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oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"statusCode":4,"data":532,"message":1705},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1052,"featuredImage":1053,"featuredImageAlt":1054,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":1055,"status":1056,"publishedAt":1057,"createdAt":1058,"updatedAt":1059,"seoLocalePaths":1060,"categories":1069,"author":1090,"translations":1094},"445","AMD FSR Redstone 不仅仅是 FSR 4：超分辨率、帧生成、光线再生与辐射缓存详解","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","\u003Cp>如果你仍然认为“FSR 4”是一个图形功能，AMD 2026 年的命名会让你感到困惑。FSR“Redstone”现在是一个套件：超分辨率、帧生成、光线重建和辐射缓存是解决不同渲染问题的独立技术。\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\">直接回答\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>AMD FSR“Redstone”并不只是旧版 FSR 超分辨率技术的新版本。\u003C\u002Fstrong>它是一个神经渲染套件，包含用于重建、生成帧、光线追踪重建和学习光照的独立功能。\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\">命名为何改变\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">AMD 将原 FSR 4 超分辨率技术更名为 \u003Cstrong>FSR 超分辨率\u003C\u002Fstrong>，现在将帧生成单独命名为 \u003Cstrong>FSR 帧生成\u003C\u002Fstrong>。目的是让每个渲染功能都能被单独识别。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"目录\">\u003Cstrong class=\"editorjs-toc__title\">目录\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\">旧的心智模型不再适用\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Redstone 神经渲染四重奏\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">FSR 4 并未消失——只是名称变了\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">FSR 超分辨率：重建比渲染更多的像素\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">FSR 帧生成：无需传统渲染每一帧即可提高显示 FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">FSR 光线再生：降噪变为神经重建\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">FSR 辐射缓存：学习光照场\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">功能独立性图谱\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-35\" class=\"editorjs-toc__link\">AMD 为何拆分这些名称\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-39\" class=\"editorjs-toc__link\">硬件支持在整个套件中并不完全相同\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">驱动程序端升级让版本号更加令人困惑\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">FSR 识别测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Redstone 实际上是一种架构，而不是一个预设\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">为什么这对 GPU 评测很重要\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">游戏中已经实装了什么？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">什么会改变这个答案？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">局限性\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">结论\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">常见问题\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-75\" class=\"editorjs-toc__link\">术语表\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">主要来源\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">旧的心智模型不再适用\u003C\u002Fh2>\n\u003Cp>早期的 FSR 讨论常常把版本号当作描述一项主要技术。当 AMD 加入机器学习超分辨率、机器学习帧生成、神经光线重建和学习型全局光照技术后，这种说法就变得别扭了。\u003C\u002Fp>\n\u003Cp>AMD 现在将 FSR 作为总称，并为每个主要渲染效果赋予自己的产品名称。\u003C\u002Fp>\n\u003Cp>这很有用，因为启用一项 FSR 功能并不自动意味着其他所有功能都已启用。\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Redstone 神经渲染四重奏\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">FSR Redstone 中的四项不同任务\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 超分辨率\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用机器学习从低分辨率渲染帧重建更高分辨率的图像。\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 帧生成\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">在渲染帧之间预测并插入额外帧，以提高显示帧率。\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 光线重建\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用机器学习从稀疏光线样本重建全质量的光线追踪细节。\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 辐射缓存\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">学习并预测光线如何在场景中传播，以降低实时全局光照的成本。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>这些功能可以协同工作，但它们不能互换。一个改变分辨率重建，一个改变帧输出，一个改变光线追踪信号重建，一个改变间接光照的估算方式。\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">FSR 4 并未消失——只是名称变了\u003C\u002Fh2>\n\u003Cp>AMD 的命名指南明确将原 AMD FidelityFX Super Resolution 4 映射到新名称 FSR 超分辨率。\u003C\u002Fp>\n\u003Cp>帧生成现在被单独命名，而不是在概念上捆绑在同一个带编号的 FSR 标签下。\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\">最简单的翻译\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">旧说法：\u003Cstrong>FSR 4\u003C\u002Fstrong>。\u003Cbr>当前说法：\u003Cstrong>FSR 超分辨率\u003C\u002Fstrong>。\u003Cbr>\u003Cbr>帧生成现在单独呈现为 \u003Cstrong>FSR 帧生成\u003C\u002Fstrong>。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">FSR 超分辨率：重建比渲染更多的像素\u003C\u002Fh2>\n\u003Cp>FSR 超分辨率以较低的内部分辨率渲染游戏，并重建出更高分辨率的输出。\u003C\u002Fp>\n\u003Cp>FSR SDK 中当前由机器学习驱动的实现是 FSR 超分辨率 4.1.1。AMD 表示，它基于高质量游戏捕获进行训练，并在支持的 Radeon GPU 上使用专用的机器学习加速。\u003C\u002Fp>\n\u003Cp>重要的性能权衡仍然似曾相识：GPU 执行较少的传统像素渲染工作，然后花费较少的计算量来重建最终图像。\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">FSR 帧生成：无需传统渲染每一帧即可提高显示 FPS\u003C\u002Fh2>\n\u003Cp>FSR 帧生成是一个独立阶段。它在传统渲染的帧之间预测中间帧。\u003C\u002Fp>\n\u003Cp>当前的 Redstone SDK 包含由机器学习驱动的 FSR 帧生成 4.0.1，以及较旧的分析式 FSR 3.x 帧生成路径。\u003C\u002Fp>\n\u003Cp>在读取性能计数器时，这一区别很重要。一旦包含生成的帧，显示 FPS 和传统渲染 FPS 就不再是同一个数字。\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">FSR 光线再生：降噪变为神经重建\u003C\u002Fh2>\n\u003Cp>光线追踪成本高昂，因为每个额外的光线采样都会消耗 GPU 时间。因此，传统实时光线追踪使用相对稀疏的采样，然后对结果进行降噪。\u003C\u002Fp>\n\u003Cp>FSR 光线再生用机器学习取代了部分重建过程。AMD 将其描述为从稀疏采样中推断并恢复全质量的光线追踪细节。