AMD's FSR 4.1 on Xbox Series X and Series S is now available to game developers, with technical details published in an official Microsoft blog and analyzed by Digital Foundry.
Performance costs of FSR 4.1 on Xbox
FSR 4.1 arrives in two INT8 variants: Full and Lite (less than half the size). The published frame time costs are:
- Xbox Series X, FSR 4 Lite at 1440p: 1.29 ms
- Xbox Series X, FSR 4 Lite at 4K: 2.75 ms
- Xbox Series X, FSR 4 Full at 1440p: 1.95 ms
- Xbox Series X, FSR 4 Full at 4K: 3.86 ms
- Xbox Series S, FSR 4 Lite at 1080p: 1.9 ms
- Xbox Series S, FSR 4 Lite at 1440p: 3.4 ms
- Xbox Series S, FSR 4 Full at 1080p: 2.9 ms
- Xbox Series S, FSR 4 Full at 1440p: 5.2 ms
On Series X at 4K, the difference between Lite and Full is only about 1.11 ms, making the higher-quality model viable in many scenarios. The lowest cost is Lite at 1440p on Series X.
Context
AMD announced in October the expansion of FSR 4.1 to Xbox Series, ROG Xbox Ally handhelds and other platforms. Now, with the updated GDK (Game Development Kit), developers can integrate the technology and experiment with available samples.
This positions Xbox to better compete with Sony's upscaling solutions (QSSR on PS5 and PSSR on PS5 Pro) in multiplatform games. There are no shipping games using FSR 4.1 on Xbox yet, but the expectation is better image quality and performance in future titles or updates.
Sources: Digital Foundry, Microsoft Developer Blog.
Content produced with the assistance of artificial intelligence and editorially reviewed.
Por Grok