FSR4 working on RDNA2/3 (unofficially)

Zathalus

Member


Overhead is higher on RDNA2 of course, but good news for RDNA3 owners, especially all the Z1 Extreme and Z2 Extreme handhelds.

Going to be incredible for the PS5 Pro as well.
 
I am still wondering if AMD plans official FSR4 support on the Ryzen AI Z2 Extreme, since it has an NPU. that could be a killer feature for the Xbox Ally X.

running entirely on the shaders might not always be worth it performance wise, but who knows.
 
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I am still wondrous if AMD plans official FSR4 support on the Ryzen AI Z2 Extreme, since it has an NPU. that could be a killer feature for the Xbox Ally X.

running entirely on the shaders might not always be worth it performance wise, but who knows.
RDNA3 does have matrix multiplication for INT8. So while the overhead is larger vs FSR3, it is faster vs RDNA2.
 
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RDNA3 does have matrix multiplication for INT8. So while the overhead is larger vs FSR3, it is faster vs RDNA2.

yeah, but having those Ryzen AI chips and not using the NPU for anything useful would be a shame.

we know Microsoft plans to release a new version of Auto SR for the Xbox Ally X down the line, running on the NPU, but high performance FSR4 would be a much better feature to have.
 
Going to be incredible for the PS5 Pro as well.

For what it's worth, Sony felt the need to contact wccftech to clarify what's coming to PS5 Pro next year. Looks like they make a distinction between FSR4 and whatever they're doing with the algorithm.

Article:
[Update 09/10 - 5:33 PM] Following the article publication, Sony reached out to us to clarify that it's a new version of the PSSR upscaler powered by the same algorithm powering AMD FSR 4, co-developed as part of the Amethyst joint project by AMD and Sony that will hit PlayStation 5 Pro next year, and not AMD FSR 4. The original story follows with the appropriate corrections.


This is indeed cool though. Not sure why AMD were dragging their feet on this, but the last little bit of rumours we got was official support in Q4 of this year or Q1 of next year, so this tracks.
 
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For what it's worth, Sony felt the need to contact wccftech to clarify what's coming to PS5 Pro next year. Looks like they make a distinction between FSR4 and whatever they're doing with the algorithm.

Article:
[Update 09/10 - 5:33 PM] Following the article publication, Sony reached out to us to clarify that it's a new version of the PSSR upscaler powered by the same algorithm powering AMD FSR 4, co-developed as part of the Amethyst joint project by AMD and Sony that will hit PlayStation 5 Pro next year, and not AMD FSR 4. The original story follows with the appropriate corrections.


This is indeed cool though. Not sure why AMD were dragging their feet on this, but the last little bit of rumours we got was official support in Q4 of this year or Q1 of next year, so this tracks.
We already knew playstation will always use PSSR with the only difference that in the future will share also the algorithm of FSR4 keeping the PSSR algorithm in the same time.
 
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We already knew playstation will always use PSSR with the only difference that in the future will share also the algorithm of FSR4 keeping the PSSR algorithm in the same time.
that's not what is written. You can have only one algorithm. This is the implementation on PS5 Pro that is completely different. I think this will be less confusing for customers, keeping the same name.

powered by the same algorithm powering AMD FSR 4
 
So FSR4 is actually not coming to ps5 pro. Why was that communicated as being the case before.
 
So FSR4 is actually not coming to ps5 pro. Why was that communicated as being the case before.
Bloggers YouTubers "Insiders" - in this case Moore's Law Is Dead - troll every corner of the internet for every morsel of 'news' and 'rumours' and irresponsibly report those as "leaks" or "news" without validating accuracy or double checking.

In this case, he said in the video that one of the reasons AMD wants FSR4 on RDNA3 is for PS5 Pro. So Outlets ran with "FSR4 coming for PS5 Pro".

Sony then clarifies that no, it's not FSR4.

In the video he also says PS5 Pro is "basically RNDA '3.75' if you will". In the "Technical breakdown" video Mark Cerny did last year he clearly said PS5 Pro is somewhere between RDNA2 and RDNA3.
 
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yeah, but having those Ryzen AI chips and not using the NPU for anything useful would be a shame.
It's highly likely that NPUs aren't integrated with GPU pipelines tightly enough to be used for upscaling in the way FSR/DLSS/XeSS do it.
Which is why AutoSR which is Qcom's NPU based upscaling runs with at least +1 frame latency and only does full frame upscaling.
 
Overhead is higher on RDNA2 of course, but good news for RDNA3 owners, especially all the Z1 Extreme and Z2 Extreme handhelds.

Going to be incredible for the PS5 Pro as well.
Losing fps on already low fps devices are not a good trade-off.
 
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For what it's worth, Sony felt the need to contact wccftech to clarify what's coming to PS5 Pro next year. Looks like they make a distinction between FSR4 and whatever they're doing with the algorithm.