\u003C\u002Fp>\n\u003Cp>当前 SDK 列出的是 FSR 光线再生 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\">这并不只是“更多光线追踪”\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">光线再生试图从有限的光线预算中提取更好的最终信号。目标是在不通过额外传统光线采样完全换取相同结果的情况下提高质量。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-29\">FSR 辐射缓存：学习光照场\u003C\u002Fh2>\n\u003Cp>辐射缓存针对的是另一个问题：间接光照。\u003C\u002Fp>\n\u003Cp>全局光照要解决的是光如何在场景中反弹。实时计算足够多的间接光线成本高昂。\u003C\u002Fp>\n\u003Cp>AMD 将 FSR 辐射缓存描述为一个动态学习并预测光如何在场景中传播的系统。在当前 SDK 中，它仍是一个 0.9 技术预览版。\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">功能独立性图谱\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">不要用同一指标评判所有 FSR 功能\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\">主要输入\u002F问题\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\">它改变了什么\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\">应衡量什么\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\">超分辨率\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\">帧生成\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\">光线再生\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\">辐射缓存\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\">AMD 为何拆分这些名称\u003C\u002Fh2>\n\u003Cp>新的命名让技术比较更加精确。\u003C\u002Fp>\n\u003Cp>一款游戏可能支持 FSR 超分辨率，但不支持 ML 帧生成。另一款游戏可能添加了光线再生，但将辐射度缓存保持禁用。只说“这款游戏支持 FSR”已经不足以说明问题了。\u003C\u002Fp>\n\u003Cp>对用户来说，正确的问题变成了：哪个 FSR 功能、哪种实现，以及在什么硬件上？\u003C\u002Fp>\n\u003Ch2 id=\"section-39\">硬件支持在整个套件中并不完全相同\u003C\u002Fh2>\n\u003Cp>这是总括性标签可能产生误导的另一个原因。\u003C\u002Fp>\n\u003Cp>AMD 当前的公开兼容性表列出了围绕 Radeon RX 9000 系列硬件的完整 Redstone 功能集，而基于 ML 的 FSR 超分辨率已扩展到 Radeon RX 7000 系列 GPU。\u003C\u002Fp>\n\u003Cp>GPUOpen 的 FSR SDK 2.3 更新专门为 RDNA 3 独立 GPU 添加了 FSR 超分辨率 4.1.1 支持。同一 SDK 还针对当前 Redstone 技术栈更新了 ML 帧生成和光线再生。\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\">不要将“支持 FSR”理解为“支持所有 Redstone 功能”\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">支持取决于\u003Cstrong>功能、游戏集成、GPU 世代、API 和驱动程序路径\u003C\u002Fstrong>。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-44\">驱动程序端升级让版本号更加令人困惑\u003C\u002Fh2>\n\u003Cp>FSR SDK 2.3 增加了一项不寻常的能力：受支持的游戏可以通过 AMD Software 驱动程序更新获得更新的 ML 技术版本，而不必每次都等待完整的游戏补丁。\u003C\u002Fp>\n\u003Cp>AMD 表示，符合条件的 FSR 3.1 及更高版本游戏可以在受支持的 RX 9000 和 RX 7000 GPU 上升级为 ML 驱动的 FSR 超分辨率。符合条件的 FSR 3.1.4 帧生成集成也可以在受支持的 RX 9000 GPU 上获得 ML 驱动的帧生成。\u003C\u002Fp>\n\u003Cp>这意味着游戏内的图形选项标签可能不再能告诉你底层实际运行的完整实现版本。\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">FSR 识别测试\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">在比较 FSR 性能之前，先确认实际启用了什么\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. 识别功能\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">超分辨率、帧生成、光线再生还是辐射度缓存？\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. 识别实现\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">ML 驱动的 Redstone 路径，还是较旧的分析式 FSR 路径？\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. 识别硬件\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">RX 9000、RX 7000 还是其他受支持的 GPU 系列？\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. 检查驱动程序行为\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">AMD Software 是否可能提供比原始游戏集成更新的 ML 实现？\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. 区分渲染 FPS 和生成 FPS\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">不要用一个最终 FPS 数字同时描述传统渲染和帧生成。\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. 测量正确的故障模式\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">超分辨率伪影、生成帧节奏、光线重建和 GI 稳定性是不同的问题。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-50\">Redstone 实际上是一种架构，而不是一个预设\u003C\u002Fh2>\n\u003Cp>将 Redstone 视为“更快的超高画质设置”没有抓住重点。\u003C\u002Fp>\n\u003Cp>它是一系列位置的集合，在这些位置，机器学习可以替代或增强渲染管线中开销高昂的阶段。\u003C\u002Fp>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">简化的 Redstone 渲染路径\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\">游戏渲染场景\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">几何体、材质、运动和光照信息由引擎生成。\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\">光线再生\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">稀疏的光线追踪信息可以被重建为更干净的光照信号。\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\">辐射度缓存\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">在支持的情况下，可以根据学习到的场景光照行为来估计间接光照。\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 超分辨率\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">低分辨率图像被重建到输出分辨率。\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 帧生成\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">可以将额外帧插入到显示流中。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>确切的顺序和集成细节取决于游戏引擎，但重要的一点是，每个神经功能都针对不同的成本中心。\u003C\u002Fp>\n\u003Ch2 id=\"section-55\">为什么这对 GPU 评测很重要\u003C\u002Fh2>\n\u003Cp>一个仅仅写着“FSR 开启”的基准测试正变得越来越缺乏信息量。\u003C\u002Fp>\n\u003Cp>一个有用的测试应当标明超分辨率模式、帧生成是否启用、光线再生是否启用、GPU 架构以及软件版本。\u003C\u002Fp>\n\u003Cp>否则两张图表可能都写着 FSR，但测量的却是实质上不同的渲染管线。\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">游戏中已经实装了什么？\u003C\u002Fh2>\n\u003Cp>AMD 表示，《红色沙漠》是 2026 年 3 月首款同时搭载 FSR 超分辨率 4.1 和 FSR 光线再生 1.1 的游戏。\u003C\u002Fp>\n\u003Cp>此后更广泛的 SDK 持续演进。截至当前的 2.3 版本，AMD 列出了超分辨率 4.1.1、帧生成 4.0.1 和光线再生 1.2.0，而辐射缓存仍处于技术预览阶段。\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">什么会改变这个答案？\u003C\u002Fh2>\n\u003Cp>随着 AMD 扩大硬件支持并将预览技术转为正式发布，这些边界将会发生变化。\u003C\u002Fp>\n\u003Cp>辐射缓存是当前套件中最不确定的部分，因为它仍处于技术预览阶段。未来的 SDK 版本可能会改变其功能、集成要求或硬件支持。\u003C\u002Fp>\n\u003Cp>即使版本号发生变化，底层模型仍然有用：先确定渲染阶段，再确定实现方式和硬件支持。\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">局限性\u003C\u002Fh2>\n\u003Cp>本文描述的是截至 2026 年 9 月 AMD 当前公开的 FSR SDK 和兼容性指南。