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AMD FSR SDK 2.4 brings FSR Upscaling 4.1 to RX 6000 GPUs, Ryzen APUs and Vulkan

AMD released FSR "Redstone" SDK 2.4, extending ML-based FSR Upscaling 4.1 to Radeon RX 6000 Series GPUs and select Ryzen processors with integrated graphics. It also adds Vulkan support at feature parity with DirectX 12 for upscaling and frame generation.

Digital Developer Desk, 6h ago, 3 min read

Image: AMD GPUOpen

AMD has released FSR "Redstone" SDK 2.4. Its main change is wider hardware reach for ML-based FSR Upscaling 4.1, now at version 4.1.2. The upscaler already ran on Radeon RX 9000 Series GPUs, and AMD extended it to RX 7000 Series GPUs in June. With SDK 2.4 it also runs on Radeon RX 6000 Series discrete GPUs (RDNA 2) using the full INT8 model.

Integrated graphics are covered for the first time. The full INT8 model runs on Ryzen AI Max 300 and 400 Series processors. A second INT8 model, less than half the size of the full one, targets more constrained hardware: Ryzen AI 9 300 and 400 Series, Ryzen AI Z2 Extreme, Ryzen Z2 Extreme and Ryzen Z2 A. Model selection is automatic. AMD notes that APU upscaling performance can depend on memory bandwidth as well as power and thermal configuration. APU and Vulkan support ship in the SDK DLLs and do not need a specific driver version.

SDK 2.4 is the first FSR "Redstone" release with Vulkan support at feature parity with DirectX 12 for upscaling and frame generation, except for Intel PresentMon reporting. Covered versions include FSR Upscaling 4.1.2, FSR Frame Generation 4.0.2 and FSR Frame Generation (Swapchain) 4.0.0, along with the FidelityFX Super Resolution 3.1.6 and 3.1.7 equivalents. Existing Vulkan games using FidelityFX Super Resolution 3.1 are not automatically upgraded through the driver, because those upgrades apply to DirectX 12 games only. Vulkan games that integrate the new versions are eligible for automatic upgrades to future versions through AMD Software: Adrenalin Edition. FSR Ray Regeneration and FSR Radiance Caching remain DirectX 12 effects, and the SDK samples run on Vulkan 1.2.

Frame Generation (Swapchain) 4.0.0 can hand final presentation timing to the AMD display driver. Driver-Assisted Frame Pacing is chosen automatically when several conditions are met: a Radeon RX 9000 Series GPU or later, Adrenalin driver 26.10.1 or later, exclusive or borderless fullscreen, VSync disabled within the VRR window, and the FSR Unreal Engine plugin with OverrideSwapChainDX12 set to true. Frame generation must also be dispatched during swapchain presentation. If any requirement is unmet, the existing pacing path is used. AMD recommends Windows 11 with Hardware-accelerated GPU Scheduling enabled, and it works on both DirectX 12 and Vulkan.

Other updates cover individual effects. Frame Generation 4.0.2 still requires Windows 11 and has a mandatory call order: ffxConfigure, then ffxDispatch for the prepare step, then ffxDispatch for frame generation. Calling them out of order can cause incorrect rendering and blocks future automatic driver upgrades. Ray Regeneration 1.2.1 adds standalone ambient and specular occlusion denoising, fixes GPU memory usage queries, and adds FFX_DENOISER_DISPATCH_NON_ENCODED_ALBEDO as an alias for FFX_DENOISER_DISPATCH_NON_GAMMA_ALBEDO, whose old name is deprecated.

The FSR API also changes. It now searches for effect DLLs next to the loader DLL, after modules already loaded and the application executable folder, so the loader and effects can ship together in a subfolder such as inside a plugin. Shader blob decompression is added, currently used on Vulkan, and ffxConfigureDescGlobalDebug1 is deprecated in favor of ffxConfigureDescGlobalDebug.

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