• Some users have recently had their accounts hijacked. It seems that the now defunct EVGA forums might have compromised your password there and seems many are using the same PW here. We would suggest you UPDATE YOUR PASSWORD and TURN ON 2FA for your account here to further secure it. None of the compromised accounts had 2FA turned on.
    Once you have enabled 2FA, your account will be updated soon to show a badge, letting other members know that you use 2FA to protect your account. This should be beneficial for everyone that uses FSFT.

FSR 4.1

erek

Fully [H]
2FA
Joined
Dec 19, 2005
Messages
17,421

AMD FSR 4.1 Update Brings Sharper Details, Smoother Camera Motion, and Better Perfomance

by AleksandarK Today, 03:06 Discuss (9 Comments)
With the latest Adrenalin Edition 26.3.1 WHQL, AMD introduced an updated version of its FSR 4.1 upscaling technology for the Radeon RX 9000 series graphics cards. The latest update focuses on several key quality improvements that AMD gamers have long wished for, and AMD is finally delivering. In a demonstration of the technology in the Crimson Desert game, AMD showed what Ray Regeneration 1.1 and FSR Upscaling 4.1 are capable of in real-world games. For example, comparing FSR 4.0 and FSR 4.1 clearly shows that upscaling in the latest version provides much finer details of the game scenery when there are objects in motion. In the Crimson Desert game, grass moved by the wind is much more detailed now with FSR 4.1 than it was previously with FSR 4.0, which applied a kind of blurry image effect on the grass. This has been improved to reflect scenarios similar to native rendering.

Additionally, AMD showcased what its Ray Regeneration 1.1 looks like. AMD's FSR Ray Regeneration processes the noisy output that ray tracing naturally produces and cleans it up in real time, resulting in noticeably sharper and more polished visuals without requiring developers to overhaul their existing pipelines. Now, with the update 1.1, we see it delivering much better and deeper shadows, immersive lighting, and more. You can check out the images below for comparison.“

1774019307904.png

Source: https://www.techpowerup.com/347565/...-smoother-camera-motion-and-better-perfomance
 
AMD still has a lot of catching up to do. I found myself trying real hard to spot the differences here lol

1774019738638.png
 
I'm curious about performance impact/benefit. i.e. can you do more with less.

It is a significant performance hit. In Crimson Desert it's about a 15% performance hit. I don't know if it would be the same in other games though.

Crimson Desert's ray tracing barely traces any rays. So the default ray tracing quality is very lacking compared to other games. But when you enable ray reconstruction it looks a lot better. So maybe a game that does 10X or 100X as many rays the reconstruction is less costly. Maybe there is a balance to how much you rely on it and the performance hit. Or maybe that doesn't matter and it could just be better looking with more rays.


View: https://www.youtube.com/watch?v=SlRpJ553RzE
 
AMD still has a lot of catching up to do. I found myself trying real hard to spot the differences here lol

View attachment 792595

Isn't that sort of the point?
Ray regeneration is about improving performance not visuals. The entire point is it delivers the full ray traced visuals with lighter math. Using stats to infer rays that haven't been fully traced.

The advantage should be getting mid-high ray traced visuals... while only tracing a low number of real rays. This isn't the best comparison it should be showing performance. The point is yes the images should look almost identical but the regeneration version should be running 20-40% faster.
 
Isn't that sort of the point?
Ray regeneration is about improving performance not visuals. The entire point is it delivers the full ray traced visuals with lighter math. Using stats to infer rays that haven't been fully traced.

The advantage should be getting mid-high ray traced visuals... while only tracing a low number of real rays. This isn't the best comparison it should be showing performance. The point is yes the images should look almost identical but the regeneration version should be running 20-40% faster.

I find people spend way too much time staring at and nitpicking screenshots for these sorts of things when you often don’t notice it or care either way (visually) during actual gameplay.
 
I find people spend way too much time staring at and nitpicking screenshots for these sorts of things when you often don’t notice it or care either way (visually) during actual gameplay.

With Ray regeneration. I think its important to compare the visuals but at different RT settings. As I understand the tech. It should make low RT settings look a lot more like High RT settings while mostly keeping the Low RT setting performance. (maybe I'm mistaken) I guess technically you could use regeneration on a high RT setting for a even more ultra experience. Not sure there is much to gain though. For me the exciting part of this tech is making decent looking RT that performs closer to RT off settings. :)
 
Can someone explain to me how FSR 4.0.2 is running on a GTX 1660? Not even badly.
I would guess it is the INT8 version that leaked. That should, in theory, be able to run on any shaders it isn't a tensor/other core type situation. So far though, AMD hasn't officially released it.
 
FSR is generally not very good in motion and screenshots are a very, very bad way to observe this and since I play my games in motion that is metric that makes or break it for me.
If you watch Hardware Unboxed's comparison video, we are mostly down to pick the artifacts you like better. and I think we are only 1 -2 years away from essentially zero difference for upscaling, whichever brand you choose.

Which is to say, overall, Everybody is doing quite well, now. But, each version has its own quirks, which certain games might highlight negatively.