驱动更新和 SDK 发布可能会迅速改变支持的版本。\u003C\u002Fp>\n\u003Cp>AMD 的性能和画质声明属于厂商测量结果。仍需针对具体游戏进行独立测试，以确定每项功能在特定游戏中的表现。\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">结论\u003C\u002Fh2>\n\u003Cp>理解 FSR Redstone 最简单的方法，就是不要再把 FSR 看作一个开关。\u003C\u002Fp>\n\u003Cp>FSR 超分辨率重建分辨率。FSR 帧生成增加显示帧。FSR 光线再生重建光线追踪细节。FSR 辐射缓存学习间接光照。\u003C\u002Fp>\n\u003Cp>它们同属 Redstone 体系，但解决的是不同问题，具有不同的支持边界，也应当以不同方式进行测量。\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">常见问题\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\">通俗解读 AMD FSR Redstone\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">FSR Redstone 和 FSR 4 是同一个东西吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不是。之前的 FSR 4 超分辨率技术现在称为 FSR 超分辨率。Redstone 是更广泛的套件，包含超分辨率、帧生成、光线再生和辐射缓存。\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\">FSR 4 这个名称怎么了？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">AMD 将机器学习超分辨率技术更名为 FSR 超分辨率，以便与帧生成及其他 Redstone 功能分开呈现。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Redstone 需要 RX 9000 GPU 吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">当前完整的 Redstone 机器学习功能集以 RX 9000 系列硬件为核心，而 FSR 超分辨率 4.1.1 已扩展至 RX 7000 系列独立显卡。支持情况因功能而异。\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\">什么是 FSR 光线再生？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">这是 AMD 基于机器学习的重建技术，用于从稀疏的光线样本中恢复高质量的实时光线追踪细节。\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\">什么是 FSR 辐射缓存？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">这是 AMD 的神经光照技术，能够学习和预测间接光在场景中的传播方式。在当前 SDK 中，它仍处于技术预览阶段。\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\">驱动程序能否在不更新游戏补丁的情况下升级 FSR？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">对于符合条件的集成和支持的 Radeon GPU，AMD SDK 2.3 允许通过未来的 AMD Software 驱动程序版本更新部分基于机器学习的 FSR 技术版本。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-75\">术语表\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\">FSR Redstone 关键术语\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 的神经渲染技术总套件，包括超分辨率、帧生成、光线再生和辐射缓存。\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 超分辨率\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD 基于机器学习的高分辨率重建技术的当前名称，此前称为 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 帧生成\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD 的技术，可在传统渲染的帧之间预测并插入额外的帧。\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 光线再生\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD 的机器学习技术，用于从稀疏或含噪的光线样本中重建光线追踪细节。\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 辐射缓存\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">AMD 的技术，能够学习和预测场景光照传播，以实现高效的实时全局光照。\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\">功能独立性图谱\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks 框架，用于根据输入、输出和正确的性能指标来区分每个 FSR 功能。\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 识别测试\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks 检查清单，用于识别实际正在测试的是哪个 FSR 功能、版本、硬件路径和驱动程序实现。\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-77\">主要来源\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 技术\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">AMD 官方对 Redstone 套件、其四项功能及当前硬件兼容性的概述。\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\">官方当前 SDK 页面，列出 FSR SDK 2.3、超分辨率 4.1.1、帧生成 4.0.1、光线再生 1.2.0 和辐射缓存预览。\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 命名指南\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">AMD 官方命名指南，解释从 FSR 4 品牌向 FSR 超分辨率及独立帧生成命名的过渡。\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 — 面向开发者的 FSR Redstone\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Redstone 神经渲染、其四项技术及设计目标的官方架构概述。\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 超分辨率\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">官方当前 FSR 超分辨率页面，记录版本 4.1.1 及 Radeon RX 7000 系列支持。\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 帧生成\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">官方当前 FSR 帧生成页面，记录机器学习驱动的 4.0.1 及支持的 API。\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1051},1790377911453,[540,545,552,558,564,569,573,577,581,585,604,608,612,616,620,626,630,634,638,642,646,650,654,658,662,666,670,674,679,683,687,691,695,699,744,748,752,756,760,764,768,772,776,782,786,790,794,798,802,825,829,833,837,856,860,864,868,872,876,880,884,888,892,896,900,904,908,912,916,920,924,928,932,936,965,969,998,1002,1011,1019,1027,1035,1043],{"id":541,"data":542,"type":544},"intro",{"text":543},"如果你仍然认为“FSR 4”是一个图形功能，AMD 2026 年的命名会让你感到困惑。FSR“Redstone”现在是一个套件：超分辨率、帧生成、光线重建和辐射缓存是解决不同渲染问题的独立技术。","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>AMD FSR“Redstone”并不只是旧版 FSR 超分辨率技术的新版本。\u003C\u002Fstrong>它是一个神经渲染套件，包含用于重建、生成帧、光线追踪重建和学习光照的独立功能。","直接回答","info","callout",{"id":553,"data":554,"type":551},"naming-note",{"body":555,"title":556,"variant":557},"AMD 将原 FSR 4 超分辨率技术更名为 \u003Cstrong>FSR 超分辨率\u003C\u002Fstrong>，现在将帧生成单独命名为 \u003Cstrong>FSR 帧生成\u003C\u002Fstrong>。目的是让每个渲染功能都能被单独识别。","命名为何改变","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"目录",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-old",{"text":567,"level":47},"旧的心智模型不再适用","header",{"id":570,"data":571,"type":544},"p-old-1",{"text":572},"早期的 FSR 讨论常常把版本号当作描述一项主要技术。