FSR 4 Upscaler on RDNA 4: CES 2025 Test Findings

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During CES 2025 AMD unveiled FSR 4, the latest upscaling solution, and only recently did direct comparisons with the earlier FSR 3.1 appear. The demonstration used Ratchet & Clank: Rift Apart on the Radeon RX 9070 XT graphics card, which is built on the RDNA 4 architecture. The reveal was framed as a practical check for gamers who want to know how much of a difference the new algorithm can make in real gameplay, not just on curated sequences. Analysts noted that the presentation emphasized both image quality and frame stability, two things that matter most when choosing an upscaler for modern titles.

For testing, the internal render target was 1920×1080, then upscaled to 4K. In performance mode both upscalers were examined in detail. Eye-tracking of the stream suggested that FSR 4 offered clearer edges, finer texture detail, and more reliable handling of motion compared with FSR 3.1, even when the video feed was compressed. The team highlighted that FSR 4 uses a newer reconstruction model that preserves more detail in high-frequency textures like skin and metal, while reducing artifacts in complex scenes. Viewers could discern improvements in color fidelity and edge definition on moving objects, particularly during rapid camera pans. In 4K presentation, the differences were not enormous in static shots but became more evident with dynamic scenes where movement, depth cues, and lighting interact. The result was a more cohesive image that felt crisper without looking artificially sharpened.

The main test scene was designed to push any upscale method: large objects, dense particle effects, and transparent surfaces. Those elements have historically been troublesome for upscaling strategies including FSR and rivals such as NVIDIA DLSS. In this scene, FSR 4 delivered a crisp, detailed image across the entire frame, with fine texture on spacecraft hulls, smooth reflections on water surfaces, and stable transparency on glass walls. Edge reconstruction appeared more precise, and the shading looked more consistent as objects moved in and out of frame. Compared with FSR 3.1, the newer version maintained better silhouette integrity on distant elements and avoided some of the halo artifacts that can pop up in highly detailed areas. The test reinforced the importance of tuning options in a real world setting and showed the potential for sharper visuals during fast motion without a heavy hit to frame rates.

Despite the improvements from the new version, questions remain about how FSR 4 performs at resolutions below 4K. When the internal rendering resolution drops to 1080p or 1440p, the number of pixels processed inside the engine is smaller, and the upscaler has fewer anchors to reconstruct fine detail. The risk is that softness or shimmering might become more noticeable in some scenes. Still, AMD has been careful to stress that FSR 4 can scale well across a range of targets, offering choices for gamers who want smoother frames on midrange hardware while keeping high visual fidelity on displays with higher resolutions. The practical takeaway is that upscaling becomes less conspicuous as you move to higher target outputs, while the benefit persists at lower internal resolutions in many genres that emphasize movement and speed. In other words, it tries to preserve a natural look rather than simply magnify pixels.

☄️ A Steam release demonstrates a world where every NPC is an AI that you can talk to using just a microphone, illustrating the rapid progress in interactive agents and voice interfaces. The demo underscores a broader trend where signals from the processing pipeline, including upscaling, must coexist with increasingly complex on screen activity.

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