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AMD FSR 3.1.4 laid the groundwork for Redstone—here’s what changed and what happened next

FSR 3.1.4 was more than a routine patch: it reduced specific ghosting problems and added API groundwork for AMD’s later Redstone ML rendering platform—but it was not Redstone itself.
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AMD FSR 3.1.4 was not Redstone and did not add ML upscaling. Released in May 2025 as part of FidelityFX SDK 1.1.4, it reduced certain forms of temporal ghosting, added camera information needed for higher-quality future frame generation, and made it easier for qualifying games to move toward AMD’s later ML-based rendering technologies.

That future has since arrived. As of August 18, 2026, GPUOpen lists FSR 3.1.5 as the newest FSR 3 release, while AMD’s Redstone platform has expanded into ML upscaling, frame generation, ray regeneration and radiance caching. FSR 3.1.4 is therefore best understood as an important compatibility milestone—not the point at which FSR 3 became Redstone.

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What FSR 3.1.4 actually changed

FSR 3.1.4 was a relatively small version update, but its significance was larger than its version number suggests. It addressed problems found in earlier FSR 3.1 releases and introduced API groundwork for later upgrades.

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  • Reduced ghosting: AMD added four tunings aimed at newly disoccluded and highly reactive pixels.
  • Changed disocclusion accumulation: The default equivalent of fMinDisocclusionAccumulation changed from 0.333 in FSR 3.1.3 to -0.333.
  • Fixed a disocclusion-factor issue: The update corrected a problem involving previous and current backbuffers.
  • Added camera data to frame-generation preparation: Developers gained ffxDispatchDescFrameGenerationPrepareCameraInfo.
  • Improved integration and debugging: SDK 1.1.4 exposed ffxQueryGetProviderVersion, added frame-generation debug-checker support, and included Vulkan, HDR, shader-compiler, frame-pacing and swapchain fixes.

These changes do not eliminate ghosting. Temporal upscaling still depends heavily on a game’s motion vectors, depth, exposure, reactive masks, camera cuts, particles and UI composition. A better DLL cannot fully compensate for incorrect or missing renderer data.

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For developers, the most consequential addition was not a visible image-quality setting. It was the camera-information input that helped make future frame-generation implementations more aware of how the viewpoint and projection were changing.

See AMD’s SDK 1.1.4 release notes and GPUOpen’s FSR 3 documentation.

Why camera information matters to frame generation

Frame generation creates an additional image between two conventionally rendered frames. The algorithm can use the rendered images, depth and motion vectors, but camera movement and projection information provide important context about the scene.

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When a camera pans or an object moves, previously hidden surfaces can become visible. These newly revealed areas are called disocclusions. They are difficult because the algorithm has little or no usable history for the pixels that have just appeared. Incorrect camera data can also make rapid movement, camera cuts and changing perspective harder to interpret.

The new ffxDispatchDescFrameGenerationPrepareCameraInfo path gives FSR 3.1.4-and-later integrations a way to provide that camera context. AMD described it as required for the best-quality implementation of future FSR ML Frame Generation.

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That does not mean that adding one parameter automatically produces Redstone-quality output. Developers still need accurate motion vectors, depth, jitter, exposure, reactive masks, UI treatment, frame pacing and camera-cut handling. The camera input is integration data, not a replacement for the rest of the renderer’s responsibilities.

How FSR 3.1.4 prepared games for Redstone

AMD’s transition can be viewed as an integration path rather than a single feature switch:

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FSR 3.1 forward-looking API
        ↓
FSR 3.1.4 camera data and frame-generation groundwork
        ↓
Compatibility with supported AMD Software upgrades
        ↓
Redstone ML upscaling, frame generation, ray regeneration and radiance caching

FSR 3.1.4 contributed in three important ways:

  1. A more forward-looking API: FSR 3.1 was designed to make subsequent updates easier to integrate than a fixed, monolithic implementation.
  2. Camera parameters for ML frame generation: The new dispatch information gave later frame-generation technology an input AMD considered important for quality.
  3. A driver-based upgrade route: AMD says qualifying games with FSR 3.1 integration can receive ML-based upscaling upgrades through AMD Software, while games with FSR 3.1.4-or-later frame generation can be eligible for ML-based frame-generation upgrades.