Article:
[Update 09/10 - 5:33 PM] Following the article publication, Sony reached out to us to clarify that it's a new version of the PSSR upscaler powered by the same algorithm powering AMD FSR 4, co-developed as part of the Amethyst joint project by AMD and Sony that will hit PlayStation 5 Pro next year, and not AMD FSR 4. The original story follows with the appropriate corrections.


This is indeed cool though. Not sure why AMD were dragging their feet on this, but the last little bit of rumours we got was official support in Q4 of this year or Q1 of next year, so this tracks.
There's a part of me that feels like wccftech are making up sony reaching out to them. It just feels very unsony like, unless it's someone like digital foundry who cerny seems to have a fondness for.
 
There's a part of me that feels like wccftech are making up sony reaching out to them. It just feels very unsony like, unless it's someone like digital foundry who cerny seems to have a fondness for.
That would be a special kind of sad lol
 
I pointed out that PS5 Pro wouldn't be getting "actual" FSR4 in another thread, but was savaged for the comment, even though I literally quoted Mark Cerny:

Our target is to have something very similar to FSR 4's upscaler available on PS5 Pro for 2026 titles as the next evolution of PSSR; it should take the same inputs and produce essentially the same outputs.
 
I pointed out that PS5 Pro wouldn't be getting "actual" FSR4 in another thread, but was savaged for the comment, even though I literally quoted Mark Cerny:


If it takes the same inputs and produces the same outputs, then the difference is essentially moot, unless there is a notable performance divergence.
 
Bloggers YouTubers "Insiders" - in this case Moore's Law Is Dead - troll every corner of the internet for every morsel of 'news' and 'rumours' and irresponsibly report those as "leaks" or "news" without validating accuracy or double checking.

In this case, he said in the video that one of the reasons AMD wants FSR4 on RDNA3 is for PS5 Pro. So Outlets ran with "FSR4 coming for PS5 Pro".

Sony then clarifies that no, it's not FSR4.

In the video he also says PS5 Pro is "basically RNDA '3.75' if you will". In the "Technical breakdown" video Mark Cerny did last year he clearly said PS5 Pro is somewhere between RDNA2 and RDNA3.
The raster part is somewhere between RDNA 2 and 3, but ray tracing is RDNA 4 and ML also probably.
 
that's not what is written. You can have only one algorithm. This is the implementation on PS5 Pro that is completely different. I think this will be less confusing for customers, keeping the same name.
ML on cards is only inference, you don't have an algorithm in your GPU or PS5 Pro. When they talk about the algorithm they are referencing to the training part, the recipe to make a model. Sony will use the same algorithm and parameters to train their own model adapted to their hardware (int8 model)
 
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Avatar, comment harmony. Sorry, couldn't help it :messenger_grinning_sweat:

r4JAkUXFMS4R46uV.jpg


Good choice by the way. No need to feel down :pie_raybans:
 
that's not what is written. You can have only one algorithm. This is the implementation on PS5 Pro that is completely different. I think this will be less confusing for customers, keeping the same name.
They said to add/update the algorithm logic of PSSR with the FSR4. What means you can have only one algorithm? There are many algorithms logics in a program not just one.
 
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They can call it "Pluto" for all I care. If the algorythm is the same DEVS will easily implement it on both platforms, that's the whole point of the firmware upgrade

Regarding FSR 4 on RDNA 3, seems pointless to me

You are not getting a performance upgrade at all, without the required hardware that RDNA 3 doesn't have
 
Regarding FSR 4 on RDNA 3, seems pointless to me

You are not getting a performance upgrade at all, without the required hardware that RDNA 3 doesn't have

This works like XeSS, it can provide better image quality than Xess even. It even works on nvidia GPUs, should work on XSX but won't work on PS5 because RDNA1 lol.

Interesting concept, you still get better performance with it vs. native.
 
You are not getting a performance upgrade at all,
You are. Although the boost isn't nearly as much as RDNA4, you still get a jump in performance.

without the required hardware that RDNA 3 doesn't have
It has INT8 acceleration. It can do INT8 4x faster vs FP32. So does the PS5 Pro (although much faster), hence this source code leak that allowed FSR4 to use INT8 and not FP8 allows it to work on RDNA3 and the PS5 Pro.
 
Regarding FSR 4 on RDNA 3, seems pointless to me

You are not getting a performance upgrade at all, without the required hardware that RDNA 3 doesn't have

Wrong. On RDNA 3 FSR 4 balanced looks better and runs comparable or better than FSR 3 Quality. This outcome is in fact the opposite of pointless.
 
This works like XeSS, it can provide better image quality than Xess even. It even works on nvidia GPUs, should work on XSX but won't work on PS5 because RDNA1 lol.

