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FSR „Redstone“ je sada paket: skaliranje, generisanje frejmova, regeneracija zraka i keširanje radijanse su odvojene tehnologije koje rešavaju različite probleme renderovanja.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR „Redstone“ nije jednostavno nova verzija starog FSR skalera.\u003C\u002Fstrong> To je paket neuronskog renderovanja sa odvojenim funkcijama za rekonstrukciju, generisane frejmove, rekonstrukciju praćenja zraka i naučeno osvetljenje.\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\">Zašto se imenovanje promenilo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD je preimenovao bivši FSR 4 skaler u \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> i sada odvojeno brendira generisanje frejmova kao \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. Cilj je da svaka funkcija renderovanja bude prepoznatljiva zasebno.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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\">Stari mentalni model više ne funkcioniše\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Redstone kvartet neuronskog renderovanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 nije nestao — ime se promenilo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR Upscaling: rekonstruišite više piksela nego što renderujete\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">FSR generisanje frejmova: povećajte prikazani FPS bez tradicionalnog renderovanja svakog frejma\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">FSR regeneracija zraka: uklanjanje šuma postaje neuronska rekonstrukcija\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">FSR keširanje radijanse: naučite polje osvetljenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Mapa nezavisnosti funkcija\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">Zašto je AMD razdvojio imena\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">Podrška za hardver nije identična u celom paketu\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Nadogradnje na strani drajvera čine brojeve verzija još zbunjujućim\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Test identifikacije FSR-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone je zapravo arhitektura, a ne preset\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Zašto je ovo važno za GPU recenzije\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Šta je već dostupno u igrama?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">Pojmovnik\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Stari mentalni model više ne funkcioniše\u003C\u002Fh2>\n\u003Cp>Ranije FSR diskusije su često tretirale broj verzije kao da opisuje jednu glavnu tehnologiju. To je postalo nezgodno kada je AMD dodao mašinsko učenje za skaliranje, mašinsko učenje za generisanje frejmova, neuronsku rekonstrukciju zraka i tehnologiju naučenog globalnog osvetljenja.\u003C\u002Fp>\n\u003Cp>AMD sada koristi FSR kao krovni naziv i daje svakom glavnom efektu renderovanja sopstveno ime proizvoda.\u003C\u002Fp>\n\u003Cp>To je korisno jer omogućavanje jedne FSR funkcije ne znači automatski da su sve ostale omogućene.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Redstone kvartet neuronskog renderovanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Četiri različita zadatka unutar 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\">Rekonstruiše sliku više rezolucije iz frejma renderovanog u nižoj rezoluciji koristeći mašinsko učenje.\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\">Predviđa i ubacuje dodatne frejmove između renderovanih frejmova kako bi povećao prikazanu brzinu frejmova.\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\">Koristi mašinsko učenje za rekonstrukciju detalja praćenja zraka punog kvaliteta iz retkih uzoraka zraka.\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\">Uči i predviđa kako se svetlost širi kroz scenu kako bi smanjio troškove globalnog osvetljenja u realnom vremenu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Ove funkcije mogu raditi zajedno, ali nisu zamenljive. Jedna menja rekonstrukciju rezolucije, jedna menja izlaz frejmova, jedna menja rekonstrukciju signala praćenja zraka i jedna menja način na koji se procenjuje indirektno osvetljenje.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 nije nestao — ime se promenilo\u003C\u002Fh2>\n\u003Cp>AMD-ove smernice za imenovanje eksplicitno mapiraju bivši AMD FidelityFX Super Resolution 4 na novo ime FSR Upscaling.\u003C\u002Fp>\n\u003Cp>Generisanje frejmova sada se brendira odvojeno umesto da bude konceptualno objedinjeno pod istom numerisanom FSR oznakom.\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\">Najjednostavniji prevod\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Stari jezik: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Trenutni jezik: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Generisanje frejmova sada je predstavljeno odvojeno kao \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR Upscaling: rekonstruišite više piksela nego što renderujete\u003C\u002Fh2>\n\u003Cp>FSR Upscaling renderuje igru u nižoj internoj rezoluciji i rekonstruiše izlaz više rezolucije.\u003C\u002Fp>\n\u003Cp>Trenutna implementacija u FSR SDK-u zasnovana na mašinskom učenju je FSR Upscaling 4.1.1. AMD kaže da je obučena na snimcima igara visokog kvaliteta i koristi namensko ubrzanje mašinskog učenja na podržanim Radeon GPU-ovima.\u003C\u002Fp>\n\u003Cp>Važan kompromis u performansama ostaje poznat: GPU obavlja manje konvencionalnog rada na renderovanju piksela, a zatim troši manju količinu računarske snage na rekonstrukciju konačne slike.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">FSR generisanje frejmova: povećajte prikazani FPS bez tradicionalnog renderovanja svakog frejma\u003C\u002Fh2>\n\u003Cp>FSR generisanje frejmova je zasebna faza. Ono predviđa međufrejmove između tradicionalno renderovanih.\u003C\u002Fp>\n\u003Cp>Trenutni Redstone SDK uključuje ML-pokretano FSR generisanje frejmova 4.0.1 pored starije analitičke FSR 3.x putanje za generisanje frejmova.\u003C\u002Fp>\n\u003Cp>Ta razlika je važna kada čitate brojač performansi. Kada se generisani frejmovi uključe, prikazani FPS i konvencionalno renderovani FPS više nisu isti broj.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">FSR regeneracija zraka: uklanjanje šuma postaje neuronska rekonstrukcija\u003C\u002Fh2>\n\u003Cp>Sledljivost zraka je skupa jer svaki dodatni uzorak zraka košta GPU vreme. Tradicionalna sledljivost zraka u realnom vremenu zato koristi relativno retke uzorke, a zatim uklanja šum iz rezultata.\u003C\u002Fp>\n\u003Cp>FSR regeneracija zraka zamenjuje deo tog procesa rekonstrukcije mašinskim učenjem. AMD je opisuje kao izvođenje i vraćanje detalja sledljivosti zraka punog kvaliteta iz retkih uzoraka.\u003C\u002Fp>\n\u003Cp>Trenutni SDK navodi FSR regeneraciju zraka 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\">Ovo nije jednostavno „više sledljivosti zraka“\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Regeneracija zraka pokušava da izvuče bolji konačni signal iz ograničenog budžeta zraka. Cilj je poboljšati kvalitet bez plaćanja istog rezultata u potpunosti dodatnim konvencionalnim uzorcima zraka.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">FSR keširanje radijanse: naučite polje osvetljenja\u003C\u002Fh2>\n\u003Cp>Keširanje radijanse napada drugačiji problem: indirektno osvetljenje.\u003C\u002Fp>\n\u003Cp>Globalno osvetljenje postavlja pitanje kako se svetlost odbija kroz scenu. Izračunavanje dovoljno indirektnih zraka u realnom vremenu je skupo.\u003C\u002Fp>\n\u003Cp>AMD opisuje FSR keširanje radijanse kao sistem koji dinamički uči i predviđa kako se svetlost prostire kroz scenu. U trenutnom SDK-u to je i dalje tehnička pregledna verzija 0.9.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Mapa nezavisnosti funkcija\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ne procenjujte sve FSR funkcije istom metrikom\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\">Glavni ulaz\u002Fproblem\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Šta menja\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\">Šta meriti\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\">Povećanje rezolucije\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\">Generisanje frejmova\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\">Regeneracija zraka\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\">Keširanje radijanse\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\">Zašto je AMD razdvojio imena\u003C\u002Fh2>\n\u003Cp>Novo imenovanje čini tehnička poređenja preciznijim.\u003C\u002Fp>\n\u003Cp>Igra može da podržava FSR Upscaling ali ne i ML Frame Generation. Druga može da doda Ray Regeneration ali da ostavi Radiance Caching onemogućenim. Reći samo „ova igra ima FSR“ više ne govori dovoljno.\u003C\u002Fp>\n\u003Cp>Za korisnike, pravo pitanje postaje: koja FSR funkcija, koja implementacija i na kom hardveru?\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">Podrška za hardver nije identična u celom paketu\u003C\u002Fh2>\n\u003Cp>To je još jedan razlog zašto zajednička oznaka može da bude obmanjujuća.\u003C\u002Fp>\n\u003Cp>AMD-ova trenutna javna tabela kompatibilnosti navodi kompletan Redstone set funkcija oko hardvera Radeon RX 9000 serije, dok se ML-zasnovani FSR Upscaling proširio na Radeon RX 7000 seriju GPU-ova.\u003C\u002Fp>\n\u003Cp>Ažuriranje GPUOpen FSR SDK 2.3 posebno je dodalo podršku za FSR Upscaling 4.1.1 za RDNA 3 diskretne GPU-ove. Isti SDK takođe ažurira ML Frame Generation i Ray Regeneration za trenutni Redstone stack.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Ne čitajte „FSR podržan“ kao „svaka Redstone funkcija podržana“\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Podrška zavisi od \u003Cstrong>funkcije, integracije u igru, generacije GPU-a, API-ja i putanje drajvera\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">Nadogradnje na strani drajvera čine brojeve verzija još zbunjujućim\u003C\u002Fh2>\n\u003Cp>FSR SDK 2.3 dodaje neobičnu mogućnost: podržane igre mogu da dobiju novije verzije ML tehnologije kroz ažuriranja AMD Software drajvera bez čekanja na kompletan zakrpu igre u svakom slučaju.\u003C\u002Fp>\n\u003Cp>AMD kaže da podobne igre sa FSR 3.1 i novijim mogu da budu nadograđene na ML-pokretani FSR Upscaling na podržanim RX 9000 i RX 7000 GPU-ovima. Podobne FSR 3.1.4 integracije za generisanje frejmova takođe mogu da dobiju ML-pokretano Frame Generation na podržanim RX 9000 GPU-ovima.