Eligibility is conditional. A game must use a qualifying integration, the relevant AMD Software path must support the title, and the hardware must support the feature. This is not a universal license to replace any game’s FSR files.

AMD’s GPUOpen integration article explains the Redstone upgrade path.

Redstone is now a rendering suite, not just a new upscaler

At the time of the FSR 3.1.4 announcement, Redstone was a future destination. By 2026, AMD described it as a broader suite of ML-powered rendering technologies.

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  • FSR Upscaling: ML-based super resolution.
  • FSR Frame Generation: ML-generated intermediate frames.
  • FSR Ray Regeneration: ML-based ray-tracing denoising and reconstruction.
  • FSR Radiance Caching: a neural-rendering lighting technique listed as a preview technology in the SDK 2.2 material.

AMD’s March 2026 Redstone SDK 2.2 announcement listed FSR Upscaling 4.1, FSR Frame Generation 4.0.0, FSR Ray Regeneration 1.1.0 and Radiance Caching 0.9 preview. GPUOpen later listed an SDK 2.3 update dated June 24, 2026, including FSR Upscaling 4.1.1 support for Radeon RX 7000-series GPUs, Frame Generation 4.0.1 and Ray Regeneration 1.2 improvements.

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Meanwhile, GPUOpen currently lists FSR 3.1.5 as the newest FSR 3 version. That matters because 3.1.4 is no longer the current FSR 3 branch, even though its API and integration work helped lead toward Redstone.

Sources: AMD’s Redstone SDK 2.2 overview, GPUOpen’s current developer portal and FSR version documentation.

What changed for Unreal Engine developers?

AMD updated its Unreal Engine plugin to support FSR 3.1.4 and Radeon Anti-Lag 2. The original announcement covered Unreal Engine 5.6, and AMD later noted that the plugin was updated for UE 5.7 as well.

For an Unreal team, the official plugin can simplify access to:

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  • FSR 3.1.4 integration;
  • Radeon Anti-Lag 2;
  • the API and data flow intended to ease later Redstone adoption.

AMD recommends pairing Anti-Lag 2 with FSR 3.1.4 because frame generation can raise the displayed frame rate without removing the latency associated with the underlying rendered frames. Anti-Lag 2 addresses input-to-display latency separately, especially in GPU-bound scenarios.

The technologies solve different problems:

Technology What it does
FSR upscaling Renders internally at a lower resolution and reconstructs a higher-resolution image.
Frame generation Creates additional frames between conventionally rendered frames.
Anti-Lag 2 Attempts to reduce input-to-display latency; it does not upscale an image or generate frames.

Using the official plugin reduces integration friction, but it does not remove the need for engine-specific testing. Developers should test camera cuts, transparency, particles, UI, multiple views, unusual projection transforms and frame pacing independently.

Developer checklist for a forward-compatible integration

  1. Start with the current SDK. FSR 3.1.4 was a milestone, but GPUOpen lists FSR 3.1.5 as the current FSR 3 version as of August 18, 2026.
  2. Use the forward-looking FSR API path instead of treating an older custom integration as permanent.
  3. Populate ffxDispatchDescFrameGenerationPrepareCameraInfo correctly for the active camera and projection.
  4. Audit the standard temporal inputs: motion vectors, depth, jitter, exposure, reactive masks, disocclusion behavior and UI composition.
  5. Test upscaling and frame generation separately. A title can have acceptable reconstructed images but poor generated frames around fast motion, particles or newly revealed geometry.
  6. Consider Anti-Lag 2 where the game’s latency profile and supported hardware make it appropriate.
  7. Use AMD’s signed API/DLL integration path. AMD recommends it for debugging and future compatibility.
  8. Use the current Unreal plugin for UE 5.6 or later projects rather than manually adapting obsolete samples.

For a heavily customized renderer, an upgrade is not necessarily drop-in. Multiple render views, unusual camera transforms, custom UI composition, overlays, capture tools and anti-cheat systems can all require additional validation.

