936,"data":937,"type":936},"faq",{"items":938,"title":963},[939,943,947,951,955,959],{"id":940,"answer":941,"question":942},"faq1","No. Il precedente upscaler FSR 4 ora si chiama FSR Upscaling. Redstone è la suite più ampia che comprende Upscaling, Frame Generation, Ray Regeneration e Radiance Caching.","FSR Redstone è la stessa cosa di FSR 4?",{"id":944,"answer":945,"question":946},"faq2","AMD ha rinominato l'upscaler ML in FSR Upscaling in modo che possa essere presentato separatamente da Frame Generation e dalle altre funzionalità Redstone.","Che fine ha fatto il nome FSR 4?",{"id":948,"answer":949,"question":950},"faq3","L'attuale set completo di funzionalità ML di Redstone è incentrato sull'hardware della serie RX 9000, mentre FSR Upscaling 4.1.1 si è esteso alle GPU discrete della serie RX 7000. Il supporto varia in base alla funzionalità.","Redstone richiede una GPU RX 9000?",{"id":952,"answer":953,"question":954},"faq4","È la tecnologia di ricostruzione basata su ML di AMD per ripristinare dettagli ray-tracing di alta qualità da campioni di raggi sparsi.","Cos'è FSR Ray Regeneration?",{"id":956,"answer":957,"question":958},"faq5","È una tecnologia di illuminazione neurale di AMD che apprende e prevede come la luce indiretta si propaga attraverso una scena. Nell'attuale SDK rimane un'anteprima tecnica.","Cos'è FSR Radiance Caching?",{"id":960,"answer":961,"question":962},"faq6","Per integrazioni idonee e GPU Radeon supportate, AMD SDK 2.3 consente ad alcune versioni della tecnologia FSR basata su ML di essere aggiornate tramite future versioni del driver AMD Software.","Il driver può aggiornare FSR senza una patch del gioco?","AMD FSR Redstone in parole semplici",{"id":965,"data":966,"type":568},"h-glossary",{"text":967,"level":47},"Glossario",{"id":969,"data":970,"type":969},"glossary",{"title":971,"entries":972},"Termini chiave di FSR Redstone",[973,977,980,983,987,991,995],{"term":974,"anchor":975,"definition":976},"FSR Redstone","fsr-redstone","La suite ombrello di AMD di tecnologie di rendering neurale che include Upscaling, Frame Generation, Ray Regeneration e Radiance Caching.",{"term":849,"anchor":978,"definition":979},"fsr-upscaling","Il nome attuale della tecnologia di ricostruzione ad alta risoluzione basata su ML di AMD, precedentemente nota come FSR 4.",{"term":852,"anchor":981,"definition":982},"fsr-frame-generation","Tecnologia AMD che prevede e inserisce frame aggiuntivi tra frame renderizzati convenzionalmente.",{"term":984,"anchor":985,"definition":986},"FSR Ray Regeneration","fsr-ray-regeneration","Tecnologia ML di AMD per ricostruire dettagli ray-tracing da campioni di raggi sparsi o rumorosi.",{"term":988,"anchor":989,"definition":990},"FSR Radiance Caching","fsr-radiance-caching","Tecnologia AMD che apprende e prevede la propagazione della luce nella scena per un'illuminazione globale in tempo reale efficiente.",{"term":992,"anchor":993,"definition":994},"Feature Independence Map","feature-independence-map","Un framework di Figure Rocks per separare ciascuna funzionalità FSR in base al suo input, output e metrica di prestazioni corretta.",{"term":996,"anchor":997,"definition":998},"FSR Identification Test","fsr-identification-test","Una checklist di Figure Rocks per identificare quale funzionalità FSR, versione, percorso hardware e implementazione del driver viene effettivamente sottoposta a benchmark.",{"id":1000,"data":1001,"type":568},"h-sources",{"text":1002,"level":47},"Fonti primarie",{"id":1004,"data":1005,"type":1011},"src-amd-fsr-main",{"link":1006,"meta":1007},"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html",{"image":1008,"title":1009,"description":1010},{"url":13},"AMD — Tecnologie FSR","Panoramica ufficiale di AMD sulla suite Redstone, le sue quattro funzionalità e la compatibilità hardware attuale.","linkTool",{"id":1013,"data":1014,"type":1011},"src-gpuopen-sdk",{"link":1015,"meta":1016},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F",{"image":1017,"title":1018,"description":1019},{"url":13},"AMD GPUOpen — FSR SDK","Pagina ufficiale dell'SDK attuale che elenca FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 e l'anteprima di Radiance Caching.",{"id":1021,"data":1022,"type":1011},"src-gpuopen-guidelines",{"link":1023,"meta":1024},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F",{"image":1025,"title":1026,"description":1027},{"url":13},"AMD GPUOpen — Linee guida per la denominazione FSR","Linee guida ufficiali di