\u003C\u002Fp>\n\u003Cp>To znači da oznaka grafičke opcije unutar igre možda više ne govori punu verziju implementacije koja zapravo radi ispod.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Test identifikacije FSR-a\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Pre poređenja FSR performansi, identifikujte šta je zapravo omogućeno\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. Identifikujte funkciju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Upscaling, Frame Generation, Ray Regeneration ili 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. Identifikujte implementaciju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">ML-pokretana Redstone putanja ili starija analitička FSR putanja?\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. Identifikujte hardver\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">RX 9000, RX 7000 ili druga podržana GPU familija?\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. Proverite ponašanje drajvera\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Može li AMD Software da obezbedi noviju ML implementaciju od originalne integracije u igri?\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. Razdvojite renderovane i generisane FPS\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ne koristite jedan konačni FPS broj da opišete i konvencionalno renderovanje i generisanje frejmova.\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. Izmerite ispravan način kvara\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Artefakti upscaling-a, tempo generisanih frejmova, rekonstrukcija zraka i stabilnost GI su različiti problemi.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone je zapravo arhitektura, a ne preset\u003C\u002Fh2>\n\u003Cp>Razmišljanje o Redstone-u kao o „bržem Ultra podešavanju“ promašuje poentu.\u003C\u002Fp>\n\u003Cp>To je kolekcija mesta gde mašinsko učenje može da zameni ili unapredi skupe faze u render pipeline-u.\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Pojednostavljena Redstone putanja renderovanja\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\">Igra renderuje scenu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Geometrija, materijali, kretanje i informacije o osvetljenju se proizvode od strane engine-a.\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\">Retka ray-traced informacija može da se rekonstruiše u čistiji signal osvetljenja.\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\">Indirektno osvetljenje može da se proceni iz naučenog ponašanja svetlosti scene gde je podržano.\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\">Slika niže rezolucije se rekonstruiše na izlaznu rezoluciju.\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\">Dodatni frejmovi mogu da se ubace u prikazani tok.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Tačan redosled i detalji integracije zavise od engine-a igre, ali važna poenta je da svaka neuralna funkcija adresira drugi centar troškova.\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">Zašto je ovo važno za GPU recenzije\u003C\u002Fh2>\n\u003Cp>Benchmark koji jednostavno kaže „FSR uključen“ postaje sve manje informativan.\u003C\u002Fp>\n\u003Cp>Koristan test treba da identifikuje režim nadogradnje rezolucije, da li je generisanje frejmova aktivno, da li je regeneracija zraka aktivna, arhitekturu GPU-a i verziju softvera.\u003C\u002Fp>\n\u003Cp>U suprotnom, dva grafikona mogu oba da prikazuju FSR, a mere suštinski različite renderovne pipeline-ove.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Šta je već dostupno u igrama?\u003C\u002Fh2>\n\u003Cp>AMD navodi da je Crimson Desert bila prva igra koja je u martu 2026. objavljena sa FSR Upscaling 4.1 i FSR Ray Regeneration 1.1.\u003C\u002Fp>\n\u003Cp>Širi SDK je nastavio da se razvija od tada. Do trenutnog izdanja 2.3, AMD navodi Upscaling 4.1.1, Frame Generation 4.0.1 i Ray Regeneration 1.2.0, dok je Radiance Caching još uvek u tehničkoj pretpremijeri.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Granice će se pomerati kako AMD bude širio hardversku podršku i prevodio tehnologije iz pretpremijere u produkcijska izdanja.\u003C\u002Fp>\n\u003Cp>Radiance Caching je najmanje stabilan deo trenutnog paketa jer ostaje tehnička pretpremijera. Buduća izdanja SDK-a mogu promeniti njegove mogućnosti, zahteve za integraciju ili hardversku podršku.\u003C\u002Fp>\n\u003Cp>Osnovni model ostaje koristan čak i ako se brojevi verzija promene: prvo identifikujte fazu renderovanja, zatim identifikujte implementaciju i hardversku podršku.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Ograničenja\u003C\u002Fh2>\n\u003Cp>Ovaj članak opisuje AMD-ov trenutni javni FSR SDK i smernice za kompatibilnost zaključno sa septembrom 2026. Ažuriranja drajvera i izdanja SDK-a mogu brzo promeniti podržane verzije.\u003C\u002Fp>\n\u003Cp>Tvrdnje o performansama i kvalitetu slike od strane AMD-a su merenja proizvođača. Nezavisno testiranje igru po igru je i dalje neophodno da bi se utvrdilo kako se svaka funkcija ponaša u konkretnom naslovu.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Zaključak\u003C\u002Fh2>\n\u003Cp>Najlakši način da se razume FSR Redstone je da se prestane sa razmišljanjem o FSR-u kao o jednom prekidaču.\u003C\u002Fp>\n\u003Cp>FSR Upscaling rekonstruiše rezoluciju. FSR Frame Generation dodaje prikazane frejmove. FSR Ray Regeneration rekonstruiše detalje renderovane praćenjem zraka. FSR Radiance Caching uči indirektno osvetljenje.\u003C\u002Fp>\n\u003Cp>Oni dele Redstone kišobran, ali rešavaju različite probleme, imaju različite granice podrške i treba ih meriti na različite načine.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Često postavljana pitanja\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 jednostavnim jezikom\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\">Da li je FSR Redstone isto što i FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Nekadašnji FSR 4 upscaler sada se zove FSR Upscaling. Redstone je širi paket koji sadrži Upscaling, Frame Generation, Ray Regeneration i 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\">Šta se dogodilo sa imenom FSR 4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD je preimenovao ML upscaler u FSR Upscaling kako bi mogao biti predstavljen odvojeno od Frame Generation i ostalih Redstone funkcija.\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\">Da li Redstone zahteva RX 9000 GPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Kompletan trenutni Redstone ML set funkcija zasniva se na hardveru RX 9000 serije, dok se FSR Upscaling 4.1.1 proširio na diskretne GPU-ove RX 7000 serije. Podrška varira u zavisnosti od funkcije.\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\">Šta je FSR Ray Regeneration?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">To je AMD-ova ML tehnologija rekonstrukcije za vraćanje visokokvalitetnih detalja sa ray tracingom iz retkih ray uzoraka.\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\">Šta je FSR Radiance Caching?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">To je AMD neuralna tehnologija osvetljenja koja uči i predviđa kako se indirektno svetlo širi kroz scenu. U trenutnom SDK-u ostaje tehnička pregled.\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\">Može li drajver da nadogradi FSR bez zakrpe igre?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Za podobne integracije i podržane Radeon GPU-ove, AMD SDK 2.3 omogućava da se neke verzije ML FSR tehnologije ažuriraju kroz buduća izdanja AMD Software drajvera.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">Pojmovnik\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\">Ključni FSR Redstone pojmovi\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\">AMD-ov krovni paket tehnologija neuronskog renderovanja koji uključuje Upscaling, Frame Generation, Ray Regeneration i 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\">Trenutni naziv za AMD-ovu ML tehnologiju rekonstrukcije visoke rezolucije ranije poznatu kao 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\">AMD tehnologija koja predviđa i ubacuje dodatne frejmove između konvencionalno renderovanih frejmova.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-ray-regeneration\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Ray Regeneration\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD ML tehnologija za rekonstrukciju detalja sa ray tracingom iz retkih ili šumnih ray uzoraka.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"fsr-radiance-caching\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Radiance Caching\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD tehnologija koja uči i predviđa širenje svetla u sceni za efikasno globalno osvetljenje u realnom vremenu.\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\">Mapa nezavisnosti funkcija\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks okvir za razdvajanje svake FSR funkcije prema njenom ulazu, izlazu i ispravnoj metriki performansi.\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 test identifikacije\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks kontrolna lista za identifikaciju koja FSR funkcija, verzija, hardverska putanja i implementacija drajvera se zapravo benchmarkuju.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">Primarni izvori\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">AMD — FSR tehnologije\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični AMD pregled Redstone paketa, njegove četiri funkcije i trenutne hardverske kompatibilnosti.\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\">Zvanična trenutna SDK stranica koja navodi FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 i pregled 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 — FSR smernice za imenovanje\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanične AMD smernice za imenovanje koje objašnjavaju prelazak sa FSR 4 brendiranja na FSR Upscaling i odvojeno imenovanje 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 za programere\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični arhitektonski pregled Redstone neuronskog renderovanja, njegove četiri tehnologije i dizajnerskih ciljeva.\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\">Zvanična trenutna FSR Upscaling stranica koja dokumentuje verziju 4.1.1 i podršku za Radeon RX 7000 seriju.\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\">Zvanična trenutna FSR Frame Generation stranica koja dokumentuje ML-powered 4.0.1 i podržane API-je.