当 AMD 加入机器学习超分辨率、机器学习帧生成、神经光线重建和学习型全局光照技术后，这种说法就变得别扭了。",{"id":574,"data":575,"type":544},"p-old-2",{"text":576},"AMD 现在将 FSR 作为总称，并为每个主要渲染效果赋予自己的产品名称。",{"id":578,"data":579,"type":544},"p-old-3",{"text":580},"这很有用，因为启用一项 FSR 功能并不自动意味着其他所有功能都已启用。",{"id":582,"data":583,"type":568},"h-quartet",{"text":584,"level":47},"Redstone 神经渲染四重奏",{"id":586,"data":587,"type":603},"quartet-flow",{"steps":588,"title":601,"orientation":602},[589,592,595,598],{"label":590,"description":591},"1. FSR 超分辨率","使用机器学习从低分辨率渲染帧重建更高分辨率的图像。",{"label":593,"description":594},"2. FSR 帧生成","在渲染帧之间预测并插入额外帧，以提高显示帧率。",{"label":596,"description":597},"3. FSR 光线重建","使用机器学习从稀疏光线样本重建全质量的光线追踪细节。",{"label":599,"description":600},"4. FSR 辐射缓存","学习并预测光线如何在场景中传播，以降低实时全局光照的成本。","FSR Redstone 中的四项不同任务","auto","processFlow",{"id":605,"data":606,"type":544},"p-quartet",{"text":607},"这些功能可以协同工作，但它们不能互换。一个改变分辨率重建，一个改变帧输出，一个改变光线追踪信号重建，一个改变间接光照的估算方式。",{"id":609,"data":610,"type":568},"h-fsr4",{"text":611,"level":47},"FSR 4 并未消失——只是名称变了",{"id":613,"data":614,"type":544},"p-fsr4-1",{"text":615},"AMD 的命名指南明确将原 AMD FidelityFX Super Resolution 4 映射到新名称 FSR 超分辨率。",{"id":617,"data":618,"type":544},"p-fsr4-2",{"text":619},"帧生成现在被单独命名，而不是在概念上捆绑在同一个带编号的 FSR 标签下。",{"id":621,"data":622,"type":551},"translation",{"body":623,"title":624,"variant":625},"旧说法：\u003Cstrong>FSR 4\u003C\u002Fstrong>。\u003Cbr>当前说法：\u003Cstrong>FSR 超分辨率\u003C\u002Fstrong>。\u003Cbr>\u003Cbr>帧生成现在单独呈现为 \u003Cstrong>FSR 帧生成\u003C\u002Fstrong>。","最简单的翻译","success",{"id":627,"data":628,"type":568},"h-upscale",{"text":629,"level":47},"FSR 超分辨率：重建比渲染更多的像素",{"id":631,"data":632,"type":544},"p-up-1",{"text":633},"FSR 超分辨率以较低的内部分辨率渲染游戏，并重建出更高分辨率的输出。",{"id":635,"data":636,"type":544},"p-up-2",{"text":637},"FSR SDK 中当前由机器学习驱动的实现是 FSR 超分辨率 4.1.1。AMD 表示，它基于高质量游戏捕获进行训练，并在支持的 Radeon GPU 上使用专用的机器学习加速。",{"id":639,"data":640,"type":544},"p-up-3",{"text":641},"重要的性能权衡仍然似曾相识：GPU 执行较少的传统像素渲染工作，然后花费较少的计算量来重建最终图像。",{"id":643,"data":644,"type":568},"h-fg",{"text":645,"level":47},"FSR 帧生成：无需传统渲染每一帧即可提高显示 FPS",{"id":647,"data":648,"type":544},"p-fg-1",{"text":649},"FSR 帧生成是一个独立阶段。它在传统渲染的帧之间预测中间帧。",{"id":651,"data":652,"type":544},"p-fg-2",{"text":653},"当前的 Redstone SDK 包含由机器学习驱动的 FSR 帧生成 4.0.1，以及较旧的分析式 FSR 3.x 帧生成路径。",{"id":655,"data":656,"type":544},"p-fg-3",{"text":657},"在读取性能计数器时，这一区别很重要。一旦包含生成的帧，显示 FPS 和传统渲染 FPS 就不再是同一个数字。",{"id":659,"data":660,"type":568},"h-ray",{"text":661,"level":47},"FSR 光线再生：降噪变为神经重建",{"id":663,"data":664,"type":544},"p-ray-1",{"text":665},"光线追踪成本高昂，因为每个额外的光线采样都会消耗 GPU 时间。因此，传统实时光线追踪使用相对稀疏的采样，然后对结果进行降噪。",{"id":667,"data":668,"type":544},"p-ray-2",{"text":669},"FSR 光线再生用机器学习取代了部分重建过程。AMD 将其描述为从稀疏采样中推断并恢复全质量的光线追踪细节。",{"id":671,"data":672,"type":544},"p-ray-3",{"text":673},"当前 SDK 列出的是 FSR 光线再生 1.2.0。",{"id":675,"data":676,"type":551},"ray-note",{"body":677,"title":678,"variant":557},"光线再生试图从有限的光线预算中提取更好的最终信号。目标是在不通过额外传统光线采样完全换取相同结果的情况下提高质量。","这并不只是“更多光线追踪”",{"id":680,"data":681,"type":568},"h-radiance",{"text":682,"level":47},"FSR 辐射缓存：学习光照场",{"id":684,"data":685,"type":544},"p-rad-1",{"text":686},"辐射缓存针对的是另一个问题：间接光照。",{"id":688,"data":689,"type":544},"p-rad-2",{"text":690},"全局光照要解决的是光如何在场景中反弹。实时计算足够多的间接光线成本高昂。",{"id":692,"data":693,"type":544},"p-rad-3",{"text":694},"AMD 将 FSR 辐射缓存描述为一个动态学习并预测光如何在场景中传播的系统。在当前 SDK 中，它仍是一个 0.9 技术预览版。",{"id":696,"data":697,"type":568},"h-map",{"text":698,"level":47},"功能独立性图谱",{"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","超分辨率",{"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","帧生成",{"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","光线再生",{"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","辐射缓存",{"input":728,"output":729,"measure":730},"Scene-light transport information","Predicted indirect illumination","GI quality, temporal stability, compute savings","不要用同一指标评判所有 FSR 功能","table",[734,737,740],{"id":735,"label":736},"input","主要输入\u002F问题",{"id":738,"label":739},"output","它改变了什么",{"id":741,"label":742},"measure","应衡量什么","comparison",{"id":745,"data":746,"type":568},"h-why-names",{"text":747,"level":47},"AMD 为何拆分这些名称",{"id":749,"data":750,"type":544},"p-names-1",{"text":751},"新的命名让技术比较更加精确。",{"id":753,"data":754,"type":544},"p-names-2",{"text":755},"一款游戏可能支持 FSR 超分辨率，但不支持 ML 帧生成。另一款游戏可能添加了光线再生，但将辐射度缓存保持禁用。只说“这款游戏支持 FSR”已经不足以说明问题了。",{"id":757,"data":758,"type":544},"p-names-3",{"text":759},"对用户来说，正确的问题变成了：哪个 FSR 功能、哪种实现，以及在什么硬件上？",{"id":761,"data":762,"type":568},"h-hardware",{"text":763,"level":47},"硬件支持在整个套件中并不完全相同",{"id":765,"data":766,"type":544},"p-hw-1",{"text":767},"这是总括性标签可能产生误导的另一个原因。",{"id":769,"data":770,"type":544},"p-hw-2",{"text":771},"AMD 当前的公开兼容性表列出了围绕 Radeon RX 9000 系列硬件的完整 Redstone 功能集，而基于 ML 的 FSR 超分辨率已扩展到 Radeon RX 7000 系列 GPU。",{"id":773,"data":774,"type":544},"p-hw-3",{"text":775},"GPUOpen 的 FSR SDK 2.3 更新专门为 RDNA 3 独立 GPU 添加了 FSR 超分辨率 4.1.1 支持。同一 SDK 还针对当前 Redstone 技术栈更新了 ML 帧生成和光线再生。",{"id":777,"data":778,"type":551},"hardware-warning",{"body":779,"title":780,"variant":781},"支持取决于\u003Cstrong>功能、游戏集成、GPU 世代、API 和驱动程序路径\u003C\u002Fstrong>。","不要将“支持 FSR”理解为“支持所有 Redstone 功能”","warning",{"id":783,"data":784,"type":568},"h-driver",{"text":785,"level":47},"驱动程序端升级让版本号更加令人困惑",{"id":787,"data":788,"type":544},"p-driver-1",{"text":789},"FSR SDK 2.3 增加了一项不寻常的能力：受支持的游戏可以通过 AMD Software 驱动程序更新获得更新的 ML 技术版本，而不必每次都等待完整的游戏补丁。",{"id":791,"data":792,"type":544},"p-driver-2",{"text":793},"AMD 表示，符合条件的 FSR 3.1 及更高版本游戏可以在受支持的 RX 9000 和 RX 7000 GPU 上升级为 ML 驱动的 FSR 超分辨率。符合条件的 FSR 3.1.4 帧生成集成也可以在受支持的 RX 9000 GPU 上获得 ML 驱动的帧生成。",{"id":795,"data":796,"type":544},"p-driver-3",{"text":797},"这意味着游戏内的图形选项标签可能不再能告诉你底层实际运行的完整实现版本。",{"id":799,"data":800,"type":568},"h-test",{"text":801,"level":47},"FSR 识别测试",{"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. 