Interesting concept, you still get better performance with it vs. native.
Good look with such low counts of TOPs and the extremely higher costs in the GPU.
 
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Good news. I upgraded from a 7800xt to a 9070xt just to use FSR4 more.

Im thinking i shouldve waited :messenger_grinning_sweat:
Fear not, the 9070XT has ai accelerators that previous generations do not have at all. So you can never get 'full fat' FSR4 on older cards. A lot of people seem not to grasp this.
 
Fear not, the 9070XT has ai accelerators that previous generations do not have at all. So you can never get 'full fat' FSR4 on older cards. A lot of people seem not to grasp this.

Actually, people not on RDNA 4 typically do understand this and they aren't really bothered. The lesser iteration that is now available on older cards is still a significantly worthwhile fidelity upgrade over FSR 3, and users will take the freebie and enjoy it. 'Full fat' FSR 4 is currently just more performant, that's all.
 
This works like XeSS, it can provide better image quality than Xess even. It even works on nvidia GPUs, should work on XSX but won't work on PS5 because RDNA1 lol.

Interesting concept, you still get better performance with it vs. native.
I'd love to see FSR4 working experimentally on the XSX.
I think the XSX used the dp4a for Auto HDR.

NVIDIA RTX 2060(FP32: 6.5 TFLOPS, INT8 Tensor: ~52 TOPS)

Xbox Series X(FP32: 12 TFLOPS, INT8 dp4a: ~49 TOPS)

PS5 Pro(FP32:16.7 TFLOPS、FP16:67 TFLOPS、INT8:300 TOPS)
 
The raster part is somewhere between RDNA 2 and 3, but ray tracing is RDNA 4 and ML also probably.

The PS5 Pro's 60 CU ray tracing is not demonstrating RDNA 4 RT performance since it's about on par with the RX 9060 XT's 32 CU RDNA 4 ray tracing.
 
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Fear not, the 9070XT has ai accelerators that previous generations do not have at all. So you can never get 'full fat' FSR4 on older cards. A lot of people seem not to grasp this.
AI accelerators are redundand and only used due to AI cards.
It's a matter of instruction set support and pipeline optimization, otherwise usual GPU can run model just as fine (and they did since CUDA introduction)
 
They can call it "Pluto" for all I care. If the algorythm is the same DEVS will easily implement it on both platforms, that's the whole point of the firmware upgrade

Regarding FSR 4 on RDNA 3, seems pointless to me

You are not getting a performance upgrade at all, without the required hardware that RDNA 3 doesn't have
RDNA 3 WMMA has support for INT4, INT8, BF16, and FP16. RDNA 3 is missing RDNA 4.0's WMMA FP8 and Structured Sparsity.
 
Tested FFVII Rebirth with FSR4 Int8 on the Legion Go Z1 Extreme and the thing is just wonderful. Way better than injected FSR3, XeSS, TAAU or that blurry mess TAA.

1080p forced on the Bazzite OS menu, Window mode, 33% of Max and Min resolution. 20W TDP giving very playable performance and very acceptable IQ.

If you combine it with Lossless Scaling FG, this thing is almost like I bought another more powerful device.
 
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The leaked FSR4 works on Steam Deck, which is a heavily capped RDNA 2 chip. It would be funny if someone tried to use it on the base PS5 and it had better results than PSSR, but sadly that won't happen because it's a leak and no developer is going to test it.
 
I am still wondering if AMD plans official FSR4 support on the Ryzen AI Z2 Extreme, since it has an NPU.
Given the source apparently leaked it would be possible to port it. The 50TOPs NPUs in 7840U should already be enough (compute wise) to run this. Caveat being the crippling slow memory on the handhelds - but still.

That said - this leaked version still has ways to go quality wise - I tested it a bit today and while it performs better than FSR3 in some scenarios (and even DLSS) it also completely breaks in others. It's with good reasons it hasn't been released in this state.

2020 GPUs get FSR4 support before PS5 Pro...
The leaked FSR4 works on Steam Deck, which is a heavily capped RDNA 2 chip. It would be funny if someone tried to use it on the base PS5 and it had better results than PSSR, but sadly that won't happen because it's a leak and no developer is going to test it.
see above☝️
 
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So how does one get this working in Optiscaler on Windows? I really want this for FF Rebirth on my RX 7800.
 
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I'd love to see FSR4 working experimentally on the XSX.
I think the XSX used the dp4a for Auto HDR.

NVIDIA RTX 2060(FP32: 6.5 TFLOPS, INT8 Tensor: ~52 TOPS)

Xbox Series X(FP32: 12 TFLOPS, INT8 dp4a: ~49 TOPS)

PS5 Pro(FP32:16.7 TFLOPS、FP16:67 TFLOPS、INT8:300 TOPS)
Xbox Series X has rapid pack math FP16 at 24.3 TFLOPS.
 
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