What gamers can do

The immediate benefit depends on how the game shipped FSR and whether AMD Software recognizes it as eligible for a driver-side upgrade. A game developer may need to ship the updated integration, but supported titles can also expose AMD’s upgrade controls.

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AMD’s current activation path is:

  1. Install a supported FSR game.
  2. Close the game.
  3. Open AMD Software: Adrenalin Edition.
  4. Open Gaming, then Graphics.
  5. Enable the relevant AMD FSR Upscaling and/or AMD FSR Frame Generation toggle.
  6. Launch the game.
  7. If necessary, enable AMD FSR 3.1 in the game’s graphics or video settings.
  8. Choose the desired quality preset in the game.

The game must be supported, and it must remain closed while AMD Software applies a supported DLL replacement. A title may retain older FSR wording in its menu even when a newer AMD technology is active.

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Driver-side replacement is not guaranteed to work with every title, graphics API, launcher, anti-cheat system or custom FSR implementation. If a game crashes or behaves incorrectly after a replacement, revert to the original game files and disable conflicting overlay or capture software. AMD’s SDK notes include a specific E_ACCESSDENIED condition associated with overlays or capture software during DX12 frame-interpolation swapchain creation.

Check AMD’s current user guidance and supported-feature information.

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Hardware and compatibility

Conventional FSR 3 support is broader than Redstone’s ML feature set. The following distinctions are more useful than treating “FSR support” as one universal capability:

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Technology Typical role Current compatibility qualification
FSR 3 upscaling Analytical temporal upscaling Broad developer-integrated support, depending on the game and GPU.
FSR 3 frame generation Inserts intermediate frames Requires correct game integration and suitable supported hardware.
Redstone FSR Upscaling ML-based upscaling AMD lists support for Radeon RX 7000 and RX 9000; RX 6000 support is listed as planned for 2027.
Redstone ML Frame Generation ML-generated intermediate frames Associated primarily with Radeon RX 9000-series graphics and qualifying game integrations.
Ray Regeneration ML ray-tracing reconstruction and denoising Requires supported Redstone hardware, software and game integration.

Do not assume that an RX 6000 card, a non-AMD GPU or every Radeon model receives the same ML features. Similarly, an FSR 3.1.4 game does not automatically gain every Redstone feature. AMD’s support table separates conventional FSR 3 functionality from ML upscaling and the broader Redstone feature set.

When upgrading made sense—and when it did not

Good reasons to upgrade

  • The game already used FSR 3.1.x and showed ghosting around newly revealed surfaces.
  • The project needed the updated API and camera-parameter structure.
  • The team wanted a cleaner path to future ML frame generation.
  • An Unreal Engine project could benefit from AMD’s updated plugin.
  • The developer wanted to qualify for supported AMD Software upgrades.

Reasons it was not a simple drop-in change

  • The renderer used a heavily customized FSR implementation.
  • Motion vectors, depth or reactive masks were unreliable.
  • The game used unusual camera transforms, multiple render views or custom UI composition.
  • Overlays, capture tools, launchers or anti-cheat software interfered with DLL replacement.
  • The team expected 3.1.4 itself to provide ML upscaling or the complete Redstone suite.

There are also unavoidable trade-offs. More aggressive upscaling presets can improve performance at the expense of detail and temporal stability. Frame generation can increase displayed FPS without increasing the number of genuinely rendered frames. And driver-based upgrades offer convenience while giving developers less control over the exact DLL version running on every player’s system.

Current status

As of August 18, 2026:

  • GPUOpen lists FSR 3.1.5 as the latest FSR 3 version.
  • Redstone SDK 2.2 has shipped with ML upscaling, frame generation, ray regeneration and radiance caching components.
  • GPUOpen lists a later SDK 2.3 update with additional Redstone version changes.
  • FSR 3.1.4 remains the important preparation milestone that connected forward-looking FSR 3 integrations with AMD’s later ML-rendering roadmap.

The accurate summary is therefore narrower than the original headline might suggest: FSR 3.1.4 improved specific temporal artifacts and added integration data that later technologies could use. It did not turn FSR 3 into an AI upscaler, and it does not guarantee Redstone support in every game.

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