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1053},1790377778979,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,857,861,865,869,873,877,881,885,889,893,897,901,905,909,913,917,921,925,929,933,937,966,970,1000,1004,1013,1021,1029,1037,1045],{"id":541,"data":542,"type":544},"intro",{"text":543},"Ako još uvek mislite da je „FSR 4“ jedna grafička funkcija, AMD-ovo imenovanje za 2026. će biti zbunjujuće. FSR „Redstone“ je sada paket: skaliranje, generisanje frejmova, regeneracija zraka i keširanje radijanse su odvojene tehnologije koje rešavaju različite probleme renderovanja.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR „Redstone“ nije jednostavno nova verzija starog FSR skalera.\u003C\u002Fstrong> To je paket neuronskog renderovanja sa odvojenim funkcijama za rekonstrukciju, generisane frejmove, rekonstrukciju praćenja zraka i naučeno osvetljenje.","Direktan odgovor","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD je preimenovao bivši FSR 4 skaler u \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> i sada odvojeno brendira generisanje frejmova kao \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. Cilj je da svaka funkcija renderovanja bude prepoznatljiva zasebno.","Zašto se imenovanje promenilo","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sadržaj",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"Stari mentalni model više ne funkcioniše","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"Ranije FSR diskusije su često tretirale broj verzije kao da opisuje jednu glavnu tehnologiju. To je postalo nezgodno kada je AMD dodao mašinsko učenje za skaliranje, mašinsko učenje za generisanje frejmova, neuronsku rekonstrukciju zraka i tehnologiju naučenog globalnog osvetljenja.",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"AMD sada koristi FSR kao krovni naziv i daje svakom glavnom efektu renderovanja sopstveno ime proizvoda.",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"To je korisno jer omogućavanje jedne FSR funkcije ne znači automatski da su sve ostale omogućene.",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"Redstone kvartet neuronskog renderovanja",{"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","Rekonstruiše sliku više rezolucije iz frejma renderovanog u nižoj rezoluciji koristeći mašinsko učenje.",{"label":593,"description":594},"2. FSR Frame Generation","Predviđa i ubacuje dodatne frejmove između renderovanih frejmova kako bi povećao prikazanu brzinu frejmova.",{"label":596,"description":597},"3. FSR Ray Regeneration","Koristi mašinsko učenje za rekonstrukciju detalja praćenja zraka punog kvaliteta iz retkih uzoraka zraka.",{"label":599,"description":600},"4. FSR Radiance Caching","Uči i predviđa kako se svetlost širi kroz scenu kako bi smanjio troškove globalnog osvetljenja u realnom vremenu.","Četiri različita zadatka unutar FSR Redstone","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"Ove funkcije mogu raditi zajedno, ali nisu zamenljive. Jedna menja rekonstrukciju rezolucije, jedna menja izlaz frejmova, jedna menja rekonstrukciju signala praćenja zraka i jedna menja način na koji se procenjuje indirektno osvetljenje.",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 nije nestao — ime se promenilo",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"AMD-ove smernice za imenovanje eksplicitno mapiraju bivši AMD FidelityFX Super Resolution 4 na novo ime FSR Upscaling.",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"Generisanje frejmova sada se brendira odvojeno umesto da bude konceptualno objedinjeno pod istom numerisanom FSR oznakom.",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"Stari jezik: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Trenutni jezik: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Generisanje frejmova sada je predstavljeno odvojeno kao \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.","Najjednostavniji prevod","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR Upscaling: rekonstruišite više piksela nego što renderujete",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR Upscaling renderuje igru u nižoj internoj rezoluciji i rekonstruiše izlaz više rezolucije.",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"Trenutna implementacija u FSR SDK-u zasnovana na mašinskom učenju je FSR Upscaling 4.1.1. AMD kaže da je obučena na snimcima igara visokog kvaliteta i koristi namensko ubrzanje mašinskog učenja na podržanim Radeon GPU-ovima.",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"Važan kompromis u performansama ostaje poznat: GPU obavlja manje konvencionalnog rada na renderovanju piksela, a zatim troši manju količinu računarske snage na rekonstrukciju konačne slike.",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"FSR generisanje frejmova: povećajte prikazani FPS bez tradicionalnog renderovanja svakog frejma",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"FSR generisanje frejmova je zasebna faza. Ono predviđa međufrejmove između tradicionalno renderovanih.",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"Trenutni Redstone SDK uključuje ML-pokretano FSR generisanje frejmova 4.0.1 pored starije analitičke FSR 3.x putanje za generisanje frejmova.",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"Ta razlika je važna kada čitate brojač performansi. Kada se generisani frejmovi uključe, prikazani FPS i konvencionalno renderovani FPS više nisu isti broj.",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"FSR regeneracija zraka: uklanjanje šuma postaje neuronska rekonstrukcija",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"Sledljivost zraka je skupa jer svaki dodatni uzorak zraka košta GPU vreme. Tradicionalna sledljivost zraka u realnom vremenu zato koristi relativno retke uzorke, a zatim uklanja šum iz rezultata.",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"FSR regeneracija zraka zamenjuje deo tog procesa rekonstrukcije mašinskim učenjem. AMD je opisuje kao izvođenje i vraćanje detalja sledljivosti zraka punog kvaliteta iz retkih uzoraka.",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"Trenutni SDK navodi FSR regeneraciju zraka 1.2.0.",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"Regeneracija zraka pokušava da izvuče bolji konačni signal iz ograničenog budžeta zraka. Cilj je poboljšati kvalitet bez plaćanja istog rezultata u potpunosti dodatnim konvencionalnim uzorcima zraka.","Ovo nije jednostavno „više sledljivosti zraka“",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"FSR keširanje radijanse: naučite polje osvetljenja",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"Keširanje radijanse napada drugačiji problem: indirektno osvetljenje.",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"Globalno osvetljenje postavlja pitanje kako se svetlost odbija kroz scenu. Izračunavanje dovoljno indirektnih zraka u realnom vremenu je skupo.",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD opisuje FSR keširanje radijanse kao sistem koji dinamički uči i predviđa kako se svetlost prostire kroz scenu. U trenutnom SDK-u to je i dalje tehnička pregledna verzija 0.9.",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"Mapa nezavisnosti funkcija",{"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","Povećanje rezolucije",{"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","Generisanje frejmova",{"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","Regeneracija zraka",{"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","Keširanje radijanse",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","Ne procenjujte sve FSR funkcije istom metrikom","table",[734,737,740],{"id":735,"label":736},"input","Glavni ulaz\u002Fproblem",{"id":738,"label":739},"output","Šta menja",{"id":741,"label":742},"measure","Šta meriti","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"Zašto je AMD razdvojio imena",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"Novo imenovanje čini tehnička poređenja preciznijim.",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"Igra može da podržava FSR Upscaling ali ne i ML Frame Generation. Druga može da doda Ray Regeneration ali da ostavi Radiance Caching onemogućenim. Reći samo „ova igra ima FSR“ više ne govori dovoljno.",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"Za korisnike, pravo pitanje postaje: koja FSR funkcija, koja implementacija i na kom hardveru?",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"Podrška za hardver nije identična u celom paketu",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"To je još jedan razlog zašto zajednička oznaka može da bude obmanjujuća.",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"AMD-ova trenutna javna tabela kompatibilnosti navodi kompletan Redstone set funkcija oko hardvera Radeon RX 9000 serije, dok se ML-zasnovani FSR Upscaling proširio na Radeon RX 7000 seriju GPU-ova.",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"Ažuriranje GPUOpen FSR SDK 2.3 posebno je dodalo podršku za FSR Upscaling 4.1.1 za RDNA 3 diskretne GPU-ove. Isti SDK takođe ažurira ML Frame Generation i Ray Regeneration za trenutni Redstone stack.",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"Podrška zavisi od \u003Cstrong>funkcije, integracije u igru, generacije GPU-a, API-ja i putanje drajvera\u003C\u002Fstrong>.","Ne čitajte „FSR podržan“ kao „svaka Redstone funkcija podržana“","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"Nadogradnje na strani drajvera čine brojeve verzija još zbunjujućim",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"FSR SDK 2.3 dodaje neobičnu mogućnost: podržane igre mogu da dobiju novije verzije ML tehnologije kroz ažuriranja AMD Software drajvera bez čekanja na kompletan zakrpu igre u svakom slučaju.",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD kaže da podobne igre sa FSR 3.1 i novijim mogu da budu nadograđene na ML-pokretani FSR Upscaling na podržanim RX 9000 i RX 7000 GPU-ovima. Podobne FSR 3.1.4 integracije za generisanje frejmova takođe mogu da dobiju ML-pokretano Frame Generation na podržanim RX 9000 GPU-ovima.",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"To znači da oznaka grafičke opcije unutar igre možda više ne govori punu verziju implementacije koja zapravo radi ispod.",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"Test identifikacije FSR-a",{"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. Identifikujte funkciju","Upscaling, Frame Generation, Ray Regeneration ili Radiance Caching?",{"label":810,"description":811},"2. Identifikujte implementaciju","ML-pokretana Redstone putanja ili starija analitička FSR putanja?",{"label":813,"description":814},"3. Identifikujte hardver","RX 9000, RX 7000 ili druga podržana GPU familija?",{"label":816,"description":817},"4. Proverite ponašanje drajvera","Može li AMD Software da obezbedi noviju ML implementaciju od originalne integracije u