AMD sulla denominazione che spiegano la transizione dal branding FSR 4 a FSR Upscaling e la denominazione separata di Frame Generation.",{"id":1029,"data":1030,"type":1011},"src-gpuopen-redstone",{"link":1031,"meta":1032},"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F",{"image":1033,"title":1034,"description":1035},{"url":13},"AMD GPUOpen — FSR Redstone per sviluppatori","Panoramica architetturale ufficiale del rendering neurale Redstone, delle sue quattro tecnologie e degli obiettivi di progettazione.",{"id":1037,"data":1038,"type":1011},"src-gpuopen-upscale",{"link":1039,"meta":1040},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F",{"image":1041,"title":1042,"description":1043},{"url":13},"AMD GPUOpen — FSR Upscaling","Pagina ufficiale attuale di FSR Upscaling che documenta la versione 4.1.1 e il supporto per la serie Radeon RX 7000.",{"id":1045,"data":1046,"type":1011},"src-gpuopen-framegen",{"link":1047,"meta":1048},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F",{"image":1049,"title":1050,"description":1051},{"url":13},"AMD GPUOpen — FSR Frame Generation","Pagina ufficiale attuale di FSR Frame Generation che documenta la versione 4.0.1 basata su ML e le API supportate.","2.31","La denominazione FSR di AMD è cambiata perché FSR non è più una singola funzionalità. Redstone è ora una suite di rendering neurale con tecnologie separate per l'upscaling, la generazione di frame, la ricostruzione ray-tracing e l'illuminazione globale appresa.","\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":1062,"de":1063,"sr":1064,"es":1065,"fr":1066,"it":1067,"ru":1068,"zh":1069},"\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",[1071,1075,1079,1083,1087],{"id":1072,"name":1073,"slug":1074},251,"Sfocatura e persistenza","blur-and-persistence",{"id":1076,"name":1077,"slug":1078},253,"Frequenza di aggiornamento e chiarezza","refresh-and-clarity",{"id":1080,"name":1081,"slug":1082},252,"Overdrive e Smearing","overdrive-and-smearing",{"id":1084,"name":1085,"slug":1086},430,"Animal Crossing","animal-crossing",{"id":1088,"name":1089,"slug":1090},127,"Compatibilità dei giochi","game-compatibility",{"id":392,"login":1092,"email":1093,"displayName":1094},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1096,1462],{"lang":8,"title":1097,"content":1098,"contentJson":1099,"excerpt":1461},"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":1100,"blocks":1101,"version":1460},1790377606190,[1102,1105,1109,1113,1116,1119,1122,1125,1128,1131,1143,1146,1149,1152,1155,1159,1162,1165,1168,1171,1174,1177,1180,1183,1186,1189,1192,1195,1199,1202,1205,1208,1211,1214,1233,1236,1239,1242,1245,1248,1251,1254,1257,1261,1264,1267,1270,1273,1276,1298,1301,1304,1307,1322,1325,1328,1331,1334,1337,1340,1343,1346,1349,1352,1355,1358,1361,1364,1367,1370,1373,1376,1379,1381,1403,1406,1424,1427,1433,1438,1444,1450,1455],{"id":541,"data":1103,"type":544},{"text":1104},"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":1106,"type":551},{"body":1107,"title":1108,"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":1110,"type":551},{"body":1111,"title":1112,"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":1114,"type":563},{"title":1115,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1117,"type":568},{"text":1118,"level":47},"The old mental model no longer works",{"id":570,"data":1120,"type":544},{"text":1121},"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":1123,"type":544},{"text":1124},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1126,"type":544},{"text":1127},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1129,"type":568},{"text":1130,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1132,"type":603},{"steps":1133,"title":1142,"orientation":602},[1134,1136,1138,1140],{"label":590,"description":1135},"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":593,"description":1137},"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":596,"description":1139},"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":599,"description":1141},"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":1144,"type":544},{"text":1145},"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":1147,"type":568},{"text":1148,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1150,"type":544},{"text":1151},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1153,"type":544},{"text":1154},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1156,"type":551},{"body":1157,"