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AMD Released FSR 3 Source Code: What It Changes for Gaming

AMD’s open FSR 3 source gives developers more integration options, but it does not add frame generation to games automatically. Here’s what the release means for studios and players.
Length4 min Posted Quest giverVGSources Team
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AMD’s December 14, 2023 release made FSR 3’s DirectX 12 and Unreal Engine 5 source code available under the permissive MIT license. That gives developers more ways to inspect, modify, debug and integrate the technology—but it does not add frame generation to games automatically. Players benefit only when a game developer implements it, and results still depend on the game, hardware and starting frame rate.

What AMD’s FSR 3 source release actually changed

AMD published the FSR 3 source on GPUOpen on December 14, 2023, including code for DirectX 12 and Unreal Engine 5. AMD released it under the MIT license, which permits adoption and modification. The announcement also highlighted variable refresh rate (VRR) support in FSR 3’s frame-pacing logic and an Unreal Engine 5 plugin. AMD’s release announcement describes the original publication.

For studios and engine teams, source availability offers another integration route alongside SDK binaries, sample projects, plugins and documentation. AMD recommended the FidelityFX SDK DLL build for easier debugging and future API compatibility. Those resources can lower implementation barriers, but a game still needs developer work to provide the engine data and integration FSR 3 requires.

How FSR 3 frame generation works—and what it does not promise

FSR 3 combines temporal upscaling based on FSR 2 with frame generation. Its interpolation and optical-flow techniques generate additional frames between rendered frames, increasing the number of frames presented to the display. Those generated frames are not new frames rendered by the game engine; their quality depends on information such as motion vectors and depth, as well as the scene and implementation.

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AMD does not promise a fixed frame-rate multiplier or identical image quality in every game. Frame generation can introduce visual artifacts, and it does not make a low underlying rendering rate equivalent to a high one in responsiveness. The technology’s value therefore depends on the starting frame rate, the game’s integration and the player’s tolerance for artifacts and added latency.

Why FSR 3.1’s changes matter to developers

FSR 3.1 separated frame generation from upscaling. This gives developers the option to use FSR frame generation with a different upscaler, rather than requiring the two features to be tied together. AMD also expanded API and engine options: FSR 3.1 supports DirectX 12 and Vulkan, with Unreal Engine support spanning versions 5.1 through 5.6, according to AMD’s FSR 3.1 overview.

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AMD describes FSR as an open technology that does not require machine-learning hardware. Source access and broader integration options can make it easier for studios to evaluate and maintain the feature. They cannot remove the ongoing work of adapting an implementation to a particular game or keeping it compatible with updated APIs and SDKs.

Does open FSR 3 work on Nvidia and Intel GPUs?

AMD’s stated hardware support is not limited to AMD graphics cards: the company describes FSR 3 as an open technology without a machine-learning hardware requirement. AMD’s 2024 technical guidance lists Radeon RX 5000 Series and newer as supported, and RX 6000 Series and newer as recommended. That Radeon guidance is not a complete compatibility list for Nvidia or Intel products, so check the specific game’s requirements and the developer’s implementation rather than assuming every GPU will behave identically. AMD’s frame-generation guidance covers its recommendations.

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Will the source release make more games support frame generation?

It can make integration more accessible by giving developers source, samples, SDK components, Unreal plugins and documentation. But publishing code does not patch existing games or guarantee that new games will include FSR 3. Support remains a game-by-game decision, and implementation quality and available options can vary.

There is a separate upgrade path for some games: AMD says games with specified FSR 3.1 integrations can receive driver-based upgrades to newer AMD FSR technologies under stated Windows 11 and DirectX 12 conditions. Eligibility is specific to the game and can change; consult AMD’s supported-games list for current details.

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Is FSR 3 frame generation worth using at low FPS?

AMD recommends having approximately 60 FPS before frame generation is applied, to support image quality and mitigate latency. Frame generation inserts synthetic frames between game-rendered ones; it does not fix sluggish input response caused by a low baseline. If the game is running well below that recommended starting point, generated frames may raise the displayed rate without making controls feel equivalently responsive.

AMD’s practical guidance also recommends enabling FreeSync on a compatible display, enabling Hardware-Accelerated GPU Scheduling (HAGS) in the specified Windows 11 setup for Radeon RX 7000 cards, disabling Radeon Anti-Lag for FSR 3 frame-pacing smoothness, and avoiding simultaneous use of FSR frame generation and AMD Fluid Motion Frames. These are AMD recommendations, not universal requirements for every game or system; use the game’s own settings and current compatibility guidance.

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Where to check current FSR 3 components

FSR components are published across AMD’s GPUOpen pages and its FidelityFX SDK repository. At the repository listing reflected in the available version information, the GPUOpen FSR 3 line showed FSR 3.1.5, while the SDK listed frame-generation components separately, including 3.1.6 and a 3.1.7 swapchain sample. Those numbers apply to separate components, not a single version shared by every package; check the FidelityFX SDK repository for the current listings before choosing a release.

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