igri?",{"label":819,"description":820},"5. Razdvojite renderovane i generisane FPS","Ne koristite jedan konačni FPS broj da opišete i konvencionalno renderovanje i generisanje frejmova.",{"label":822,"description":823},"6. Izmerite ispravan način kvara","Artefakti upscaling-a, tempo generisanih frejmova, rekonstrukcija zraka i stabilnost GI su različiti problemi.","Pre poređenja FSR performansi, identifikujte šta je zapravo omogućeno",{"id":826,"data":827,"type":568},"h-architecture",{"text":828,"level":47},"Redstone je zapravo arhitektura, a ne preset",{"id":830,"data":831,"type":544},"p-arch-1",{"text":832},"Razmišljanje o Redstone-u kao o „bržem Ultra podešavanju“ promašuje poentu.",{"id":834,"data":835,"type":544},"p-arch-2",{"text":836},"To je kolekcija mesta gde mašinsko učenje može da zameni ili unapredi skupe faze u render pipeline-u.",{"id":838,"data":839,"type":603},"render-path",{"steps":840,"title":856,"orientation":602},[841,844,847,850,853],{"label":842,"description":843},"Igra renderuje scenu","Geometrija, materijali, kretanje i informacije o osvetljenju se proizvode od strane engine-a.",{"label":845,"description":846},"Ray Regeneration","Retka ray-traced informacija može da se rekonstruiše u čistiji signal osvetljenja.",{"label":848,"description":849},"Radiance Caching","Indirektno osvetljenje može da se proceni iz naučenog ponašanja svetlosti scene gde je podržano.",{"label":851,"description":852},"FSR Upscaling","Slika niže rezolucije se rekonstruiše na izlaznu rezoluciju.",{"label":854,"description":855},"FSR Frame Generation","Dodatni frejmovi mogu da se ubace u prikazani tok.","Pojednostavljena Redstone putanja renderovanja",{"id":858,"data":859,"type":544},"p-arch-3",{"text":860},"Tačan redosled i detalji integracije zavise od engine-a igre, ali važna poenta je da svaka neuralna funkcija adresira drugi centar troškova.",{"id":862,"data":863,"type":568},"h-reviews",{"text":864,"level":47},"Zašto je ovo važno za GPU recenzije",{"id":866,"data":867,"type":544},"p-review-1",{"text":868},"Benchmark koji jednostavno kaže „FSR uključen“ postaje sve manje informativan.",{"id":870,"data":871,"type":544},"p-review-2",{"text":872},"Koristan test treba da identifikuje režim nadogradnje rezolucije, da li je generisanje frejmova aktivno, da li je regeneracija zraka aktivna, arhitekturu GPU-a i verziju softvera.",{"id":874,"data":875,"type":544},"p-review-3",{"text":876},"U suprotnom, dva grafikona mogu oba da prikazuju FSR, a mere suštinski različite renderovne pipeline-ove.",{"id":878,"data":879,"type":568},"h-shipping",{"text":880,"level":47},"Šta je već dostupno u igrama?",{"id":882,"data":883,"type":544},"p-ship-1",{"text":884},"AMD navodi da je Crimson Desert bila prva igra koja je u martu 2026. objavljena sa FSR Upscaling 4.1 i FSR Ray Regeneration 1.1.",{"id":886,"data":887,"type":544},"p-ship-2",{"text":888},"Širi SDK je nastavio da se razvija od tada. Do trenutnog izdanja 2.3, AMD navodi Upscaling 4.1.1, Frame Generation 4.0.1 i Ray Regeneration 1.2.0, dok je Radiance Caching još uvek u tehničkoj pretpremijeri.",{"id":890,"data":891,"type":568},"h-change",{"text":892,"level":47},"Šta bi promenilo ovaj odgovor?",{"id":894,"data":895,"type":544},"p-change-1",{"text":896},"Granice će se pomerati kako AMD bude širio hardversku podršku i prevodio tehnologije iz pretpremijere u produkcijska izdanja.",{"id":898,"data":899,"type":544},"p-change-2",{"text":900},"Radiance Caching je najmanje stabilan deo trenutnog paketa jer ostaje tehnička pretpremijera. Buduća izdanja SDK-a mogu promeniti njegove mogućnosti, zahteve za integraciju ili hardversku podršku.",{"id":902,"data":903,"type":544},"p-change-3",{"text":904},"Osnovni model ostaje koristan čak i ako se brojevi verzija promene: prvo identifikujte fazu renderovanja, zatim identifikujte implementaciju i hardversku podršku.",{"id":906,"data":907,"type":568},"h-limit",{"text":908,"level":47},"Ograničenja",{"id":910,"data":911,"type":544},"p-limit-1",{"text":912},"Ovaj članak opisuje AMD-ov trenutni javni FSR SDK i smernice za kompatibilnost zaključno sa septembrom 2026. Ažuriranja drajvera i izdanja SDK-a mogu brzo promeniti podržane verzije.",{"id":914,"data":915,"type":544},"p-limit-2",{"text":916},"Tvrdnje o performansama i kvalitetu slike od strane AMD-a su merenja proizvođača. Nezavisno testiranje igru po igru je i dalje neophodno da bi se utvrdilo kako se svaka funkcija ponaša u konkretnom naslovu.",{"id":918,"data":919,"type":568},"h-conclusion",{"text":920,"level":47},"Zaključak",{"id":922,"data":923,"type":544},"p-conc-1",{"text":924},"Najlakši način da se razume FSR Redstone je da se prestane sa razmišljanjem o FSR-u kao o jednom prekidaču.",{"id":926,"data":927,"type":544},"p-conc-2",{"text":928},"FSR Upscaling rekonstruiše rezoluciju. FSR Frame Generation dodaje prikazane frejmove. FSR Ray Regeneration rekonstruiše detalje renderovane praćenjem zraka. FSR Radiance Caching uči indirektno osvetljenje.",{"id":930,"data":931,"type":544},"p-conc-3",{"text":932},"Oni dele Redstone kišobran, ali rešavaju različite probleme, imaju različite granice podrške i treba ih meriti na različite načine.",{"id":934,"data":935,"type":568},"h-faq",{"text":936,"level":47},"Često postavljana pitanja",{"id":938,"data":939,"type":938},"faq",{"items":940,"title":965},[941,945,949,953,957,961],{"id":942,"answer":943,"question":944},"faq1","Ne. Nekadašnji FSR 4 upscaler sada se zove FSR Upscaling. Redstone je širi paket koji sadrži Upscaling, Frame Generation, Ray Regeneration i Radiance Caching.","Da li je FSR Redstone isto što i FSR 4?",{"id":946,"answer":947,"question":948},"faq2","AMD je preimenovao ML upscaler u FSR Upscaling kako bi mogao biti predstavljen odvojeno od Frame Generation i ostalih Redstone funkcija.","Šta se dogodilo sa imenom FSR 4?",{"id":950,"answer":951,"question":952},"faq3","Kompletan trenutni Redstone ML set funkcija zasniva se na hardveru RX 9000 serije, dok se FSR Upscaling 4.1.1 proširio na diskretne GPU-ove RX 7000 serije. Podrška varira u zavisnosti od funkcije.","Da li Redstone zahteva RX 9000 GPU?",{"id":954,"answer":955,"question":956},"faq4","To je AMD-ova ML tehnologija rekonstrukcije za vraćanje visokokvalitetnih detalja sa ray tracingom iz retkih ray uzoraka.","Šta je FSR Ray Regeneration?",{"id":958,"answer":959,"question":960},"faq5","To je AMD neuralna tehnologija osvetljenja koja uči i predviđa kako se indirektno svetlo širi kroz scenu. U trenutnom SDK-u ostaje tehnička pregled.","Šta je FSR Radiance Caching?",{"id":962,"answer":963,"question":964},"faq6","Za podobne integracije i podržane Radeon GPU-ove, AMD SDK 2.3 omogućava da se neke verzije ML FSR tehnologije ažuriraju kroz buduća izdanja AMD Software drajvera.","Može li drajver da nadogradi FSR bez zakrpe igre?","AMD FSR Redstone jednostavnim jezikom",{"id":967,"data":968,"type":568},"h-glossary",{"text":969,"level":47},"Pojmovnik",{"id":971,"data":972,"type":971},"glossary",{"title":973,"entries":974},"Ključni FSR Redstone pojmovi",[975,979,982,985,989,993,996],{"term":976,"anchor":977,"definition":978},"FSR Redstone","fsr-redstone","AMD-ov krovni paket tehnologija neuronskog renderovanja koji uključuje Upscaling, Frame Generation, Ray Regeneration i Radiance Caching.",{"term":851,"anchor":980,"definition":981},"fsr-upscaling","Trenutni naziv za AMD-ovu ML tehnologiju rekonstrukcije visoke rezolucije ranije poznatu kao FSR 4.",{"term":854,"anchor":983,"definition":984},"fsr-frame-generation","AMD tehnologija koja predviđa i ubacuje dodatne frejmove između konvencionalno renderovanih frejmova.",{"term":986,"anchor":987,"definition":988},"FSR Ray Regeneration","fsr-ray-regeneration","AMD ML tehnologija za rekonstrukciju detalja sa ray tracingom iz retkih ili šumnih ray uzoraka.",{"term":990,"anchor":991,"definition":992},"FSR Radiance Caching","fsr-radiance-caching","AMD tehnologija koja uči i predviđa širenje svetla u sceni za efikasno globalno osvetljenje u realnom vremenu.",{"term":698,"anchor":994,"definition":995},"feature-independence-map","Figure Rocks okvir za razdvajanje svake FSR funkcije prema njenom ulazu, izlazu i ispravnoj metriki performansi.",{"term":997,"anchor":998,"definition":999},"FSR test identifikacije","fsr-identification-test","Figure Rocks kontrolna lista za identifikaciju koja FSR funkcija, verzija, hardverska putanja i implementacija drajvera se zapravo benchmarkuju.",{"id":1001,"data":1002,"type":568},"h-sources",{"text":1003,"level":47},"Primarni izvori",{"id":1005,"data":1006,"type":1012},"src-amd-fsr-main",{"link":1007,"meta":1008},"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html",{"image":1009,"title":1010,"description":1011},{"url":13},"AMD — FSR tehnologije","Zvanični AMD pregled Redstone paketa, njegove četiri funkcije i trenutne hardverske kompatibilnosti.","linkTool",{"id":1014,"data":1015,"type":1012},"src-gpuopen-sdk",{"link":1016,"meta":1017},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F",{"image":1018,"title":1019,"description":1020},{"url":13},"AMD GPUOpen — FSR SDK","Zvanična trenutna SDK stranica koja navodi FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 i pregled Radiance Caching.",{"id":1022,"data":1023,"type":1012},"src-gpuopen-guidelines",{"link":1024,"meta":1025},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F",{"image":1026,"title":1027,"description":1028},{"url":13},"AMD GPUOpen — FSR smernice za imenovanje","Zvanične AMD smernice za imenovanje koje objašnjavaju prelazak sa FSR 4 brendiranja na FSR Upscaling i odvojeno imenovanje Frame Generation.",{"id":1030,"data":1031,"type":1012},"src-gpuopen-redstone",{"link":1032,"meta":1033},"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F",{"image":1034,"title":1035,"description":1036},{"url":13},"AMD GPUOpen — FSR Redstone za programere","Zvanični arhitektonski pregled Redstone neuronskog renderovanja, njegove četiri tehnologije i dizajnerskih ciljeva.",{"id":1038,"data":1039,"type":1012},"src-gpuopen-upscale",{"link":1040,"meta":1041},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F",{"image":1042,"title":1043,"description":1044},{"url":13},"AMD GPUOpen — FSR Upscaling","Zvanična trenutna FSR Upscaling stranica koja dokumentuje verziju 4.1.1 i podršku za Radeon RX 7000 seriju.",{"id":1046,"data":1047,"type":1012},"src-gpuopen-framegen",{"link":1048,"meta":1049},"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F",{"image":1050,"title":1051,"description":1052},{"url":13},"AMD GPUOpen — FSR Frame Generation","Zvanična trenutna FSR Frame Generation stranica koja dokumentuje ML-powered 4.0.1 i podržane API-je.","2.31","AMD-ovo FSR imenovanje je promenjeno jer FSR više nije jedna funkcija. Redstone je sada paket za neuronsko renderovanje sa odvojenim tehnologijama za skaliranje, generisanje frejmova, rekonstrukciju putem praćenja zraka i naučeno globalno osvetljenje.","\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":1063,"de":1064,"sr":1065,"es":1066,"fr":1067,"it":1068,"ru":1069,"zh":1070},"\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",[1072,1076,1080,1084,1088],{"id":1073,"name":1074,"slug":1075},251,"Замућење и перзистенција","blur-and-persistence",{"id":1077,"name":1078,"slug":1079},253,"Освежавање и јасноћа","refresh-and-clarity",{"id":1081,"name":1082,"slug":1083},252,"Овердрајв и замућење","overdrive-and-smearing",{"id":1085,"name":1086,"slug":1087},430,"Animal Crossing","animal-crossing",{"id":1089,"name":1090,"slug":1091},127,"Компатибилност игара","game-compatibility",{"id":392,"login":1093,"email":1094,"displayName":1095},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1097,1468],{"lang":8,"title":1098,"content":1099,"contentJson":1100,"excerpt":1467},"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","{\"time\":1790377606190,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"If you still think “FSR 4” is one graphics feature, AMD’s 2026 naming will be confusing. FSR “Redstone” is now a suite: upscaling, frame generation, ray regeneration and radiance caching are separate technologies that solve different rendering problems.