title":1158,"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":1160,"type":568},{"text":1161,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1163,"type":544},{"text":1164},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1166,"type":544},{"text":1167},"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":1169,"type":544},{"text":1170},"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":1172,"type":568},{"text":1173,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1175,"type":544},{"text":1176},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1178,"type":544},{"text":1179},"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":1181,"type":544},{"text":1182},"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":1184,"type":568},{"text":1185,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1187,"type":544},{"text":1188},"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":1190,"type":544},{"text":1191},"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":1193,"type":544},{"text":1194},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1196,"type":551},{"body":1197,"title":1198,"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":1200,"type":568},{"text":1201,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1203,"type":544},{"text":1204},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1206,"type":544},{"text":1207},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1209,"type":544},{"text":1210},"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":1212,"type":568},{"text":1213,"level":47},"The Feature Independence Map",{"id":700,"data":1215,"type":743},{"rows":1216,"title":1225,"layout":732,"columns":1226},[1217,1219,1221,1223],{"id":704,"label":705,"values":1218},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1220},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1222},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1224},{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1227,1229,1231],{"id":735,"label":1228},"Main input\u002Fproblem",{"id":738,"label":1230},"What it changes",{"id":741,"label":1232},"What to measure",{"id":745,"data":1234,"type":568},{"text":1235,"level":47},"Why AMD split the names",{"id":749,"data":1237,"type":544},{"text":1238},"The new naming makes technical comparisons more precise.",{"id":753,"data":1240,"type":544},{"text":1241},"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":1243,"type":544},{"text":1244},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1246,"type":568},{"text":1247,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1249,"type":544},{"text":1250},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1252,"type":544},{"text":1253},"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":1255,"type":544},{"text":1256},"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":1258,"type":551},{"body":1259,"title":1260,"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":1262,"type":568},{"text":1263,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1265,"type":544},{"text":1266},"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":1268,"type":544},{"text":1269},"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":1271,"type":544},{"text":1272},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1274,"type":568},{"text":1275,"level":47},"The FSR Identification Test",{"id":803,"data":1277,"type":603},{"steps":1278,"title":1297,"orientation":602},[1279,1282,1285,1288,1291,1294],{"label":1280,"description":1281},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1283,"description":1284},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1286,"description":1287},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1289,"description":1290},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1292,"description":1293},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1295,"description":1296},"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":1299,"type":568},{"text":1300,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1302,"type":544},{"text":1303},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1305,"type":544},{"text":1306},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1308,"type":603},{"steps":1309,"title":1321,"orientation":602},[1310,1313,1315,1317,1319],{"label":1311,"description":1312},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":719,"description":1314},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":726,"description":1316},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":849,"description":1318},"The