In this comparison, FSR 4.1 generally seems to handle grass clarity and detail in motion, the best. DLSS 4.5 L blurs and dithers grass while in motion. But, is clearly better at trees full of leaves and also naked tree branches. These qualities seem to be similar in both Mafia The Old Country and AC: Shadows. Suggesting these may be general qualities of the upscalers.

FSR 4.1's texture detail and overall sharpness are improved over 4.0. But DLSS 4.5 L is even still, a bit more detail and defined. Yet------FSR 4.1 is better at minimizing Moire patterns in textures. Whereas that can be a problem for DLSS 4.5.

FSR 4.1 seems to have an issue with hard edges.

And as you mentioned, what is it actually like at actual play speed? A lot of these things are cumulative and it can then come down one artifact in particular, which can stand out here, or there.
I.E. I generally dislike DLSS 4.0 preset K. Even though it has very good overall image reconstruction and texture detail: it has a lot of problems with disocclusion. Running a character through a grassy area or an area with a lot of various details, can be very distracting with preset K.
Before 4.5, I would typically force games to use DLSS 3 preset C. Rather than 4.0 K. Also, Unreal 5's TSR is usually quite good in the equivalent of DLSS "Quality" mode. And has also been a good alternative for me, rather than DLSS 4.0 K.

I also generally like DLSS 4.5 preset M more than L. Even though L is more taxing on the hardware and is supposed to be higher quality.


View: https://youtu.be/VO7qs7s5GbA?si=s8XSVymH09UhE293
 
Last edited:
If you watch Hardware Unboxed's comparison video, we are mostly down to pick the artifacts you like better. and I think we are only 1 -2 years away from essentially zero difference for upscaling, whichever brand you choose.

Which is to say, overall, Everybody is doing quite well, now. But, each version has its own quirks, which certain games might highlight negatively.

In this comparison, FSR 4.1 generally seems to handle grass clarity and detail in motion, the best. DLSS 4.5 L blurs and dithers grass while in motion. But, is clearly better at trees full of leaves and also naked tree branches. These qualities seem to be similar in both Mafia The Old Country and AC: Shadows. Suggesting these may be general qualities of the upscalers.

FSR 4.1's texture detail and overall sharpness are improved over 4.0. But DLSS 4.5 L is even still, a bit more detail and defined. Yet------FSR 4.1 is better at minimizing Moire patterns in textures. Whereas that can be a problem for DLSS 4.5.

FSR 4.1 seems to have an issue with hard edges.

And as you mentioned, what is it actually like at actual play speed? A lot of these things are cumulative and it can then come down one artifact in particular, which can stand out here, or there.
I.E. I generally dislike DLSS 4.0 preset K. Even though it has very good overall image reconstruction and texture detail: it has a lot of problems with disocclusion. Running a character through a grassy area or an area with a lot of various details, can be very distracting with preset K.
Before 4.5, I would typically force games to use DLSS 3 preset C. Rather than 4.0 K. Also, Unreal 5's TSR is usually quite good in the equivalent of DLSS "Quality" mode. And has also been a good alternative for me, rather than DLSS 4.0 K.

I also generally like DLSS 4.5 preset M more than L. Even though L is more taxing on the hardware and is supposed to be higher quality.


View: https://youtu.be/VO7qs7s5GbA?si=s8XSVymH09UhE293

This
In my case I tend to prefer Preset K over L (depends on the game). Which at this point is what much of this is about, a mix of personal preference, the artifacts one is more sensitive, the game being played and choices of tradeoffs.
 
Something cool about FSR 4.1, is there is virtually no performance difference, compared to FSR 4. Whereas every new model of DLSS, 2 < 3 < 4 < 4.5: has cost more performance.
 

Xbox Series X Could Outrun PlayStation 5 With AMD FSR 4.1 Thanks To 2x Hardware Edge And Better SDK Support​

Francesco De Meo
May 15, 2026 at 06:26am EDT
Although such a breakthrough may feel like it's coming late in the cycle, support for the Xbox Series X and PlayStation 5 isn't going to be dropped as soon as the PlayStation 6 and Xbox Project Helix release. As we may be looking at one of the longest cross-generation periods to date, AMD FSR 4.1 coming to consoles will keep them a solid option for gamers not yet ready to jump to the next generation.


With AMD FSR 4.1, the Xbox Series X couldn strike a real win against the PlayStation 5
Since their launch, multiplatform games released on Xbox Series X and PlayStation 5 have had very few differences, and those that do exist are often too minor to affect the average player. However, according to a recent analysis from Moore's Law Is Dead, AMD FSR 4.1 coming to RDNA 2 GPUs in the near future could allow the current-generation system from Microsoft to strike a major victory against the competition thanks to its hardware and software development kit.