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>AMD FSR “Redstone” is not simply a new version of the old FSR upscaler.\u003C\u002Fstrong> It is a neural-rendering suite with separate features for reconstruction, generated frames, ray-tracing reconstruction and learned lighting.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"naming-note\",\"data\":{\"body\":\"AMD renamed the former FSR 4 upscaler to \u003Cstrong>FSR Upscaling\u003C\u002Fstrong> and now brands frame generation separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>. The goal is to make each rendering feature identifiable on its own.\",\"title\":\"Why the naming changed\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-old\",\"data\":{\"text\":\"The old mental model no longer works\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-old-1\",\"data\":{\"text\":\"Earlier FSR discussions often treated the version number as if it described one main technology. That became awkward once AMD added machine-learning upscaling, machine-learning frame generation, neural ray reconstruction and learned global-illumination technology.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-2\",\"data\":{\"text\":\"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-3\",\"data\":{\"text\":\"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.\"},\"type\":\"paragraph\"},{\"id\":\"h-quartet\",\"data\":{\"text\":\"The Redstone Neural Rendering Quartet\",\"level\":2},\"type\":\"header\"},{\"id\":\"quartet-flow\",\"data\":{\"steps\":[{\"label\":\"1. FSR Upscaling\",\"description\":\"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.\"},{\"label\":\"2. FSR Frame Generation\",\"description\":\"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.\"},{\"label\":\"3. FSR Ray Regeneration\",\"description\":\"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.\"},{\"label\":\"4. FSR Radiance Caching\",\"description\":\"Learns and predicts how light propagates through a scene to reduce the cost of real-time global illumination.\"}],\"title\":\"Four different jobs inside FSR Redstone\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-quartet\",\"data\":{\"text\":\"These features can work together, but they are not interchangeable. One changes resolution reconstruction, one changes frame output, one changes ray-traced signal reconstruction and one changes how indirect lighting is estimated.\"},\"type\":\"paragraph\"},{\"id\":\"h-fsr4\",\"data\":{\"text\":\"FSR 4 did not disappear — the name changed\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fsr4-1\",\"data\":{\"text\":\"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.\"},\"type\":\"paragraph\"},{\"id\":\"p-fsr4-2\",\"data\":{\"text\":\"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.\"},\"type\":\"paragraph\"},{\"id\":\"translation\",\"data\":{\"body\":\"Old language: \u003Cstrong>FSR 4\u003C\u002Fstrong>.\u003Cbr>Current language: \u003Cstrong>FSR Upscaling\u003C\u002Fstrong>.\u003Cbr>\u003Cbr>Frame generation is now presented separately as \u003Cstrong>FSR Frame Generation\u003C\u002Fstrong>.\",\"title\":\"The simplest translation\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-upscale\",\"data\":{\"text\":\"FSR Upscaling: reconstruct more pixels than you render\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-up-1\",\"data\":{\"text\":\"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-2\",\"data\":{\"text\":\"The current ML-powered implementation in the FSR SDK is FSR Upscaling 4.1.1. AMD says it is trained on high-quality game captures and uses dedicated machine-learning acceleration on supported Radeon GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-up-3\",\"data\":{\"text\":\"The important performance trade-off remains familiar: the GPU performs less conventional pixel rendering work, then spends a smaller amount of compute reconstructing the final image.\"},\"type\":\"paragraph\"},{\"id\":\"h-fg\",\"data\":{\"text\":\"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-fg-1\",\"data\":{\"text\":\"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-2\",\"data\":{\"text\":\"The current Redstone SDK includes ML-powered FSR Frame Generation 4.0.1 alongside the older analytical FSR 3.x frame-generation path.\"},\"type\":\"paragraph\"},{\"id\":\"p-fg-3\",\"data\":{\"text\":\"That distinction matters when reading a performance counter. Once generated frames are included, displayed FPS and conventionally rendered FPS are no longer the same number.\"},\"type\":\"paragraph\"},{\"id\":\"h-ray\",\"data\":{\"text\":\"FSR Ray Regeneration: denoising becomes neural reconstruction\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-ray-1\",\"data\":{\"text\":\"Ray tracing is expensive because every additional ray sample costs GPU time. Traditional real-time ray tracing therefore uses relatively sparse samples and then denoises the result.\"},\"type\":\"paragraph\"},{\"id\":\"p-ray-2\",\"data\":{\"text\":\"FSR Ray Regeneration replaces part of that reconstruction process with machine learning. AMD describes it as inferring and restoring full-quality ray-traced detail from sparse samples.\"},\"type\":\"paragraph\"},{\"id\":\"p-ray-3\",\"data\":{\"text\":\"The current SDK lists FSR Ray Regeneration 1.2.0.\"},\"type\":\"paragraph\"},{\"id\":\"ray-note\",\"data\":{\"body\":\"Ray Regeneration tries to extract a better final signal from a limited ray budget. The goal is to improve quality without paying for the same result entirely with additional conventional ray samples.\",\"title\":\"This is not simply “more ray tracing”\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"h-radiance\",\"data\":{\"text\":\"FSR Radiance Caching: learn the lighting field\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-rad-1\",\"data\":{\"text\":\"Radiance Caching attacks a different problem: indirect lighting.\"},\"type\":\"paragraph\"},{\"id\":\"p-rad-2\",\"data\":{\"text\":\"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.\"},\"type\":\"paragraph\"},{\"id\":\"p-rad-3\",\"data\":{\"text\":\"AMD describes FSR Radiance Caching as a system that dynamically learns and predicts how light propagates through the scene. In the current SDK it remains a 0.9 technical preview.\"},\"type\":\"paragraph\"},{\"id\":\"h-map\",\"data\":{\"text\":\"The Feature Independence Map\",\"level\":2},\"type\":\"header\"},{\"id\":\"feature-map\",\"data\":{\"rows\":[{\"id\":\"upscale\",\"label\":\"Upscaling\",\"values\":{\"input\":\"Lower-resolution rendered image\",\"output\":\"Higher-resolution reconstructed image\",\"measure\":\"Image quality, temporal stability, GPU cost\"}},{\"id\":\"framegen\",\"label\":\"Frame Generation\",\"values\":{\"input\":\"Rendered frames + motion\u002Fhistory data\",\"output\":\"Additional displayed frames\",\"measure\":\"Displayed FPS, pacing, latency, artifacts\"}},{\"id\":\"ray\",\"label\":\"Ray Regeneration\",\"values\":{\"input\":\"Sparse\u002Fnoisy ray-traced signal\",\"output\":\"Reconstructed ray-traced detail\",\"measure\":\"Lighting\u002Freflection quality, temporal stability, performance\"}},{\"id\":\"radiance\",\"label\":\"Radiance Caching\",\"values\":{\"input\":\"Scene-light transport information\",\"output\":\"Predicted indirect illumination\",\"measure\":\"GI quality, temporal stability, compute savings\"}}],\"title\":\"Do not judge all FSR features with the same metric\",\"layout\":\"table\",\"columns\":[{\"id\":\"input\",\"label\":\"Main input\u002Fproblem\"},{\"id\":\"output\",\"label\":\"What it changes\"},{\"id\":\"measure\",\"label\":\"What to measure\"}]},\"type\":\"comparison\"},{\"id\":\"h-why-names\",\"data\":{\"text\":\"Why AMD split the names\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-names-1\",\"data\":{\"text\":\"The new naming makes technical comparisons more precise.\"},\"type\":\"paragraph\"},{\"id\":\"p-names-2\",\"data\":{\"text\":\"A game might support FSR Upscaling but not ML Frame Generation. Another might add Ray Regeneration but leave Radiance Caching disabled. Saying only “this game has FSR” no longer tells you enough.\"},\"type\":\"paragraph\"},{\"id\":\"p-names-3\",\"data\":{\"text\":\"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?\"},\"type\":\"paragraph\"},{\"id\":\"h-hardware\",\"data\":{\"text\":\"Hardware support is not identical across the suite\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-hw-1\",\"data\":{\"text\":\"This is another reason the umbrella label can be misleading.\"},\"type\":\"paragraph\"},{\"id\":\"p-hw-2\",\"data\":{\"text\":\"AMD’s current public compatibility table lists the full Redstone feature set around Radeon RX 9000 Series hardware, while ML-based FSR Upscaling has expanded to Radeon RX 7000 Series GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-hw-3\",\"data\":{\"text\":\"GPUOpen’s FSR SDK 2.3 update specifically added FSR Upscaling 4.1.1 support for RDNA 3 discrete GPUs. The same SDK also updates ML Frame Generation and Ray Regeneration for the current Redstone stack.\"},\"type\":\"paragraph\"},{\"id\":\"hardware-warning\",\"data\":{\"body\":\"Support depends on \u003Cstrong>feature, game integration, GPU generation, API and driver path\u003C\u002Fstrong>.