lower-resolution image is reconstructed to the output resolution.",{"label":852,"description":1320},"Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":856,"data":1323,"type":544},{"text":1324},"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.",{"id":860,"data":1326,"type":568},{"text":1327,"level":47},"Why this matters for GPU reviews",{"id":864,"data":1329,"type":544},{"text":1330},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":868,"data":1332,"type":544},{"text":1333},"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.",{"id":872,"data":1335,"type":544},{"text":1336},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":876,"data":1338,"type":568},{"text":1339,"level":47},"What is already shipping in games?",{"id":880,"data":1341,"type":544},{"text":1342},"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.",{"id":884,"data":1344,"type":544},{"text":1345},"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.",{"id":888,"data":1347,"type":568},{"text":1348,"level":47},"What would change this answer?",{"id":892,"data":1350,"type":544},{"text":1351},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":896,"data":1353,"type":544},{"text":1354},"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.",{"id":900,"data":1356,"type":544},{"text":1357},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":904,"data":1359,"type":568},{"text":1360,"level":47},"Limitations",{"id":908,"data":1362,"type":544},{"text":1363},"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.",{"id":912,"data":1365,"type":544},{"text":1366},"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.",{"id":916,"data":1368,"type":568},{"text":1369,"level":47},"Conclusion",{"id":920,"data":1371,"type":544},{"text":1372},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":924,"data":1374,"type":544},{"text":1375},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":928,"data":1377,"type":544},{"text":1378},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":932,"data":1380,"type":568},{"text":934,"level":47},{"id":936,"data":1382,"type":936},{"items":1383,"title":1402},[1384,1387,1390,1393,1396,1399],{"id":940,"answer":1385,"question":1386},"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.","Is FSR Redstone the same thing as FSR 4?",{"id":944,"answer":1388,"question":1389},"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.","What happened to the FSR 4 name?",{"id":948,"answer":1391,"question":1392},"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.","Does Redstone require an RX 9000 GPU?",{"id":952,"answer":1394,"question":1395},"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.","What is FSR Ray Regeneration?",{"id":956,"answer":1397,"question":1398},"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.","What is FSR Radiance Caching?",{"id":960,"answer":1400,"question":1401},"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.","Can the driver upgrade FSR without a game patch?","AMD FSR Redstone in plain English",{"id":965,"data":1404,"type":568},{"text":1405,"level":47},"Glossary",{"id":969,"data":1407,"type":969},{"title":1408,"entries":1409},"Key FSR Redstone terms",[1410,1412,1414,1416,1418,1420,1422],{"term":974,"anchor":975,"definition":1411},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":849,"anchor":978,"definition":1413},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":852,"anchor":981,"definition":1415},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":984,"anchor":985,"definition":1417},"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":988,"anchor":989,"definition":1419},"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":992,"anchor":993,"definition":1421},"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":996,"anchor":997,"definition":1423},"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":1000,"data":1425,"type":568},{"text":1426,"level":47},"Primary