识别功能","超分辨率、帧生成、光线再生还是辐射度缓存？",{"label":810,"description":811},"2. 识别实现","ML 驱动的 Redstone 路径，还是较旧的分析式 FSR 路径？",{"label":813,"description":814},"3. 识别硬件","RX 9000、RX 7000 还是其他受支持的 GPU 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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":1326,"blocks":1327,"version":1703},1790377606190,[1328,1331,1335,1339,1342,1345,1348,1351,1354,1357,1373,1376,1379,1382,1385,1389,1392,1395,1398,1401,1404,1407,1410,1413,1416,1419,1422,1425,1429,1432,1435,1438,1441,1444,1467,1470,1473,1476,1479,1482,1485,1488,1491,1495,1498,1501,1504,1507,1510,1532,1535,1538,1541,1558,1561,1564,1567,1570,1573,1576,1579,1582,1585,1588,1591,1594,1597,1600,1603,1606,1609,1612,1615,1618,1640,1643,1665,1668,1674,1679,1685,1691,1697],{"id":541,"data":1329,"type":544},{"text":1330},"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":1332,"type":551},{"body":1333,"title":1334,"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":1336,"type":551},{"body":1337,"title":1338,"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":1340,"type":563},{"title":1341,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1343,"type":568},{"text":1344,"level":47},"The old mental model no longer works",{"id":570,"data":1346,"type":544},{"text":1347},"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":1349,"type":544},{"text":1350},"AMD now uses FSR as the umbrella name and gives each major rendering effect its own product name.",{"id":578,"data":1352,"type":544},{"text":1353},"That is useful because enabling one FSR feature does not automatically mean all the others are enabled.",{"id":582,"data":1355,"type":568},{"text":1356,"level":47},"The Redstone Neural Rendering Quartet",{"id":586,"data":1358,"type":603},{"steps":1359,"title":1372,"orientation":602},[1360,1363,1366,1369],{"label":1361,"description":1362},"1. FSR Upscaling","Reconstructs a higher-resolution image from a lower-resolution rendered frame using machine learning.",{"label":1364,"description":1365},"2. FSR Frame Generation","Predicts and inserts additional frames between rendered frames to increase displayed frame rate.",{"label":1367,"description":1368},"3. FSR Ray Regeneration","Uses machine learning to reconstruct full-quality ray-traced detail from sparse ray samples.",{"label":1370,"description":1371},"4. FSR Radiance Caching","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":1374,"type":544},{"text":1375},"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":1377,"type":568},{"text":1378,"level":47},"FSR 4 did not disappear — the name changed",{"id":613,"data":1380,"type":544},{"text":1381},"AMD’s naming guidelines explicitly map the former AMD FidelityFX Super Resolution 4 to the new name FSR Upscaling.",{"id":617,"data":1383,"type":544},{"text":1384},"Frame generation is now branded separately instead of being bundled conceptually under the same numbered FSR label.",{"id":621,"data":1386,"type":551},{"body":1387,"title":1388,"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":1390,"type":568},{"text":1391,"level":47},"FSR Upscaling: reconstruct more pixels than you render",{"id":631,"data":1393,"type":544},{"text":1394},"FSR Upscaling renders the game at a lower internal resolution and reconstructs a higher-resolution output.",{"id":635,"data":1396,"type":544},{"text":1397},"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":1399,"type":544},{"text":1400},"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":1402,"type":568},{"text":1403,"level":47},"FSR Frame Generation: increase displayed FPS without rendering every frame traditionally",{"id":647,"data":1405,"type":544},{"text":1406},"FSR Frame Generation is a separate stage. It predicts intermediate frames between traditionally rendered ones.",{"id":651,"data":1408,"type":544},{"text":1409},"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":1411,"type":544},{"text":1412},"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":1414,"type":568},{"text":1415,"level":47},"FSR Ray Regeneration: denoising becomes neural reconstruction",{"id":663,"data":1417,"type":544},{"text":1418},"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":1420,"type":544},{"text":1421},"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":1423,"type":544},{"text":1424},"The current SDK lists FSR Ray Regeneration 1.2.0.",{"id":675,"data":1426,"type":551},{"body":1427,"title":1428,"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":1430,"type":568},{"text":1431,"level":47},"FSR Radiance Caching: learn the lighting field",{"id":684,"data":1433,"type":544},{"text":1434},"Radiance Caching attacks a different problem: indirect lighting.",{"id":688,"data":1436,"type":544},{"text":1437},"Global illumination asks how light bounces through a scene. Calculating enough indirect rays in real time is expensive.",{"id":692,"data":1439,"type":544},{"text":1440},"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":1442,"type":568},{"text":1443,"level":47},"The Feature Independence Map",{"id":700,"data":1445,"type":743},{"rows":1446,"title":1459,"layout":732,"columns":1460},[1447,1450,1453,1456],{"id":704,"label":1448,"values":1449},"Upscaling",{"input":707,"output":708,"measure":709},{"id":711,"label":1451,"values":1452},"Frame