"Could FSR 4.1 come to the current gen game consoles? I'm talking about Xbox Series X, Series S, and PlayStation 5. And the short answer, I believe, is actually yes, but it's not a clear-cut yes," said the YouTuber in a new video. Showing a chart comparing the INT8 performance of AMD GPUs and systems, the PlayStation 5 Pro obviously dominates with 300.0 TOPS, but the Xbox Series X with its 48.6 TOPS is notably ahead of the base PlayStation 5, which sits at 20.6 TOPS (with aFP16 fallback), and the Xbox Series S at 16.0 TOPS. This indicates the Series X could run the new upscaler better than half of the GPUs systems that will soon receive FSR 4.1 support.​
"I think Xbox Series X is going to be fine at running this. Will it get the same boost that PS5 Pro gets from PSSR 2? No, it won't. But it'll get a nice boost," said Moore's Law Is Dead. "I don't think it'll be huge, but I do think there's a chance you could have the Xbox Series X running like a higher quality mode of FSR 4.1 than what the PS5 can handle. And that is just a clear-cut advantage to Xbox Series X next year, presumably when they get this."


In addition, it seems developers could find it easier to implement AMD FSR 4.1 on Xbox Series X thanks to the Xbox SDK.


"I talked to some game devs today... one thing they brought up about the PlayStation versus Xbox SDKs is that Xbox already has... some plugins for FSR 3 and later... Sony stopped upgrading FSR plugins at around 2.2. I think there might still be ways to get FSR 3.1 into a PlayStation game, but it's not as easy as just a direct plugin to activate it in the SDK. And so Sony would need to actually wake up and start adding support for later FSR than 2.2 to even get to 4.1."


Moore's Law is Dead speculates that Sony may have focused entirely on the PlayStation 5 Pro’s PSSR upscaler, leaving the base console on older FSR versions deemed good enough for it.

https://wccftech.com/xbox-series-x-outrun-playstation-5-amd-fsr-4-1/
 

Xbox Series X Could Outrun PlayStation 5 With AMD FSR 4.1 Thanks To 2x Hardware Edge And Better SDK Support​

Francesco De Meo
May 15, 2026 at 06:26am EDT
Although such a breakthrough may feel like it's coming late in the cycle, support for the Xbox Series X and PlayStation 5 isn't going to be dropped as soon as the PlayStation 6 and Xbox Project Helix release. As we may be looking at one of the longest cross-generation periods to date, AMD FSR 4.1 coming to consoles will keep them a solid option for gamers not yet ready to jump to the next generation.


With AMD FSR 4.1, the Xbox Series X couldn strike a real win against the PlayStation 5
Since their launch, multiplatform games released on Xbox Series X and PlayStation 5 have had very few differences, and those that do exist are often too minor to affect the average player. However, according to a recent analysis from Moore's Law Is Dead, AMD FSR 4.1 coming to RDNA 2 GPUs in the near future could allow the current-generation system from Microsoft to strike a major victory against the competition thanks to its hardware and software development kit.


"Could FSR 4.1 come to the current gen game consoles? I'm talking about Xbox Series X, Series S, and PlayStation 5. And the short answer, I believe, is actually yes, but it's not a clear-cut yes," said the YouTuber in a new video. Showing a chart comparing the INT8 performance of AMD GPUs and systems, the PlayStation 5 Pro obviously dominates with 300.0 TOPS, but the Xbox Series X with its 48.6 TOPS is notably ahead of the base PlayStation 5, which sits at 20.6 TOPS (with aFP16 fallback), and the Xbox Series S at 16.0 TOPS. This indicates the Series X could run the new upscaler better than half of the GPUs systems that will soon receive FSR 4.1 support.​
"I think Xbox Series X is going to be fine at running this. Will it get the same boost that PS5 Pro gets from PSSR 2? No, it won't. But it'll get a nice boost," said Moore's Law Is Dead. "I don't think it'll be huge, but I do think there's a chance you could have the Xbox Series X running like a higher quality mode of FSR 4.1 than what the PS5 can handle. And that is just a clear-cut advantage to Xbox Series X next year, presumably when they get this."


In addition, it seems developers could find it easier to implement AMD FSR 4.1 on Xbox Series X thanks to the Xbox SDK.


"I talked to some game devs today... one thing they brought up about the PlayStation versus Xbox SDKs is that Xbox already has... some plugins for FSR 3 and later... Sony stopped upgrading FSR plugins at around 2.2. I think there might still be ways to get FSR 3.1 into a PlayStation game, but it's not as easy as just a direct plugin to activate it in the SDK. And so Sony would need to actually wake up and start adding support for later FSR than 2.2 to even get to 4.1."


Moore's Law is Dead speculates that Sony may have focused entirely on the PlayStation 5 Pro’s PSSR upscaler, leaving the base console on older FSR versions deemed good enough for it.

https://wccftech.com/xbox-series-x-outrun-playstation-5-amd-fsr-4-1/
PS5 doesn't have all the same hardware features as RDNA2.

They left out mesh shaders, for Sony's internally developed "Geometry Engine", which they worked with AMD to customize and implement.

And they left out INT8 support. Which is what FSR 4.1 would use, to run on RDNA2 and Xbox Series X.


PS5 Pro again went custom, with PSSR. Rather than simply adopting FSR. But.....FSR 4 is actually born from Sony and AMD co-developing ML solutions. Which resulted in PSSR and subsequently, FSR4.
 
Back
Top