sources",{"id":1004,"data":1428,"type":1011},{"link":1006,"meta":1429},{"image":1430,"title":1431,"description":1432},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1013,"data":1434,"type":1011},{"link":1015,"meta":1435},{"image":1436,"title":1018,"description":1437},{"url":13},"Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.",{"id":1021,"data":1439,"type":1011},{"link":1023,"meta":1440},{"image":1441,"title":1442,"description":1443},{"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":1029,"data":1445,"type":1011},{"link":1031,"meta":1446},{"image":1447,"title":1448,"description":1449},{"url":13},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1037,"data":1451,"type":1011},{"link":1039,"meta":1452},{"image":1453,"title":1042,"description":1454},{"url":13},"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1045,"data":1456,"type":1011},{"link":1047,"meta":1457},{"image":1458,"title":1050,"description":1459},{"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":1463,"excerpt":1053},{"time":538,"blocks":1464,"version":1052},[1465,1467,1469,1471,1473,1475,1477,1479,1481,1483,1490,1492,1494,1496,1498,1500,1502,1504,1506,1508,1510,1512,1514,1516,1518,1520,1522,1524,1526,1528,1530,1532,1534,1536,1551,1553,1555,1557,1559,1561,1563,1565,1567,1569,1571,1573,1575,1577,1579,1588,1590,1592,1594,1602,1604,1606,1608,1610,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1634,1636,1638,1640,1642,1651,1653,1663,1665,1669,1673,1677,1681,1685],{"id":541,"data":1466,"type":544},{"text":543},{"id":546,"data":1468,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1470,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1472,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1474,"type":568},{"text":567,"level":47},{"id":570,"data":1476,"type":544},{"text":572},{"id":574,"data":1478,"type":544},{"text":576},{"id":578,"data":1480,"type":544},{"text":580},{"id":582,"data":1482,"type":568},{"text":584,"level":47},{"id":586,"data":1484,"type":603},{"steps":1485,"title":601,"orientation":602},[1486,1487,1488,1489],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"id":605,"data":1491,"type":544},{"text":607},{"id":609,"data":1493,"type":568},{"text":611,"level":47},{"id":613,"data":1495,"type":544},{"text":615},{"id":617,"data":1497,"type":544},{"text":619},{"id":621,"data":1499,"type":551},{"body":623,"title":624,"variant":625},{"id":627,"data":1501,"type":568},{"text":629,"level":47},{"id":631,"data":1503,"type":544},{"text":633},{"id":635,"data":1505,"type":544},{"text":637},{"id":639,"data":1507,"type":544},{"text":641},{"id":643,"data":1509,"type":568},{"text":645,"level":47},{"id":647,"data":1511,"type":544},{"text":649},{"id":651,"data":1513,"type":544},{"text":653},{"id":655,"data":1515,"type":544},{"text":657},{"id":659,"data":1517,"type":568},{"text":661,"level":47},{"id":663,"data":1519,"type":544},{"text":665},{"id":667,"data":1521,"type":544},{"text":669},{"id":671,"data":1523,"type":544},{"text":673},{"id":675,"data":1525,"type":551},{"body":677,"title":678,"variant":557},{"id":680,"data":1527,"type":568},{"text":682,"level":47},{"id":684,"data":1529,"type":544},{"text":686},{"id":688,"data":1531,"type":544},{"text":690},{"id":692,"data":1533,"type":544},{"text":694},{"id":696,"data":1535,"type":568},{"text":698,"level":47},{"id":700,"data":1537,"type":743},{"rows":1538,"title":731,"layout":732,"columns":1547},[1539,1541,1543,1545],{"id":704,"label":705,"values":1540},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1542},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1544},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1546},{"input":728,"output":729,"measure":730},[1548,1549,1550],{"id":735,"label":736},{"id":738,"label":739},{"id":741,"label":742},{"id":745,"data":1552,"type":568},{"text":747,"level":47},{"id":749,"data":1554,"type":544},{"text":751},{"id":753,"data":1556,"type":544},{"text":755},{"id":757,"data":1558,"type":544},{"text":759},{"id":761,"data":1560,"type":568},{"text":763,"level":47},{"id":765,"data":1562,"type":544},{"text":767},{"id":769,"data":1564,"type":544},{"text":771},{"id":773,"data":1566,"type":544},{"text":775},{"id":777,"data":1568,"type":551},{"body":779,"title":780,"variant":781},{"id":783,"data":1570,"type":568},{"text":785,"level":47},{"id":787,"data":1572,"type":544},{"text":789},{"id":791,"data":1574,"type":544},{"text":793},{"id":795,"data":1576,"type":544},{"text":797},{"id":799,"data":1578,"type":568},{"text":801,"level":47},{"id":803,"data":1580,"type":603},{"steps":1581,"title":824,"orientation":602},[1582,1583,1584,1585,1586,1587],{"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":1589,"type":568},{"text":828,"level":47},{"id":830,"data":1591,"type":544},{"text":832},{"id":834,"data":1593,"type":544},{"text":836},{"id":838,"data":1595,"type":603},{"steps":1596,"title":854,"orientation":602},[1597,1598,1599,1600,1601],{"label":842,"description":843