Generation",{"input":714,"output":715,"measure":716},{"id":718,"label":1454,"values":1455},"Ray Regeneration",{"input":721,"output":722,"measure":723},{"id":725,"label":1457,"values":1458},"Radiance Caching",{"input":728,"output":729,"measure":730},"Do not judge all FSR features with the same metric",[1461,1463,1465],{"id":735,"label":1462},"Main input\u002Fproblem",{"id":738,"label":1464},"What it changes",{"id":741,"label":1466},"What to measure",{"id":745,"data":1468,"type":568},{"text":1469,"level":47},"Why AMD split the names",{"id":749,"data":1471,"type":544},{"text":1472},"The new naming makes technical comparisons more precise.",{"id":753,"data":1474,"type":544},{"text":1475},"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":1477,"type":544},{"text":1478},"For users, the correct question becomes: which FSR feature, which implementation, and on which hardware?",{"id":761,"data":1480,"type":568},{"text":1481,"level":47},"Hardware support is not identical across the suite",{"id":765,"data":1483,"type":544},{"text":1484},"This is another reason the umbrella label can be misleading.",{"id":769,"data":1486,"type":544},{"text":1487},"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":1489,"type":544},{"text":1490},"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":1492,"type":551},{"body":1493,"title":1494,"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":1496,"type":568},{"text":1497,"level":47},"Driver-side upgrades make version numbers even more confusing",{"id":787,"data":1499,"type":544},{"text":1500},"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":1502,"type":544},{"text":1503},"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":1505,"type":544},{"text":1506},"That means the graphics option label inside a game may no longer tell you the full implementation version actually running underneath.",{"id":799,"data":1508,"type":568},{"text":1509,"level":47},"The FSR Identification Test",{"id":803,"data":1511,"type":603},{"steps":1512,"title":1531,"orientation":602},[1513,1516,1519,1522,1525,1528],{"label":1514,"description":1515},"1. Identify the feature","Upscaling, Frame Generation, Ray Regeneration or Radiance Caching?",{"label":1517,"description":1518},"2. Identify the implementation","ML-powered Redstone path or older analytical FSR path?",{"label":1520,"description":1521},"3. Identify the hardware","RX 9000, RX 7000 or another supported GPU family?",{"label":1523,"description":1524},"4. Check driver behavior","Could AMD Software be supplying a newer ML implementation than the original game integration?",{"label":1526,"description":1527},"5. Separate rendered and generated FPS","Do not use one final FPS number to describe both conventional rendering and frame generation.",{"label":1529,"description":1530},"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":1533,"type":568},{"text":1534,"level":47},"Redstone is really an architecture, not a preset",{"id":830,"data":1536,"type":544},{"text":1537},"Thinking of Redstone as “a faster Ultra setting” misses the point.",{"id":834,"data":1539,"type":544},{"text":1540},"It is a collection of places where machine learning can replace or augment expensive stages in the rendering pipeline.",{"id":838,"data":1542,"type":603},{"steps":1543,"title":1557,"orientation":602},[1544,1547,1549,1551,1554],{"label":1545,"description":1546},"Game renders the scene","Geometry, materials, motion and lighting information are produced by the engine.",{"label":1454,"description":1548},"Sparse ray-traced information can be reconstructed into a cleaner lighting signal.",{"label":1457,"description":1550},"Indirect lighting can be estimated from learned scene-light behavior where supported.",{"label":1552,"description":1553},"FSR Upscaling","The lower-resolution image is reconstructed to the output resolution.",{"label":1555,"description":1556},"FSR Frame Generation","Additional frames can be inserted into the displayed stream.","A simplified Redstone rendering path",{"id":857,"data":1559,"type":544},{"text":1560},"The exact order and integration details depend on the game engine, but the important point is that each neural feature addresses a different cost center.",{"id":861,"data":1562,"type":568},{"text":1563,"level":47},"Why this matters for GPU reviews",{"id":865,"data":1565,"type":544},{"text":1566},"A benchmark that simply says “FSR On” is becoming less informative.",{"id":869,"data":1568,"type":544},{"text":1569},"A useful test should identify the upscaling mode, whether Frame Generation is active, whether Ray Regeneration is active, the GPU architecture and the software version.",{"id":873,"data":1571,"type":544},{"text":1572},"Otherwise two charts can both say FSR while measuring materially different rendering pipelines.",{"id":877,"data":1574,"type":568},{"text":1575,"level":47},"What is already shipping in games?",{"id":881,"data":1577,"type":544},{"text":1578},"AMD states that Crimson Desert was the first game to ship with both FSR Upscaling 4.1 and FSR Ray Regeneration 1.1 in March 2026.",{"id":885,"data":1580,"type":544},{"text":1581},"The broader SDK has continued moving since then. By the current 2.3 release, AMD lists Upscaling 4.1.1, Frame Generation 4.0.1 and