\",\"title\":\"Do not read “FSR supported” as “every Redstone feature supported”\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-driver\",\"data\":{\"text\":\"Driver-side upgrades make version numbers even more confusing\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-driver-1\",\"data\":{\"text\":\"FSR SDK 2.3 adds an unusual capability: supported games can receive newer ML technology versions through AMD Software driver updates without waiting for a complete game patch in every case.\"},\"type\":\"paragraph\"},{\"id\":\"p-driver-2\",\"data\":{\"text\":\"AMD says eligible FSR 3.1-and-later games can be upgraded to ML-powered FSR Upscaling on supported RX 9000 and RX 7000 GPUs. Eligible FSR 3.1.4 frame-generation integrations can also receive ML-powered Frame Generation on supported RX 9000 GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-driver-3\",\"data\":{\"text\":\"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The FSR Identification Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"id-test\",\"data\":{\"steps\":[{\"label\":\"1. Identify the feature\",\"description\":\"Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?\"},{\"label\":\"2. Identify the implementation\",\"description\":\"ML-powered Redstone path or older analytical FSR path?\"},{\"label\":\"3. Identify the hardware\",\"description\":\"RX 9000, RX 7000 or another supported GPU family?\"},{\"label\":\"4. Check driver behavior\",\"description\":\"Could AMD Software be supplying a newer ML implementation than the original game integration?\"},{\"label\":\"5. Separate rendered and generated FPS\",\"description\":\"Do not use one final FPS number to describe both conventional rendering and frame generation.\"},{\"label\":\"6. Measure the correct failure mode\",\"description\":\"Upscaling artifacts, generated-frame pacing, ray reconstruction and GI stability are different problems.\"}],\"title\":\"Before comparing FSR performance, identify what is actually enabled\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-architecture\",\"data\":{\"text\":\"Redstone is really an architecture, not a preset\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-arch-1\",\"data\":{\"text\":\"Thinking of Redstone as “a faster Ultra setting” misses the point.\"},\"type\":\"paragraph\"},{\"id\":\"p-arch-2\",\"data\":{\"text\":\"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.\"},\"type\":\"paragraph\"},{\"id\":\"render-path\",\"data\":{\"steps\":[{\"label\":\"Game renders the scene\",\"description\":\"Geometry, materials, motion and lighting information are produced by the engine.\"},{\"label\":\"Ray Regeneration\",\"description\":\"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.\"},{\"label\":\"Radiance Caching\",\"description\":\"Indirect lighting can be estimated from learned scene-light behavior where supported.\"},{\"label\":\"FSR Upscaling\",\"description\":\"The lower-resolution image is reconstructed to the output resolution.\"},{\"label\":\"FSR Frame Generation\",\"description\":\"Additional frames can be inserted into the displayed stream.\"}],\"title\":\"A simplified Redstone rendering path\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-arch-3\",\"data\":{\"text\":\"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.\"},\"type\":\"paragraph\"},{\"id\":\"h-reviews\",\"data\":{\"text\":\"Why this matters for GPU reviews\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-review-1\",\"data\":{\"text\":\"A benchmark that simply says “FSR On” is becoming less informative.\"},\"type\":\"paragraph\"},{\"id\":\"p-review-2\",\"data\":{\"text\":\"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.\"},\"type\":\"paragraph\"},{\"id\":\"p-review-3\",\"data\":{\"text\":\"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.\"},\"type\":\"paragraph\"},{\"id\":\"h-shipping\",\"data\":{\"text\":\"What is already shipping in games?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-ship-1\",\"data\":{\"text\":\"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.\"},\"type\":\"paragraph\"},{\"id\":\"p-ship-2\",\"data\":{\"text\":\"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-3\",\"data\":{\"text\":\"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-3\",\"data\":{\"text\":\"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.\",\"question\":\"Is FSR Redstone the same thing as FSR 4?\"},{\"id\":\"faq2\",\"answer\":\"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.\",\"question\":\"What happened to the FSR 4 name?\"},{\"id\":\"faq3\",\"answer\":\"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.\",\"question\":\"Does Redstone require an RX 9000 GPU?\"},{\"id\":\"faq4\",\"answer\":\"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.\",\"question\":\"What is FSR Ray Regeneration?\"},{\"id\":\"faq5\",\"answer\":\"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.\",\"question\":\"What is FSR Radiance Caching?\"},{\"id\":\"faq6\",\"answer\":\"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.\",\"question\":\"Can the driver upgrade FSR without a game patch?\"}],\"title\":\"AMD FSR Redstone in plain English\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key FSR Redstone terms\",\"entries\":[{\"term\":\"FSR Redstone\",\"anchor\":\"fsr-redstone\",\"definition\":\"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.\"},{\"term\":\"FSR Upscaling\",\"anchor\":\"fsr-upscaling\",\"definition\":\"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.\"},{\"term\":\"FSR Frame Generation\",\"anchor\":\"fsr-frame-generation\",\"definition\":\"AMD technology that predicts and inserts additional frames between conventionally rendered frames.\"},{\"term\":\"FSR Ray Regeneration\",\"anchor\":\"fsr-ray-regeneration\",\"definition\":\"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.\"},{\"term\":\"FSR Radiance Caching\",\"anchor\":\"fsr-radiance-caching\",\"definition\":\"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.\"},{\"term\":\"Feature Independence Map\",\"anchor\":\"feature-independence-map\",\"definition\":\"A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.\"},{\"term\":\"FSR Identification Test\",\"anchor\":\"fsr-identification-test\",\"definition\":\"A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-amd-fsr-main\",\"data\":{\"link\":\"https:\u002F\u002Fwww.amd.com\u002Fen\u002Fproducts\u002Fgraphics\u002Ftechnologies\u002Ffidelityfx\u002Fsuper-resolution.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD — FSR Technologies\",\"description\":\"Official AMD overview of the Redstone suite, its four features and current hardware compatibility.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-sdk\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-sdk\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR SDK\",\"description\":\"Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-guidelines\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-naming-guidelines\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Naming Guidelines\",\"description\":\"Official AMD naming guidance explaining the transition from FSR 4 branding to FSR Upscaling and separate Frame Generation naming.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-redstone\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Flearn\u002Famd-fsr-redstone-developers-neural-rendering\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Redstone for Developers\",\"description\":\"Official architectural overview of Redstone neural rendering, its four technologies and design goals.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-upscale\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-upscaling\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Upscaling\",\"description\":\"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.\"}},\"type\":\"linkTool\"},{\"id\":\"src-gpuopen-framegen\",\"data\":{\"link\":\"https:\u002F\u002Fgpuopen.com\u002Famd-fsr-framegeneration\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"AMD GPUOpen — FSR Frame Generation\",\"description\":\"Official current FSR Frame Generation page documenting ML-powered 4.0.1 and supported APIs.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1101,"blocks":1102,"version":1466},1790377606190,[1103,1106,1110,1114,1117,1120,1123,1126,1129,1132,1144,1147,1150,1153,1156,1160,1163,1166,1169,1172,1175,1178,1181,1184,1187,1190,1193,1196,1200,1203,1206,1209,1212,1215,1236,1239,1242,1245,1248,1251,1254,1257,1260,1264,1267,1270,1273,1276,1279,1301,1304,1307,1310,1325,1328,1331,1334,1337,1340,1343,1346,1349,1352,1355,1358,1361,1364,1367,1370,1373,1376,1379,1382,1385,1407,1410,1430,1433,1439,1444,1450,1456,1461],{"id":541,"data":1104,"type":544},{"text":1105},"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":1107,"type":551},{"body":1108,"title":1109,"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":1111,"type":551},{"body":1112,"title":1113,"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":1115,"type":563},{"title":1116,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1118,"type":568},{"text":1119,"level":47},"The old mental model no longer works",{"id":570,"data":1121,"type":544},{"text":1122},"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":1124,"type":544},{"text":1125},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1127,"type":544},{"text":1128},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1130,"type":568},{"text":1131,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1133,"type":603},{"steps":1134,"title":1143,"orientation":602},[1135,1137,1139,1141],{"label":590,"description":1136},"Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":593,"description":1138},"Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":596,"description":1140},"Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":599,"description":1142},"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":1145,"type":544},{"text":1146},"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":1148,"type":568},{"text":1149,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1151,"type":544},{"text":1152},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1154,"type":544},{"text":1155},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1157,"type":551},{"body":1158,"title":1159,"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":1161,"type":568},{"text":1162,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1164,"type":544},{"text":1165},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1167,"type":544},{"text":1168},"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":1170,"type":544},{"text":1171},"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":1173,"type":568},{"text":1174,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1176,"type":544},{"text":1177},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1179,"type":544},{"text":1180},"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":1182,"type":544},{"text":1183},"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":1185,"type":568},{"text":1186,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1188,"type":544},{"text":1189},"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":1191,"type":544},{"text":1192},"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":1194,"type":544},{"text":1195},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1197,"type":551},{"body":1198,"title":1199,"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":1201,"type":568},{"text":1202,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1204,"type":544},{"text":1205},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1207,"type":544},{"text":1208},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1210,"type":544},{"text":1211},"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":1213,"type":568},{"text":1214,"level":47},"The