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AMD FSR 2.2 Targets Ghosting in Fast-Moving Games—But Doesn’t Guarantee a Clean Image

AMD FSR 2.2 targets high-velocity ghosting with changes to depth handling, masks, luminance, and temporal accumulation. Whether it helps depends on the game’s integration and scene.
Length4 min Posted Quest giverVGSources Team
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AMD FidelityFX Super Resolution 2.2 changes temporal-upscaling logic to target high-velocity ghosting, particularly the trails that can appear behind a fast-moving vehicle in a racing game. It also revises depth and disocclusion handling, reactive masks, luminance processing, and temporal accumulation. These are targeted improvements, not a promise that FSR 2.2 eliminates ghosting or blur in every game.

What FSR 2.2 changes

FSR 2 reconstructs a higher-resolution image from lower-resolution frames over time, using motion and other information supplied by the game. Because it relies on data from earlier frames, fast movement and newly revealed areas of a scene can expose trails, shimmer, or unstable detail. FSR 2.2 adjusts several parts of that reconstruction process.

  • Fast-motion ghosting: AMD says the release adds logic aimed at reducing “High Velocity Ghosting,” especially in a third-person racing view where a vehicle crosses a relatively flat surface quickly.
  • Depth and disocclusion: Changes to depth estimation and disocclusion detection are intended to better handle areas newly revealed as objects move, while avoiding self-disocclusions. AMD also says the changes should reduce “fizzing” around disocclusions.
  • Motion and reactive masks: The update changes how small motion vectors are treated in previous-depth estimation and revises the dilated reactive-mask approach using temporal motion-vector divergence.
  • Luminance and accumulation: FSR 2.2 adds a lock-luminance resource and changes accumulation to use temporal reactivity. AMD also describes changes to intermediate-signal storage and tone mapping intended to improve compatibility with a wider range of HDR inputs and retain more dynamic range during computation.

These changes address temporal reconstruction artifacts such as ghosting, shimmer, and instability. AMD’s announcement and release notes do not establish a general measured reduction in blur, so “cleans up blurry pixels” would overstate what the published evidence demonstrates. AMD GPUOpen’s FSR 2.2 announcement and the FSR2 v2.2.0 release notes describe the implementation changes.

Why fast-moving racing scenes are the headline case

AMD’s February 16, 2023 announcement identifies a specific visual problem: a third-person vehicle moving quickly over a relatively flat surface. The view combines fast motion with a scene in which ground detail and the vehicle’s position shift rapidly from frame to frame, making temporal trails conspicuous. AMD’s stated goal is to reduce that high-velocity ghosting; it does not say the artifact is exclusive to racing games or that every racing scene will improve equally.

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The announcement includes comparison images from Need for Speed Unbound and a comparison video for Forza Horizon 5. These show AMD’s intended use case, but they are vendor-provided demonstrations rather than an independent, controlled measurement of how much ghosting is removed in general.

Does FSR 2.2 eliminate ghosting or blurry pixels?

No such guarantee is supported. AMD describes logic intended to reduce a particular kind of ghosting and related temporal artifacts. The result still depends on how a game integrates FSR, the temporal inputs and masks it supplies, and what is happening in the scene. A version number alone cannot ensure the same image in every title.

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The official materials cited here give no statistic measuring FSR 2.2’s reduction of ghosting, shimmer, or blur, and no general performance uplift. A percentage would need to be tied to a reproducible comparison specifying the game, settings, hardware, and FSR versions. For players, the practical check is the image in the particular game and settings they use, especially during the motion or disocclusion that previously caused visible artifacts.

FSR 2.2 is a game integration, not a universal driver switch

FSR 2.2 does not automatically retrofit every game through a graphics-driver toggle. AMD says FSR is available in supported games and requires developer integration. Its current FSR Technologies page describes FSR 2 as temporal upscaling with integrated anti-aliasing and says dedicated machine-learning hardware is not required.

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That page’s current compatibility table lists Radeon RX 590 and above and select Ryzen processors with Radeon graphics. This is AMD’s broad compatibility listing, not a promise that every listed device has FSR 2.2 available in every game. Check the individual game’s supported features and options rather than treating hardware compatibility as game support.

What developers need to know when updating

For developers moving from FSR 2.1.2, AMD flags application-side API changes and calls for particular attention to mask generation. The upscaler depends on temporal inputs and game-provided information, so integration quality affects what players see.

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AMD also introduced a Debug API Checker to report potential runtime integration issues. The examples in AMD’s announcement include incorrect near/far-plane values and frame-time deltas supplied in the wrong units. These checks help surface integration problems; they do not guarantee artifact-free output.

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FSR 2.2 is a historical release, not the current FSR version

AMD made FSR 2.2 source code publicly available on February 16, 2023. AMD’s later FSR SDK 2.2 overview lists FSR 2.3.4 among supported SDK components, so FSR 2.2 should be understood as a specific release rather than AMD’s current FSR version. AMD describes FSR 2 as open source under an MIT license; its cross-platform approach does not require dedicated ML hardware.

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