{"id":256780,"date":"2025-08-20T22:35:52","date_gmt":"2025-08-20T20:35:52","guid":{"rendered":"https:\/\/www.hwcooling.net\/?p=256780\/"},"modified":"2025-09-25T18:18:48","modified_gmt":"2025-09-25T16:18:48","slug":"why-fsr-4-matters-in-gta-v-enhanced-on-amd-radeon-rx-9060-xt","status":"publish","type":"post","link":"https:\/\/www.hwcooling.net\/en\/why-fsr-4-matters-in-gta-v-enhanced-on-amd-radeon-rx-9060-xt\/","title":{"rendered":"Why FSR 4 Matters in GTA V Enhanced on AMD Radeon RX 9060 XT"},"content":{"rendered":"<p><!--nextpage-->Image upscaling technologies have already gained favor with most gamers. Still, there remains a group of opponents who prefer \u201cperfectly\u201d rendered images over those they see as made up by artificial intelligence. With the Radeon RX 9060 XT and AMD\u2019s FSR 4, we\u2019ll show why that view isn\u2019t entirely accurate\u2014and how new algorithms manage to deliver near-native detail from low-res frames with a level of detail comparable to traditional native rendering.<!--more--><\/p>\n<p><em>Disclaimer: This article could not have been created without the support of AMD and Gigabyte. It is intended to help readers better understand the technology. The content reflects the author\u2019s own views and is based on independent testing and measurements. The sponsor had no influence on the editorial content.<\/em>.<\/p>\n<p>Most of the misunderstandings around image-upscaling technologies stem from how they were born. The first generation still used data from a single frame to rescale to a higher resolution. Since then, explanations of super sampling or super resolution have often repeated a simplified line: the game engine renders at a lower resolution and artificial intelligence fills in the rest. It supposedly draws on training from the same games at higher resolution and, because it \u201cknows\u201d how the frames should look in higher quality, it \u201cimagines\u201d the missing details into the low-resolution frame.<\/p>\n<p>The popularity of this explanation is reinforced by AI models for enlarging photos, which today can add details to old, low-quality pictures that were never there. Sometimes they miss, creating a wrong shape or inserting a pattern or color that doesn\u2019t belong. That\u2019s why gamers worry that AI upscaling in games will add things that shouldn\u2019t be there\u2014things that wouldn\u2019t appear with proper native rendering.<\/p>\n<p>We\u2019ll examine in one of the following chapters why, if super resolution worked that way, it could not achieve the level of detail that modern reconstruction technologies do today.<\/p>\n<p>Trust isn\u2019t helped by the technology developers and PR teams themselves, who talk about each new generation of upscaling in superlatives.<\/p>\n<p><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-256757\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005-1024x576.jpg\" alt=\"\" width=\"640\" height=\"360\" srcset=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005-1024x576.jpg 1024w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005-300x169.jpg 300w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005-768x432.jpg 768w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005-1536x864.jpg 1536w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_005.jpg 1920w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>They try to ride the AI wave, attribute miraculous abilities, and sometimes oversimplify. Only when they present the next generation\u2019s improvements do they admit the shortcomings of the previous one.<\/p>\n<p>Another group of opponents argues that with the advent of upscaling, developers neglect graphics optimization\u2014rather than tuning visuals, they push gamers to use upscaling, which will ultimately lead to lower graphics quality.<\/p>\n<p>But upscaling as such won\u2019t hurt visual quality\u2014if anything, the opposite. From the very beginning, game artists have wrestled with how to work around technological limits. Naturally, they would like to render everything as faithfully and as high-quality as possible, but there has never been, is not, and for a long time will not be enough performance for that.