Feature Independence Map",{"id":700,"data":1216,"type":743},{"rows":1217,"title":1228,"layout":732,"columns":1229},[1218,1221,1224,1226],{"id":704,"label":1219,"values":1220},"Upscaling",{"input":707,"output":708,"measure":709},{"id":711,"label":1222,"values":1223},"Frame Generation",{"input":714,"output":715,"measure":716},{"id":718,"label":845,"values":1225},{"input":721,"output":722,"measure":723},{"id":725,"label":848,"values":1227},{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1230,1232,1234],{"id":735,"label":1231},"Main input\u002Fproblem",{"id":738,"label":1233},"What it changes",{"id":741,"label":1235},"What to measure",{"id":745,"data":1237,"type":568},{"text":1238,"level":47},"Why AMD split the names",{"id":749,"data":1240,"type":544},{"text":1241},"The new naming makes technical comparisons more precise.",{"id":753,"data":1243,"type":544},{"text":1244},"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":1246,"type":544},{"text":1247},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1249,"type":568},{"text":1250,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1252,"type":544},{"text":1253},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1255,"type":544},{"text":1256},"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":1258,"type":544},{"text":1259},"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":1261,"type":551},{"body":1262,"title":1263,"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":1265,"type":568},{"text":1266,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1268,"type":544},{"text":1269},"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":1271,"type":544},{"text":1272},"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":1274,"type":544},{"text":1275},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1277,"type":568},{"text":1278,"level":47},"The FSR Identification Test",{"id":803,"data":1280,"type":603},{"steps":1281,"title":1300,"orientation":602},[1282,1285,1288,1291,1294,1297],{"label":1283,"description":1284},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1286,"description":1287},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1289,"description":1290},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1292,"description":1293},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1295,"description":1296},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1298,"description":1299},"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":1302,"type":568},{"text":1303,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1305,"type":544},{"text":1306},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1308,"type":544},{"text":1309},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1311,"type":603},{"steps":1312,"title":1324,"orientation":602},[1313,1316,1318,1320,1322],{"label":1314,"description":1315},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":845,"description":1317},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":848,"description":1319},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":851,"description":1321},"The lower-resolution image is reconstructed to the output resolution.",{"label":854,"description":1323},"Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":858,"data":1326,"type":544},{"text":1327},"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.",{"id":862,"data":1329,"type":568},{"text":1330,"level":47},"Why this matters for GPU reviews",{"id":866,"data":1332,"type":544},{"text":1333},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":870,"data":1335,"type":544},{"text":1336},"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.",{"id":874,"data":1338,"type":544},{"text":1339},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":878,"data":1341,"type":568},{"text":1342,"level":47},"What is already shipping in games?",{"id":882,"data":1344,"type":544},{"text":1345},"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.",{"id":886,"data":1347,"type":544},{"text":1348},"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.",{"id":890,"data":1350,"type":568},{"text":1351,"level":47},"What would change this answer?",{"id":894,"data":1353,"type":544},{"text":1354},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":898,"data":1356,"type":544},{"text":1357},"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.",{"id":902,"data":1359,"type":544},{"text":1360},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":906,"data":1362,"type":568},{"text":1363,"level":47},"Limitations",{"id":910,"data":1365,"type":544},{"text":1366},"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.",{"id":914,"data":1368,"type":544},{"text":1369},"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.",{"id":918,"data":1371,"type":568},{"text":1372,"level":47},"Conclusion",{"id":922,"data":1374,"type":544},{"text":1375},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":926,"data":1377,"type":544},{"text":1378},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":930,"data":1380,"type":544},{"text":1381},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":934,"data":1383,"type":568},{"text":1384,"level":47},"FAQ",{"id":938,"data":1386,"type":938},{"items":1387,"title":1406},[1388,1391,1394,1397,1400,1403],{"id":942,"answer":1389,"question":1390},"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.","Is FSR Redstone the same thing as FSR 4?",{"id":946,"answer":1392,"question":1393},"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.","What happened to the FSR 4 name?",{"id":950,"answer":1395,"question":1396},"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.","Does Redstone require an RX 9000 GPU?",{"id":954,"answer":1398,"question":1399},"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.","What is FSR Ray Regeneration?",{"id":958,"answer":1401,"question":1402},"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.","What is FSR Radiance Caching?",{"id":962,"answer":1404,"question":1405},"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.","Can the driver upgrade FSR without a game patch?","AMD FSR Redstone in plain English",{"id":967,"data":1408,"type":568},{"text":1409,"level":47},"Glossary",{"id":971,"data":1411,"type":971},{"title":1412,"entries":1413},"Key FSR Redstone terms",[1414,1416,1418,1420,1422,1424,1427],{"term":976,"anchor":977,"definition":1415},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":851,"anchor":980,"definition":1417},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":854,"anchor":983,"definition":1419},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":986,"anchor":987,"definition":1421},"AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":990,"anchor":991,"definition":1423},"AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":1425,"anchor":994,"definition":1426},"Feature Independence Map","A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":1428,"anchor":998,"definition":1429},"FSR Identification Test","A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":1001,"data":1431,"type":568},{"text":1432,"level":47},"Primary sources",{"id":1005,"data":1434,"type":1012},{"link":1007,"meta":1435},{"image":1436,"title":1437,"description":1438},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1014,"data":1440,"type":1012},{"link":1016,"meta":1441},{"image":1442,"title":1019,"description":1443},{"url":13},"Official current SDK page listing FSR SDK 2.3, Upscaling 4.1.1, Frame Generation 4.0.1, Ray Regeneration 1.2.0 and Radiance Caching preview.",{"id":1022,"data":1445,"type":1012},{"link":1024,"meta":1446},{"image":1447,"title":1448,"description":1449},{"url":13},"AMD GPUOpen — FSR Naming Guidelines","Official AMD naming guidance explaining the transition from FSR 4 branding to FSR Upscaling and separate Frame Generation naming.",{"id":1030,"data":1451,"type":1012},{"link":1032,"meta":1452},{"image":1453,"title":1454,"description":1455},{"url":13},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1038,"data":1457,"type":1012},{"link":1040,"meta":1458},{"image":1459,"title":1043,"description":1460},{"url":13},"Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1046,"data":1462,"type":1012},{"link":1048,"meta":1463},{"image":1464,"title":1051,"description":1465},{"url":13},"Official current FSR Frame Generation page documenting ML-powered 4.0.1 and supported APIs.","2.31.0","AMD’s FSR naming changed because FSR is no longer one feature. Redstone is now a neural-rendering suite with separate technologies for upscaling, frame generation, ray-traced reconstruction and learned global