Xbox Developers Can Now Build AMD's FSR 4 Upscaling Into Their Games

Enough to cut a 60fps game down to 45fps
The Full FSR 4 model's worst-case cost on the Xbox Series S, up to 5.2ms per frame.
Mark

So what actually changed here?

Mimi

Xbox developers can now build AMD's FSR 4 upscaling into Series X and S games. The details are on a GitHub page.

Mark

And there are two versions?

Mimi

Yes, a new Lite model and the Full one. Full looks better presumably, but it costs more processing time.

Luke

Careful with 'looks better.' The source describes Full as the full-fat option. It doesn't give any image quality comparisons.

Mark

Fair. What about the cost?

Mimi

Up to 5.2 milliseconds on the Series S. That could turn a 60fps game into roughly 45fps.

Luke

And 'up to' matters. That's a worst-case figure, not an average, and we don't know what test it came from.

Mark

So will players see games drop to 45?

Mimi

Not necessarily. Developers can cycle through the modes and pick the balance that works for their game.

Luke

Also unknown: which games will use it, and when. Jason Ronald said testing can start today, which is not the same as shipping.

  • Developers on Xbox Series X and S can now access AMD's FSR 4 upscaling through GitHub, and testing has been invited to begin immediately.
  • The Full model can cost up to 5.2 milliseconds per frame on the Series S, enough to push a 60fps game toward 45fps.
  • Studios must weigh sharper image quality against frame-rate stability, choosing between the Lite and Full models for each machine.
  • Developers can cycle through the FSR modes to find the balance point for each game, though no specific titles or release dates have been named yet.

On a GitHub page, Xbox has opened the door for game developers to build AMD's FSR 4 upscaling into titles for the Series X and Series S, a small technical step that reflects a long human habit of trading fidelity for speed. Two versions are offered, a Lite and a Full model, and the choice between them is a matter of how much sharpness a studio is willing to pay for in processing time. The cost is felt most on the weaker Series S, where the heavier model can cost up to 5.2 milliseconds a frame, while the decision itself remains in the hands of those who make the games.

A GitHub page has become the place where developers building for Xbox Series X and Series S learned that AMD's FSR 4 upscaling is now theirs to use. Xbox VP Jason Ronald said on social media that testing can begin today, and the page offers two versions of the technology: a new Lite model and the heavier Full model.

The choice between them is a trade between image quality and the processing time each demands from the console. The cost is sharpest on the Series S, where the Full model can add up to 5.2 milliseconds per frame, enough to take a 60fps game down to around 45. That figure is a ceiling, so the real cost in any given game may be lower.

But the 45fps outcome is not what players should expect. Developers can cycle through the modes and find the balance that suits their game, perhaps choosing the lighter model on the Series S to protect frame rate while a stronger Series X has room for the heavier one.

The announcement speaks to people making games, not those playing them. No titles or release timelines have been named. For now, the tools are posted and the questions that remain are which studios will adopt them and which models they will choose.

A GitHub page is where the news landed: developers building games for the Xbox Series X and S can now put AMD's FSR 4 upscaling technology into their titles. Xbox VP Jason Ronald said on social media that developers can begin testing it today.

The page lays out two versions of the technology. One is a new "Lite" model, and the other is the full-fat version, referred to as "Full." The choice between them comes down to a trade between image quality and the processing time each one demands from the console.

The cost is clearest on the weaker of the two machines. On the Xbox Series S, the Full model carries a performance hit of up to 5.2 milliseconds per frame. That is enough to take a game running at 60 frames per second down to around 45. The figure is a ceiling, stated as "up to," so the real cost in any given game may be lower.

That 45fps outcome is not what players should expect to see, though. Developers are not locked into a single setting. They can cycle through each of the FSR modes and find the balance point that suits their game, weighing sharpness against speed. A studio working on the Series S could choose the lighter model to protect its frame rate, while a game on the more powerful Series X might have room for the heavier one.

The announcement is aimed squarely at people making games rather than people playing them. Nothing in it describes specific titles that will use FSR 4, or when players might see it in a finished game. What exists today is access: the tools are posted, and Ronald has said testing can start now.

The details to watch are which developers adopt it and which model they choose on the Series S, where the cost of the Full version is most pronounced.

Developers can start testing FSR 4 today.
— Jason Ronald, Xbox VP (paraphrased)
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