A major refresh since Redstone at the end of 2025, with a clearer upscaler in motion and better RT tools for developers.
FSR SDK 2.2: News and Scope
AMD releases FSR SDK 2.2 on GPUOpen. The package updates FSR Upscaling to 4.1 and FSR Ray Regeneration to 1.1, while retaining FSR Frame Generation at 4.0 and FSR Radiance Caching at 0.9 in a technical overview. Supported API: DirectX 12. The Unreal Engine 5 plugin remains at FSR Upscaling 4.0.3 for now, with an upgrade to 4.1 planned.
FSR Upscaling 4.1 brings improved sharpness in motion through an inference-based approach, an Ultra Performance mode adjustment, and better Dynamic Resolution Scaling. In terms of ray tracing, Ray Regeneration 1.1 enhances image quality, memory footprint, and introduces new debugging modes.
Hardware Compatibility and Fall-back Paths
ML functions remain tied to RDNA 4 hardware. AMD specifies that a Radeon RX 9000 or newer is required for FSR Upscaling 4.1, while Frame Generation 4.0, Ray Regeneration 1.1, and Radiance Caching 0.9 need Shader Model 6.6. AMD maintains fallback paths with FSR 3.1.5 and FSR 2.3.4 for Radeon RX 500 and equivalents, and FidelityFX Frame Generation 3.1.6 for Radeon RX 5000 and above.
AMD states that future Adrenalin drivers can update certain ML components of FSR in supported DirectX 12 games without requiring a game patch. Crimson Desert serves as a showcase and becomes the first title to integrate Ray Regeneration 1.1.
Adoption and Availability
Since the announcement of Redstone in 2025, only two major titles have utilized the stack, without incorporating all features. The SDK 2.2 is now available on GPUOpen, with binaries and some source code released on GitHub; it is not a complete open-source publication.
The RDNA 4 and SM 6.6 anchor clarifies the technical target but slows down short-term cross-vendor diffusion. AMD’s update-through-driver approach is a relevant lever to accelerate adoption, provided that studios align with DX12 and the UE5 plugin quickly transitions to 4.1.
Source: VideoCardz