},{"label":719,"description":845},{"label":726,"description":847},{"label":849,"description":850},{"label":852,"description":853},{"id":856,"data":1603,"type":544},{"text":858},{"id":860,"data":1605,"type":568},{"text":862,"level":47},{"id":864,"data":1607,"type":544},{"text":866},{"id":868,"data":1609,"type":544},{"text":870},{"id":872,"data":1611,"type":544},{"text":874},{"id":876,"data":1613,"type":568},{"text":878,"level":47},{"id":880,"data":1615,"type":544},{"text":882},{"id":884,"data":1617,"type":544},{"text":886},{"id":888,"data":1619,"type":568},{"text":890,"level":47},{"id":892,"data":1621,"type":544},{"text":894},{"id":896,"data":1623,"type":544},{"text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erfolgreich abgerufen",{"items":1691,"source":1765,"manualIds":1766,"manualMatchedIds":1767},[1692,1698,1704,1710,1717,1723,1729,1735,1741,1747,1753,1759],{"id":1693,"slug":1694,"title":1695,"excerpt":1696,"featuredImage":14,"publishedAt":1697},"413","tom-nook","Tom Nook","All'interno della linea di statuette amiibo di Animal Crossing, l'amiibo di Tom Nook rappresenta una delle figure centrali della serie. La statuetta è apparsa durante la prima ondata di amiibo dedicati ad Animal Crossing. Le tempistiche di rilascio sono variate leggermente in base alla regione, ma rientrano generalmente nel novembre 2015. La statuetta riproduce le sembianze di Tom Nook, un personaggio presente fin dai primi titoli di Animal Crossing e il cui ruolo è passato gradualmente da negoziante a organizzatore delle infrastrutture della vita del villaggio. L'amiibo funge principalmente da chiave per il personaggio: scansionandolo si inserisce Tom Nook in diversi giochi Nintendo compatibili, sbloccando piccole interazioni, contenuti del personaggio o bonus a tema.","2026-03-05T13:20:00.000Z",{"id":1699,"slug":1700,"title":1701,"excerpt":1702,"featuredImage":14,"publishedAt":1703},"395","mabel","Mabel","L'amiibo di Agostina appartiene alla linea di statuette amiibo di Animal Crossing. Rappresenta la riccia sarta legata al negozio di abbigliamento che appare in tutta la serie. La statuetta non introduce un nuovo personaggio. Trasferisce un ruolo di negozio consolidato in un formato scansionabile per i sistemi Nintendo compatibili.","2026-02-23T01:58:00.000Z",{"id":1705,"slug":1706,"title":1707,"excerpt":1708,"featuredImage":14,"publishedAt":1709},"415","reese","Reese","L'amiibo di Reese appartiene alla serie Animal Crossing delle statuette amiibo di Nintendo e rappresenta uno dei negozianti dell'economia cittadina nei giochi Animal Crossing. Come per altre statuette di questa linea, il valore risiede meno nell'oggetto di plastica in sé e più nel chip NFC all'interno della base. Quando viene scansionata con sistemi Nintendo compatibili, la statuetta attiva piccole interazioni di gioco, sblocca apparizioni di personaggi o abilita dialoghi e oggetti aggiuntivi a seconda del titolo.","2026-03-06T09:00:00.000Z",{"id":1711,"slug":1712,"title":1713,"excerpt":1714,"featuredImage":1715,"publishedAt":1716},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally mostra perché i compagni di squadra IA hanno bisogno di due cervelli: riflessi rapidi e ragionamento lento","Un modello linguistico può comprendere tattiche e intenzioni dei giocatori, ma non dovrebbe controllare direttamente ogni movimento e reazione di combattimento. PUBG Ally mostra un'architettura più pratica: un controllo rapido tramite albero comportamentale per le azioni riflesse, combinato con un piccolo modello linguistico per la pianificazione, il coordinamento e la conversazione naturale.","\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":1718,"slug":1719,"title":1720,"excerpt":1721,"featuredImage":14,"publishedAt":1722},"418","blathers","Blathers","L'amiibo di Blatero fa parte della serie di statuette Animal Crossing rilasciata durante il lancio più ampio della piattaforma amiibo di Nintendo. Ogni statuetta combina una piccola scultura da collezione con un chip NFC all'interno della base. Quando viene posizionata su un lettore compatibile, la console legge l'ID del personaggio memorizzato nella statuetta. In pratica, ciò consente ad alcuni giochi di fare riferimento direttamente al personaggio. L'amiibo di Blatero fornisce principalmente l'accesso alle apparizioni del curatore del museo o a piccole funzionalità relative al personaggio all'interno dei titoli Animal Crossing