Ray Regeneration 1.2.0, with Radiance Caching still in technical preview.",{"id":889,"data":1583,"type":568},{"text":1584,"level":47},"What would change this answer?",{"id":893,"data":1586,"type":544},{"text":1587},"The boundaries will move as AMD expands hardware support and graduates preview technologies into production releases.",{"id":897,"data":1589,"type":544},{"text":1590},"Radiance Caching is the least settled part of the current suite because it remains a technical preview. Future SDK releases may change its capabilities, integration requirements or hardware support.",{"id":901,"data":1592,"type":544},{"text":1593},"The underlying model remains useful even if version numbers change: identify the rendering stage first, then identify the implementation and hardware support.",{"id":905,"data":1595,"type":568},{"text":1596,"level":47},"Limitations",{"id":909,"data":1598,"type":544},{"text":1599},"This article describes AMD’s current public FSR SDK and compatibility guidance as of September 2026. Driver updates and SDK releases can change supported versions quickly.",{"id":913,"data":1601,"type":544},{"text":1602},"Performance and image-quality claims from AMD are vendor measurements. Independent game-by-game testing is still required to determine how each feature behaves in a specific title.",{"id":917,"data":1604,"type":568},{"text":1605,"level":47},"Conclusion",{"id":921,"data":1607,"type":544},{"text":1608},"The easiest way to understand FSR Redstone is to stop thinking of FSR as one switch.",{"id":925,"data":1610,"type":544},{"text":1611},"FSR Upscaling reconstructs resolution. FSR Frame Generation adds displayed frames. FSR Ray Regeneration reconstructs ray-traced detail. FSR Radiance Caching learns indirect lighting.",{"id":929,"data":1613,"type":544},{"text":1614},"They share the Redstone umbrella, but they solve different problems, have different support boundaries and should be measured differently.",{"id":933,"data":1616,"type":568},{"text":1617,"level":47},"FAQ",{"id":937,"data":1619,"type":937},{"items":1620,"title":1639},[1621,1624,1627,1630,1633,1636],{"id":941,"answer":1622,"question":1623},"No. The former FSR 4 upscaler is now called FSR Upscaling. Redstone is the wider suite containing Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.","Is FSR Redstone the same thing as FSR 4?",{"id":945,"answer":1625,"question":1626},"AMD renamed the ML upscaler to FSR Upscaling so it can be presented separately from Frame Generation and the other Redstone features.","What happened to the FSR 4 name?",{"id":949,"answer":1628,"question":1629},"The full current Redstone ML feature set is centered on RX 9000 Series hardware, while FSR Upscaling 4.1.1 has expanded to RX 7000 Series discrete GPUs. Support varies by feature.","Does Redstone require an RX 9000 GPU?",{"id":953,"answer":1631,"question":1632},"It is AMD’s ML-based reconstruction technology for restoring high-quality ray-traced detail from sparse ray samples.","What is FSR Ray Regeneration?",{"id":957,"answer":1634,"question":1635},"It is an AMD neural-lighting technology that learns and predicts how indirect light propagates through a scene. In the current SDK it remains a technical preview.","What is FSR Radiance Caching?",{"id":961,"answer":1637,"question":1638},"For eligible integrations and supported Radeon GPUs, AMD SDK 2.3 allows some ML-based FSR technology versions to be updated through future AMD Software driver releases.","Can the driver upgrade FSR without a game patch?","AMD FSR Redstone in plain English",{"id":966,"data":1641,"type":568},{"text":1642,"level":47},"Glossary",{"id":970,"data":1644,"type":970},{"title":1645,"entries":1646},"Key FSR Redstone terms",[1647,1649,1651,1653,1656,1659,1662],{"term":975,"anchor":976,"definition":1648},"AMD’s umbrella suite of neural-rendering technologies including Upscaling, Frame Generation, Ray Regeneration and Radiance Caching.",{"term":1552,"anchor":979,"definition":1650},"The current name for AMD’s ML-based high-resolution reconstruction technology previously known as FSR 4.",{"term":1555,"anchor":982,"definition":1652},"AMD technology that predicts and inserts additional frames between conventionally rendered frames.",{"term":1654,"anchor":986,"definition":1655},"FSR Ray Regeneration","AMD ML technology for reconstructing ray-traced detail from sparse or noisy ray samples.",{"term":1657,"anchor":990,"definition":1658},"FSR Radiance Caching","AMD technology that learns and predicts scene-light propagation for efficient real-time global illumination.",{"term":1660,"anchor":993,"definition":1661},"Feature Independence Map","A Figure Rocks framework for separating each FSR feature by its input, output and correct performance metric.",{"term":1663,"anchor":996,"definition":1664},"FSR Identification Test","A Figure Rocks checklist for identifying which FSR feature, version, hardware path and driver implementation is actually being benchmarked.",{"id":999,"data":1666,"type":568},{"text":1667,"level":47},"Primary sources",{"id":1003,"data":1669,"type":1010},{"link":1005,"meta":1670},{"image":1671,"title":1672,"description":1673},{"url":13},"AMD — FSR Technologies","Official AMD overview of the Redstone suite, its four features and current hardware