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AMD Releases FSR 3.1.3 and Anti-Lag 2 Plugins for Unreal Engine 5.5

AMD’s February 2025 developer release added Unreal Engine 5.5 support to FSR 3.1.3 and Anti-Lag 2.0.2, with a new distortion-texture control for frame interpolation.
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AMD released updated Unreal Engine plugins for FidelityFX Super Resolution 3.1.3 and Radeon Anti-Lag 2.0.2 on February 3, 2025. Both updates add support for Unreal Engine 5.5, while the FSR plugin also introduces a new control for distortion effects during frame interpolation.

This is primarily an integration and compatibility release for developers—not a consumer driver update or a new generation of FSR.

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What AMD released

Plugin Version Main changes
AMD FidelityFX Super Resolution FSR 3.1.3 Updated FSR code, Unreal Engine 5.5 support, and a distortion-texture console variable
Radeon Anti-Lag 2 2.0.2 Unreal Engine 5.5 support

AMD’s FSR Unreal Engine guide and Anti-Lag 2 documentation provide the integration details. Contemporary release coverage from VideoCardz identified February 3, 2025, as the release date.

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Why UE 5.5 support mattered

Unreal Engine 5.5 launched in November 2024, so developers moving projects to the newer engine needed plugin builds compatible with its APIs, modules, and rendering changes. The February update gave UE 5.5 projects an AMD-supported integration instead of requiring teams to keep older plugins or make their own source adjustments.

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Compatibility support does not add these technologies to existing games automatically. Developers must install the plugins, configure them, test the project, package the required files, and ship an update before players can benefit.

What changed in the FSR 3.1.3 plugin

FSR 3 combines temporal upscaling with optional frame generation. It reconstructs frames using information such as the rendered image, depth, and motion vectors, then interpolates additional frames between traditionally rendered frames. FSR 3.1 also separated frame generation from upscaling, allowing developers in principle to pair FSR frame generation with another upscaler when the game’s rendering pipeline supports that arrangement. See AMD’s FSR 3.1 announcement for the architectural context.

FSR 3.1.3 remains an incremental revision within the FSR 3.1 family. It should not be presented as FSR 4 or as a completely new reconstruction method. Its concrete Unreal-focused changes were the FSR code update, UE 5.5 compatibility, and a new console variable:

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r.FidelityFX.FI.UseDistortionTexture

Distortion-texture control

This setting determines whether frame interpolation uses Unreal Engine’s distortion texture. That can matter in scenes with heat haze, refraction, water, glass, or other material and screen-space distortion effects.

It is a targeted integration control, not a universal image-quality switch. Whether it helps depends on the project’s distortion effects, whether the texture is generated correctly, and which artifacts appear in the game. Developers should compare the setting in representative scenes rather than assume that enabling it always improves frame generation.

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What changed in Anti-Lag 2.0.2

Anti-Lag 2 is designed by AMD to reduce end-to-end system latency in GPU-bound scenarios by coordinating CPU and GPU work inside the game. The 2.0.2 Unreal plugin’s principal published change was UE 5.5 support; the available changelog did not identify a major new latency feature.

Anti-Lag 2 is intended to integrate with AMD’s FSR plugin when frame generation is enabled through the native Direct3D 12 path. That integration is important because frame generation adds another stage to the rendering pipeline. However, Anti-Lag 2 is not a substitute for a healthy base frame rate, and it cannot remove latency from the display, input devices, rendering pipeline, or generated-frame process.

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AMD’s documentation also records an important limitation: the documented FSR frame-generation integration uses the native Direct3D 12 backend, and the Anti-Lag 2 plugin is not compatible with the RHI backend in the FSR 3.1.1 Unreal plugin. Developers should verify the exact compatibility notes for the plugin package they are using.

Requirements developers need to separate

There are four different compatibility questions:

  1. Engine compatibility: Does the plugin build support the project’s Unreal Engine version?
  2. Runtime hardware: Is the GPU architecture supported?
  3. Driver and API support: Is the required AMD Software and graphics API path available?
  4. Rendering integration: Does the game provide reliable motion vectors, depth, camera data, UI handling, and frame pacing?