supportati.","2026-03-06T13:06:00.000Z",{"id":1724,"slug":1725,"title":1726,"excerpt":1727,"featuredImage":14,"publishedAt":1728},"423","kapp-n","Kapp’n","L'amiibo di Remo appartiene alla linea di statuine amiibo di Animal Crossing rilasciata durante la prima ondata di statuine collegate alla serie. Come le altre statuine di quella linea, contiene un piccolo chip NFC che collega l'oggetto fisico a diversi giochi Nintendo. Scansionando la statuina si attivano contenuti relativi al personaggio. Il valore pratico della statuina risiede principalmente nella possibilità di chiamare Remo nei titoli supportati e sbloccare piccoli elementi di contenuto a tema collegati al suo ruolo nella serie.","2026-03-06T15:42:00.000Z",{"id":1730,"slug":1731,"title":1732,"excerpt":1733,"featuredImage":14,"publishedAt":1734},"420","resetti","Resetti","L'amiibo di Resetti appartiene alla linea di statuette amiibo di Animal Crossing rilasciata durante la prima espansione delle statuette di personaggi basate su NFC di Nintendo. Come altre in questa serie, la statuetta funge da rappresentazione fisica di un personaggio combinata con un piccolo chip NFC che comunica con i sistemi Nintendo compatibili. Quando viene scansionata, la statuetta collega il personaggio di Mr. Resetti ai giochi supportati e sblocca piccole interazioni o apparizioni del personaggio legate al suo ruolo nell'universo di Animal Crossing.","2026-03-06T13:59:00.000Z",{"id":1736,"slug":1737,"title":1738,"excerpt":1739,"featuredImage":14,"publishedAt":1740},"419","celeste","Celeste","L'amiibo di Celeste appartiene alla linea di statuine amiibo di Animal Crossing rilasciata durante la prima ondata di statuine dedicate all'universo di Animal Crossing. Come altre statuine di questa collezione, funziona come un piccolo supporto NFC collegato all'ecosistema amiibo di Nintendo. Quando viene scansionata, la statuina collega il personaggio di Celeste ai giochi compatibili. Il valore dell'amiibo risiede principalmente nel permettere la comparsa del personaggio e piccole interazioni di gioco che altrimenti apparirebbero solo in circostanze specifiche.","2026-03-06T14:42:00.000Z",{"id":1742,"slug":1743,"title":1744,"excerpt":1745,"featuredImage":14,"publishedAt":1746},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz sembrano peggiori? Checklist di diagnosi (Modalità errata, intervallo VRR, limitazioni)","Un refresh rate più elevato può evidenziare l'instabilità. Usa questa checklist per diagnosticare perché i 120Hz sembrano peggiori: modalità errata, percorso di aggiornamento errato, problemi di intervallo VRR o cap mancanti.","2026-02-20T20:30:00.000Z",{"id":1748,"slug":1749,"title":1750,"excerpt":1751,"featuredImage":14,"publishedAt":1752},"370","isabelle-73","Isabelle - numero 73","L'amiibo di Fuffi della serie Super Smash Bros. rappresenta il personaggio di Animal Crossing così come appare in Super Smash Bros. Ultimate. Come parte della linea Smash, il suo principale valore aggiunto risiede nella funzionalità all'interno dei giochi compatibili, specialmente attraverso l'archiviazione dei dati del lottatore e gli sblocchi relativi al personaggio. È una statuetta NFC funzionale, non un oggetto decorativo con meccaniche nascoste. La tecnologia al suo interno permette l'interazione dei dati laddove supportata.","2026-02-22T15:25:00.000Z",{"id":1754,"slug":1755,"title":1756,"excerpt":1757,"featuredImage":14,"publishedAt":1758},"421","kicks","Kicks","L'amiibo di Sciuscià appartiene alla linea di statuette amiibo di Animal Crossing rilasciata durante l'espansione iniziale dell'ecosistema di statuette NFC di Nintendo. Come gli altri personaggi di questa serie, la statuetta funge da chiave fisica che si collega ai giochi Nintendo compatibili tramite NFC. Quando viene scansionato, l'amiibo collega il personaggio Sciuscià a diversi sistemi di gioco. Il valore pratico è semplice: permette ai giocatori di accedere a interazioni specifiche del personaggio, piccoli sblocchi o contenuti a tema a seconda del titolo supportato.","2026-03-06T15:31:00.000Z",{"id":1760,"slug":1761,"title":1762,"excerpt":1763,"featuredImage":14,"publishedAt":1764},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Nitidezza del movimento: perché si verifica la sfocatura e le soluzioni che funzionano davvero","Il motion blur non è solo un'impostazione — è timing più persistenza. Scopri l'ordine pratico: modalità corretta, refresh corretto, poi le poche correzioni per la nitidezza che contano davvero.","2026-02-20T11:00:00.000Z","fallback",[],[]]