AMD Releases FSR 2.2 Source Code; Improved Graphics With Reduced Ghosting

Expert Verified By

AMD Further Improves Its AI-powered Supersampling Technology!

Earlier today, AMD announced the source code for its FSR 2.2 (FidelityFX Super Resolution 2.2) time scaling technology. It is now accessible on GitHub, allowing developers to quickly implement it into their games (especially if they already have FSR 2.0 or FSR 2.1).

On the other hand, FSR 2.2 for Unreal Engine is in progress, and AMD will announce when it is available.

FSR 2.2 was initially implemented in three racing games; Forza Horizon 5, Need for Speed ​​Unbound, and F1 22. Below is a comparison video between FSR 2.2 Quality Mode and Nvidia’s DLSS 2.4 and FSR 2.2 Performance Mode on Forza Horizon 5.

The GPUOpen website shows comparison pictures of the Need for Speed Unbound. 

YouTube video

The Hardware Unbound channel also compared AMD FSR 2.2 and Nvidia DLSS 2.4, comparing the two-time scaling technologies with each other and noticing the weaknesses and strengths of each technology while highlighting the improvements of FSR’s advancements in each iteration.

YouTube video

FSR 2.2 was added by Codemasters to F1 22 on January 16 with patch 1.17. Since The Callisto Protocol already contains FSR 2.0, it is expected to be updated to the same version soon.

Moreover, AMD also revealed the “Debug API Checker” function, a brand new feature to the FSR 2.2 source code, which developers are encouraged to use in debug builds while working on FSR 2 integrations.

This function allows the developers to Debug messages passed from the FSR 2 runtime to games, notifying engineers of potential problems with data provided at runtime. 

Many other changes were made to increase the quality compared to the previous version. The most important changes are listed below;



Changed the way internal cues are stored and assigned FSR 2.2 should now support a broader set of high dynamic range inputs. Previously, a bit of dynamic range could be lost in the calculation.
Changed depth logic to improve disocclusion detection FSR 2.2 should reduce the “fizzy” artifacts seen during disclusions.
Revised stack-up logic to use temporary reactivity FSR 2.2 should reduce the “fizzy” artifacts seen during disclusions.
RCAS now runs without tone mapping FSR 2.2 should retain a more dynamic range during the RCAS pass.
Updated dilated reactive mask logic to use temporal motion vector divergence This is used to help with our “pinning” feature and should reduce some artifacts caused by ghosting.
Improved luma jitter logic with history FSR 2.2 should improve temporal stability, i.e., less flicker on some objects.


What are your thoughts on FSR 2.2? Are you satisfied with the new improvements in AMD AI-powered supersampling? Share your thoughts in the comment section below. 

You Might Like: Embracer Lost Big On Saints Row, Which Cost $100 Million.

Was our article helpful? 👨‍💻

Thank you! Please share your positive feedback. 🔋

How could we improve this post? Please Help us. 😔

Latest News

Join Our Community



PlayStation Bombarded With Showcase Requests After Xbox’s Event

Due to the recent Xbox Games Showcase, PlayStation fans are asking Sony to learn from Xbox and deliver a similar showcase.

Capcom Considering Shifting Away From $70 Price After Moderate Response

Capcom has stated that fans gave its first $70 AAA launch a moderate reception, which has led them to carefully determine future prices.

Resident Evil Village Now Fastest Resident Evil To Achieve 10 Million Sales

Resident Evil Village has sold over 10 million copies, becoming the first Resident Evil title to do so in three years.

AMD X870 Motherboards Won’t Be Available At Ryzen 9000 CPUs Launch

AMD X870E and X870 Motherboards which were set to launch for the Ryzen 9000 Processor will now debut after Ryzen 9000 CPUs hit the stores.

Sony No Longer Advertising PS5 As 8K Gaming Console

PlayStation has been advertised as an 8K gaming console since 2020, but it seems Sony has stepped away from this claim recently.