compatibility.",{"id":1012,"data":1675,"type":1010},{"link":1014,"meta":1676},{"image":1677,"title":1017,"description":1678},{"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":1020,"data":1680,"type":1010},{"link":1022,"meta":1681},{"image":1682,"title":1683,"description":1684},{"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":1028,"data":1686,"type":1010},{"link":1030,"meta":1687},{"image":1688,"title":1689,"description":1690},{"url":13},"AMD GPUOpen — FSR Redstone for Developers","Official architectural overview of Redstone neural rendering, its four technologies and design goals.",{"id":1036,"data":1692,"type":1010},{"link":1038,"meta":1693},{"image":1694,"title":1695,"description":1696},{"url":13},"AMD GPUOpen — FSR Upscaling","Official current FSR Upscaling page documenting version 4.1.1 and Radeon RX 7000 Series support.",{"id":1044,"data":1698,"type":1010},{"link":1046,"meta":1699},{"image":1700,"title":1701,"description":1702},{"url":13},"AMD GPUOpen — FSR Frame Generation","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.","Post erfolgreich abgerufen",{"items":1707,"source":1782,"manualIds":1783,"manualMatchedIds":1784},[1708,1714,1720,1726,1732,1738,1744,1750,1756,1762,1768,1775],{"id":1709,"slug":1710,"title":1711,"excerpt":1712,"featuredImage":14,"publishedAt":1713},"395","mabel","Mabel","The Mabel amiibo belongs to the Animal Crossing amiibo figure line. It represents the hedgehog tailor connected to the clothing shop that appears across the series. The figure does not introduce a new character. It transfers an established shop role into a scannable format for compatible Nintendo systems.","2026-02-23T01:58:00.000Z",{"id":1715,"slug":1716,"title":1717,"excerpt":1718,"featuredImage":14,"publishedAt":1719},"423","kapp-n","Kapp’n","Kapp'n amiibo属于《动物之森》amiibo手办系列，首发于该系列联动手办的第一波产品。与同系列其他手办相同，其内置微型NFC芯片，可将实体手办与多款任天堂游戏进行联动。扫描该手办可激活角色关联内容。其实用价值主要体现在：在支持游戏中召唤Kapp'n角色，并解锁与其在系列作品中角色定位相关的小型主题内容。","2026-03-06T15:42:00.000Z",{"id":1721,"slug":1722,"title":1723,"excerpt":1724,"featuredImage":14,"publishedAt":1725},"421","kicks","Kicks","Kicks amiibo属于任天堂NFC手办生态早期扩展阶段推出的《动物森友会》amiibo系列。与该系列其他角色一样，这款手办作为实体密钥，通过NFC技术与兼容的任天堂游戏联动。扫描后，amiibo会将角色Kicks与不同游戏系统进行关联。其实际功能简明直接：根据支持的游戏作品，玩家可借此解锁角色专属互动、小型奖励或主题内容。","2026-03-06T15:31:00.000Z",{"id":1727,"slug":1728,"title":1729,"excerpt":1730,"featuredImage":14,"publishedAt":1731},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","超频调校：无重影降噪的纯净之道","过驱动可以提升清晰度或产生难看的晕影。采用这个简单方法，选择干净的中等设置，以减少模糊而不产生重影伪影。","2026-02-21T03:30:00.000Z",{"id":1733,"slug":1734,"title":1735,"excerpt":1736,"featuredImage":14,"publishedAt":1737},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz 感觉更差？诊断清单（错误模式、VRR范围、上限）","高刷新率可能暴露不稳定性。请使用此检查清单来诊断为何120Hz体验不佳：模式设置错误、刷新路径不当、VRR范围问题或缺少兼容性支持。","2026-02-20T20:30:00.000Z",{"id":1739,"slug":1740,"title":1741,"excerpt":1742,"featuredImage":14,"publishedAt":1743},"394","k-k","K.K.","The K.K. amiibo from the Animal Crossing series represents the long-standing in-game musician known from multiple Nintendo titles. Within the Super Smash Bros. ecosystem, this figure functions as a read-only NFC character figure that unlocks specific music-related and character-based content depending on the compatible title. It is not programmable in the sense of storing user data independently; it transmits character data when scanned.","2026-02-23T00:35:00.000Z",{"id":1745,"slug":1746,"title":1747,"excerpt":1748,"featuredImage":14,"publishedAt":1749},"420","resetti","Resetti","Resetti amiibo属于任天堂早期扩展基于NFC技术角色手办系列中的《动物森友会》amiibo手办线。与此系列其他产品类似，该手办既是角色的实体化呈现，又内置微型NFC芯片，可与兼容的任天堂设备进行通信。扫描该手办后，可将游戏角色Reset先生关联至支持的游戏，解锁与其在《动物森友会》世界观中角色定位相关的小型互动或角色登场内容。","2026-03-06T13:59:00.000Z",{"id":1751,"slug":1752,"title":1753,"excerpt":1754,"featuredImage":14,"publishedAt":1755},"422","timmy-tommy","Timmy & Tommy","蒂米和汤米的amiibo属于《动物森友会》amiibo手办系列早期推出的产品。与同系列其他手办一样，其内部嵌有小型NFC芯片，可将实体手办与兼容的任天堂游戏进行联动。虽然扫描手办不会大幅改变游戏玩法，但总能触发与角色相关的互动内容。这款amiibo的核心价值主要体现在：能在支持游戏中召唤这对双胞胎店主，并解锁与他们相关的主题小元素。","2026-03-06T16:48:00.000Z",{"id":1757,"slug":1758,"title":1759,"excerpt":1760,"featuredImage":14,"publishedAt":1761},"418","blathers","Blathers","Blathers amiibo属于任天堂amiibo平台大规模推广期间发布的《动物森友会》手办系列。每款手办底座内部都嵌有NFC芯片，兼具小型收藏雕塑功能。当放置在兼容的读取器上时，游戏主机会读取手办中存储的角色ID。实际应用中，这使特定游戏能直接调用对应角色。Blathers amiibo主要在支持的《动物森友会》游戏中用于解锁博物馆馆长形象或相关小型角色功能。","2026-03-06T13:06:00.000Z",{"id":1763,"slug":1764,"title":1765,"excerpt":1766,"featuredImage":14,"publishedAt":1767},"414","digby","Digby","在早期的《动物之森》amiibo手办中，西施惠的弟弟陆德里占据着一个相对低调的位置。这款手办还原了系列作品中市政厅里那位彬彬有礼的助理形象。扫描该amiibo并不会对游戏产生颠覆性改变，而是会开启小型互动、额外场景或角色登场等彩蛋，将不同版本的《动物之森》作品串联起来。其价值是含蓄的——它让这位熟悉的角色在任天堂的多款游戏中延续着存在感。","2026-03-06T07:27:00.000Z",{"id":1769,"slug":1770,"title":1771,"excerpt":1772,"featuredImage":1773,"publishedAt":1774},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally展示了为什么AI队友需要两个大脑：快速反射和慢速推理","语言模型可以理解战术和玩家意图，但不应该直接控制每一个动作和战斗反应。PUBG Ally展示了一种更实用的架构：用快速的行为树控制反射动作，并结合一个小型语言模型进行规划、协调和自然对话。","\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":1776,"slug":1777,"title":1778,"excerpt":1779,"featuredImage":1780,"publishedAt":1781},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX 正在成为一个机器学习平台：线性代数和神经着色器对未来游戏意味着什么","DirectX 正在超越传统的图形着色器。微软正在将硬件加速的线性代数直接添加到 HLSL 中，并为更大的机器学习模型提供一条独立路径，为神经纹理、学习材质、神经光照以及其他 AI 驱动的渲染技术奠定基础。","\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","fallback",[],[]]