illumination.",{"lang":7,"title":534,"content":536,"contentJson":1469,"excerpt":1054},{"time":538,"blocks":1470,"version":1053},[1471,1473,1475,1477,1479,1481,1483,1485,1487,1489,1496,1498,1500,1502,1504,1506,1508,1510,1512,1514,1516,1518,1520,1522,1524,1526,1528,1530,1532,1534,1536,1538,1540,1542,1557,1559,1561,1563,1565,1567,1569,1571,1573,1575,1577,1579,1581,1583,1585,1594,1596,1598,1600,1608,1610,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1634,1636,1638,1640,1642,1644,1646,1648,1657,1659,1669,1671,1675,1679,1683,1687,1691],{"id":541,"data":1472,"type":544},{"text":543},{"id":546,"data":1474,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1476,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1478,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1480,"type":568},{"text":567,"level":47},{"id":570,"data":1482,"type":544},{"text":572},{"id":574,"data":1484,"type":544},{"text":576},{"id":578,"data":1486,"type":544},{"text":580},{"id":582,"data":1488,"type":568},{"text":584,"level":47},{"id":586,"data":1490,"type":603},{"steps":1491,"title":601,"orientation":602},[1492,1493,1494,1495],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"id":605,"data":1497,"type":544},{"text":607},{"id":609,"data":1499,"type":568},{"text":611,"level":47},{"id":613,"data":1501,"type":544},{"text":615},{"id":617,"data":1503,"type":544},{"text":619},{"id":621,"data":1505,"type":551},{"body":623,"title":624,"variant":625},{"id":627,"data":1507,"type":568},{"text":629,"level":47},{"id":631,"data":1509,"type":544},{"text":633},{"id":635,"data":1511,"type":544},{"text":637},{"id":639,"data":1513,"type":544},{"text":641},{"id":643,"data":1515,"type":568},{"text":645,"level":47},{"id":647,"data":1517,"type":544},{"text":649},{"id":651,"data":1519,"type":544},{"text":653},{"id":655,"data":1521,"type":544},{"text":657},{"id":659,"data":1523,"type":568},{"text":661,"level":47},{"id":663,"data":1525,"type":544},{"text":665},{"id":667,"data":1527,"type":544},{"text":669},{"id":671,"data":1529,"type":544},{"text":673},{"id":675,"data":1531,"type":551},{"body":677,"title":678,"variant":557},{"id":680,"data":1533,"type":568},{"text":682,"level":47},{"id":684,"data":1535,"type":544},{"text":686},{"id":688,"data":1537,"type":544},{"text":690},{"id":692,"data":1539,"type":544},{"text":694},{"id":696,"data":1541,"type":568},{"text":698,"level":47},{"id":700,"data":1543,"type":743},{"rows":1544,"title":731,"layout":732,"columns":1553},[1545,1547,1549,1551],{"id":704,"label":705,"values":1546},{"input":707,"output":708,"measure":709},{"id":711,"label":712,"values":1548},{"input":714,"output":715,"measure":716},{"id":718,"label":719,"values":1550},{"input":721,"output":722,"measure":723},{"id":725,"label":726,"values":1552},{"input":728,"output":729,"measure":730},[1554,1555,1556],{"id":735,"label":736},{"id":738,"label":739},{"id":741,"label":742},{"id":745,"data":1558,"type":568},{"text":747,"level":47},{"id":749,"data":1560,"type":544},{"text":751},{"id":753,"data":1562,"type":544},{"text":755},{"id":757,"data":1564,"type":544},{"text":759},{"id":761,"data":1566,"type":568},{"text":763,"level":47},{"id":765,"data":1568,"type":544},{"text":767},{"id":769,"data":1570,"type":544},{"text":771},{"id":773,"data":1572,"type":544},{"text":775},{"id":777,"data":1574,"type":551},{"body":779,"title":780,"variant":781},{"id":783,"data":1576,"type":568},{"text":785,"level":47},{"id":787,"data":1578,"type":544},{"text":789},{"id":791,"data":1580,"type":544},{"text":793},{"id":795,"data":1582,"type":544},{"text":797},{"id":799,"data":1584,"type":568},{"text":801,"level":47},{"id":803,"data":1586,"type":603},{"steps":1587,"title":824,"orientation":602},[1588,1589,1590,1591,1592,1593],{"label":807,"description":808},{"label":810,"description":811},{"label":813,"description":814},{"label":816,"description":817},{"label":819,"description":820},{"label":822,"description":823},{"id":826,"data":1595,"type":568},{"text":828,"level":47},{"id":830,"data":1597,"type":544},{"text":832},{"id":834,"data":1599,"type":544},{"text":836},{"id":838,"data":1601,"type":603},{"steps":1602,"title":856,"orientation":602},[1603,1604,1605,1606,1607],{"label":842,"description":843},{"label":845,"description":846},{"label":848,"description":849},{"label":851,"description":852},{"label":854,"description":855},{"id":858,"data":1609,"type":544},{"text":860},{"id":862,"data":1611,"type":568},{"text":864,"level":47},{"id":866,"data":1613,"type":544},{"text":868},{"id":870,"data":1615,"type":544},{"text":872},{"id":874,"data":1617,"type":544},{"text":876},{"id":878,"data":1619,"type":568},{"text":880,"level":47},{"id":882,"data":1621,"type":544},{"text":884},{"id":886,"data":1623,"type":544},{"text":888},{"id":890,"data":1625,"type":568},{"text":892,"level":47},{"id":894,"data":1627,"type":544},{"text":896},{"id":898,"data":1629,"type":544},{"text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erfolgreich abgerufen",{"items":1697,"source":1772,"manualIds":1773,"manualMatchedIds":1774},[1698,1704,1710,1716,1722,1728,1734,1740,1746,1752,1759,1766],{"id":1699,"slug":1700,"title":1701,"excerpt":1702,"featuredImage":14,"publishedAt":1703},"393","isabelle-winter-outfit","Isabelle - Winter Outfit","Isabelle – Winter Outfit amiibo iz Super Smash Bros. serije predstavlja sezonsku verziju jednog od Nintendovih najprepoznatljivijih pomoćnih likova. Ova figura ne uvodi novog lika, već redefiniše već uspostavljenog. Dodatna vrednost leži uglavnom u njenoj funkcionalnoj kompatibilnosti na više Nintendo sistema i u njenoj fizičkoj interpretaciji Isabelle tokom specifičnog sezonskog trenutka u Animal Crossing svetu.","2026-02-23T01:00:00.000Z",{"id":1705,"slug":1706,"title":1707,"excerpt":1708,"featuredImage":14,"publishedAt":1709},"424","rover","Rover","Rover amiibo zauzima poznato mesto u Animal Crossing liniji. To nije figura koja sama po sebi menja čitavu igru. Njena upotreba je manja od toga. Ona omogućava Roveru da se pojavi tamo gde je Nintendo dozvolio amiibo podršku, i to je zapravo njena poenta. Vrednost proističe iz pristupa, prepoznatljivosti i direktne veze sa jednim od starijih lica u serijalu.","2026-03-06T17:33:00.000Z",{"id":1711,"slug":1712,"title":1713,"excerpt":1714,"featuredImage":14,"publishedAt":1715},"395","mabel","Mabel","Mabel amiibo pripada Animal Crossing liniji amiibo figura. Ona predstavlja ježicu krojačicu povezanu sa prodavnicom odeće koja se pojavljuje kroz čitav serijal. Figura ne uvodi novi lik. Ona prenosi ustaljenu ulogu iz prodavnice u format koji se može skenirati za kompatibilne Nintendo sisteme.","2026-02-23T01:58:00.000Z",{"id":1717,"slug":1718,"title":1719,"excerpt":1720,"featuredImage":14,"publishedAt":1721},"415","reese","Reese","Reese amiibo pripada Animal Crossing seriji Nintendo amiibo figura i predstavlja jednog od vlasnika prodavnica iz gradske ekonomije u Animal Crossing igrama. Kao i kod drugih figura u ovoj liniji, vrednost leži manje u samom plastičnom objektu, a više u NFC čipu unutar postolja. Kada se skenira pomoću kompatibilnih Nintendo sistema, figura pokreće male interakcije unutar igre, otključava izglede likova ili omogućava dodatni dijalog i predmete u zavisnosti od naslova.","2026-03-06T09:00:00.000Z",{"id":1723,"slug":1724,"title":1725,"excerpt":1726,"featuredImage":14,"publishedAt":1727},"394","k-k","K.K.","K.K. amiibo iz Animal Crossing serijala predstavlja dugogodišnjeg muzičara u igri poznatog iz više Nintendo naslova. Unutar Super Smash Bros. ekosistema, ova figura funkcioniše kao NFC figura lika samo za čitanje koja otključava specifičan sadržaj vezan za muziku i likove u zavisnosti od kompatibilnog naslova. Nije programabilna u smislu nezavisnog skladištenja korisničkih podataka; ona prenosi podatke o liku prilikom skeniranja.","2026-02-23T00:35:00.000Z",{"id":1729,"slug":1730,"title":1731,"excerpt":1732,"featuredImage":14,"publishedAt":1733},"428","best-amiibo-per-game-practical-pairings-across-nintendo-titles","Najbolji amiibo po igri: Praktična uparivanja kroz Nintendo naslove","amiibo figure interaguju sa mnogim Nintendo naslovima, ali se korisnost svake figure menja u zavisnosti od konkretne igre. Neke otključavaju predmete, neke čuvaju podatke, dok druge jednostavno aktiviraju male bonuse. Vremenom je obrazac postao vidljiv. Određene figure se učestalo pojavljuju u diskusijama o određenim igrama, ne zato što su retke ili kolekcionarske, već zato što interakcija unutar igre deluje primetnije. Ovaj pregled se bavi tim često pominjanim uparivanjima.","2026-03-12T19:37:00.000Z",{"id":1735,"slug":1736,"title":1737,"excerpt":1738,"featuredImage":14,"publishedAt":1739},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Jasnoća pokreta: Zašto dolazi do zamućenja i rešenja koja zaista rade","Zamućenje pri pokretu nije samo podešavanje — to je tajming plus perzistencija. Naučite praktičan redosled: ispravan režim, ispravno osvežavanje, a zatim onih nekoliko rešenja za jasnoću koja su zaista bitna.","2026-02-20T11:00:00.000Z",{"id":1741,"slug":1742,"title":1743,"excerpt":1744,"featuredImage":14,"publishedAt":1745},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz deluje lošije? Kontrolna lista za dijagnostiku (pogrešan režim, VRR opseg, ograničenja)","Veća brzina osvežavanja može otkriti nestabilnost. Koristite ovu kontrolnu listu da dijagnostikujete zašto 120Hz deluje lošije: pogrešan režim, pogrešna putanja osvežavanja, problemi sa VRR opsegom ili nedostajuća ograničenja.","2026-02-20T20:30:00.000Z",{"id":1747,"slug":1748,"title":1749,"excerpt":1750,"featuredImage":14,"publishedAt":1751},"425","isabelle-summer-outfit","Isabelle – Summer Outfit","Među Animal Crossing amiibo figurama koje je objavio Nintendo, verzija Isabelle – Summer Outfit predstavlja sezonsku varijaciju jednog od centralnih likova serijala. Figura poseduje istu tehničku funkcionalnost kao i ostale Animal Crossing amiibo figure, ali njen izgled odražava laganiji, opušteniji ton koji se često viđa tokom letnjih događaja u igrama. Kada se skenira putem NFC-a, figura komunicira sa nekoliko kompatibilnih naslova i otključava male interakcije unutar igre povezane sa samom Isabelle.","2026-03-06T17:12:00.000Z",{"id":1753,"slug":1754,"title":1755,"excerpt":1756,"featuredImage":1757,"publishedAt":1758},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX postaje ML platforma: Šta linearna algebra i neuronski šejderi znače za buduće igre","DirectX prevazilazi tradicionalne grafičke šejdere. Microsoft dodaje hardverski ubrzanu linearnu algebru direktno u HLSL i odvojen put za veće ML modele, postavljajući temelje za neuronske teksture, naučene materijale, neuronsko osvetljenje i druge AI vođene tehnike renderovanja.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T17:12:00.000Z",{"id":1760,"slug":1761,"title":1762,"excerpt":1763,"featuredImage":1764,"publishedAt":1765},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG saveznik pokazuje zašto AI saigračima trebaju dva mozga: brzi refleksi i sporo rezonovanje","Jezički model može da razume taktiku i nameru igrača, ali ne bi trebalo direktno da kontroliše svaki pokret i borbenu reakciju. PUBG Ally prikazuje praktičniju arhitekturu: brzu kontrolu pomoću stabla ponašanja za refleksne radnje, u kombinaciji sa malim jezičkim modelom za planiranje, koordinaciju i prirodan razgovor.","\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":1767,"slug":1768,"title":1769,"excerpt":1770,"featuredImage":14,"publishedAt":1771},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Podešavanje overdrive-a: Čist način da smanjite zamućenje bez ghosting-a","Overdrive može poboljšati jasnoću ili dodati ružne oreole. Koristite ovaj jednostavan metod da izaberete čistu srednju postavku koja smanjuje zamućenje bez ghosting artefakata.","2026-02-21T03:30:00.000Z","fallback",[],[]]