AMD’s current Anti-Lag 2 documentation lists support for AMD RDNA 1-based products and newer, including Radeon RX 5000-series and later, on Windows 10 or Windows 11. It lists AMD Software: Adrenalin Edition 24.6.1 or newer for DirectX 11, 24.7.1 or newer for DirectX 12, and 24.9.1 or newer for Vulkan. These are current documentation requirements and should not automatically be treated as the exact requirements of the February 2025 plugin.

FSR’s broad vendor compatibility does not mean that every GPU, API, or game configuration behaves identically. Developers should test across GPU vendors and relevant graphics APIs, with and without frame generation.

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Installation outline

AMD’s current Anti-Lag 2 workflow is broadly:

  1. Download the plugin archive and extract it.
  2. Place the AntiLag2 folder in Engine/Plugins/Marketplace, unless the package readme specifies a project-local or source-tree installation.
  3. Open Unreal Editor and go to Plugins.
  4. Enable AntiLag2 and restart the editor.
  5. Configure it under Project Settings > Anti-Lag 2, or use r.AMD.AntiLag2.

Install the matching FSR plugin using the directory and setup instructions included with its archive. Folder placement can differ between an installed engine, a source-built engine, and a project’s local Plugins directory. Do not assume that copying a nested archive folder directly into the destination will produce the correct plugin structure.

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What developers should test

  • Base rendered frame rate and frame-time consistency before enabling frame generation.
  • Motion vectors for animated meshes, foliage, particles, and materials.
  • Disocclusions, transparency, camera cuts, rapid exposure changes, and post-processing.
  • HUD and other interface elements, which may need separate handling to avoid interpolation artifacts.
  • Water, glass, heat haze, and other distortion effects with r.FidelityFX.FI.UseDistortionTexture enabled and disabled.
  • Latency and pacing with and without Anti-Lag 2 and frame generation.
  • Packaging, runtime files, anti-cheat interactions, and multiple GPU/API combinations.

A higher FPS counter alone is not enough. Developers should distinguish base FPS from generated display frames, measure frame-time consistency, and use a suitable latency tool such as AMD’s Frame Latency Meter where appropriate.

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Common problems

The plugin does not appear in Unreal Editor

Check the folder nesting, destination directory, engine-version match, and whether the editor was restarted. A plugin archive may contain an extra top-level folder that must be moved up one level.

The project fails to build or package

The plugin may target a different Unreal minor version, require source-tree access, contain incompatible precompiled binaries, or fail to resolve module dependencies. Disable the plugin, back up the project, remove its Binaries and Intermediate directories, regenerate project files, rebuild, and then re-enable the plugin. Follow the specific archive’s readme if it documents a different recovery path.

Frame generation shows artifacts

Investigate missing or incorrect motion vectors, transparency, particles, UI capture, camera cuts, exposure changes, and distortion-texture handling. The new distortion setting can address a particular input to interpolation, but it will not fix every artifact source.

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Anti-Lag 2 does not activate

Verify the project setting and r.AMD.AntiLag2, then check the GPU architecture, driver, graphics API, plugin pairing, and native Direct3D 12 requirement for the documented FSR frame-generation path.

What this meant for players

The release mattered indirectly. It made it easier for developers with UE 5.5 projects to integrate newer AMD technologies, but it did not update shipped games or guarantee that every Unreal Engine 5.5 title would support FSR 3.1.3 or Anti-Lag 2.

Players may see higher displayed frame rates when a game implements frame generation, but that does not guarantee lower input latency or better image quality. Results depend on the base frame rate, the game’s motion data, UI treatment, frame pacing, hardware, driver, and graphics settings. Anti-Lag 2 is most relevant when the game is GPU-bound; it does not turn a CPU-limited game into a GPU-limited one.

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