<\/p>\n<h2>When you want more than hardware can handle<\/h2>\n<p>Developers have several ways to deal with limited performance. The simplest is to restrict players\u2019 graphics settings. If they cap the maximum detail level at a point where the game runs smoothly on most cards, they can count on praise for good optimization. But the downside is that a year or two later, when more powerful GPUs arrive, you still won\u2019t be able to unlock higher details in that same game. At launch it may run smoothly but look average\u2014and its visuals will age faster.<\/p>\n<p>Some developers go the opposite route, deliberately including settings that current hardware can\u2019t handle at maximum quality. They bank on more powerful GPUs arriving later, so they add \u201cexperimental\u201d options. But then they often get criticized for poor optimization because the game isn\u2019t playable at maximum settings even on the fastest hardware available.<\/p>\n<p>For developers taking that approach, image-upscaling techniques are a gift. And players see it that way too\u2014especially those who want to enjoy new games at high detail levels without owning top-tier, latest-generation GPUs.<\/p>\n<p>Upscaling shouldn\u2019t be dismissed as a patch for hardware or software shortcomings. It\u2019s more a way to push graphics quality higher, even when raw computational performance isn\u2019t enough to \u201cfaithfully render every pixel.\u201d<\/p>\n<p>Faithful rendering means redrawing the entire frame, point by point, up to a hundred times per second\u2014even when very little has changed between frames. That\u2019s a huge waste of computational capacity, which could be put to better use.<\/p>\n<p>In the next chapters, we\u2019ll look at how upscaling used to work, and how things improved with the advent of temporal supersampling\u2014using samples gathered over time from multiple frames. We\u2019ll demonstrate this with the popular <strong>Grand Theft Auto V Enhanced<\/strong>, a remaster of the original game where developers added temporal supersampling support alongside ray tracing.<\/p>\n<p><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-256775 size-large\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-1024x576.jpg\" alt=\"\" width=\"640\" height=\"360\" srcset=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-1024x576.jpg 1024w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-300x169.jpg 300w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-768x432.jpg 768w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-1536x864.jpg 1536w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-city-2048x1152.jpg 2048w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p style=\"text-align: center;\"><a href=\"\/wp-content\/uploads\/2025\/08\/gtav01settings.jpg\"><br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"\/wp-content\/uploads\/2025\/08\/gtav01settings-300x169.jpg\" alt=\"\" width=\"150\" height=\"86\" \/><\/a><a href=\"\/wp-content\/uploads\/2025\/08\/gtav02settings.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"\/wp-content\/uploads\/2025\/08\/gtav02settings-300x169.jpg\" alt=\"\" width=\"150\" height=\"86\" \/><\/a><a href=\"\/wp-content\/uploads\/2025\/08\/gtav03settings.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"\/wp-content\/uploads\/2025\/08\/gtav03settings-300x169.jpg\" alt=\"\" width=\"150\" height=\"86\" \/><\/a><a href=\"\/wp-content\/uploads\/2025\/08\/gtav04settings.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"\/wp-content\/uploads\/2025\/08\/gtav03settings-300x169.jpg\" alt=\"\" width=\"150\" height=\"86\" \/><\/a><a href=\"\/wp-content\/uploads\/2025\/08\/gtav05settings.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"\/wp-content\/uploads\/2025\/08\/gtav05settings-300x169.jpg\" alt=\"\" width=\"150\" height=\"86\" \/><\/a><\/p>\n<h2>Radeon RX 9060 XT: The Most Affordable Addition to the New Radeon Family<\/h2>\n<p>For testing and comparison, we\u2019re using the budget-friendly <a href=\"https:\/\/datacomp.sk\/gigabyte-radeon-rx-9060-xt-gaming-oc-16g_d508428.html\">Radeon RX 9060 XT Gaming OC 16G<\/a> from Gigabyte, which I recently <a href=\"https:\/\/www.hwcooling.net\/en\/gigabyte-rx-9060-xt-gaming-oc-review-right-on-target\/\">reviewed on HWCooling<\/a>.<\/p>\n<p>To remind you of the key specifications of the card:<\/p>\n<ul>\n<li><strong>GPU: <\/strong>Radeon RX 9060 XT (RDNA 4), 2048 stream processors<\/li>\n<li><strong>Clock speeds:<\/strong> Boost Clock up to 3320 MHz, Game Clock up to 2780 MHz (ref. 3130 \/ 2530 MHz)<\/li>\n<li><strong>VRAM<\/strong>: 16 GB GDDR6, 128-bit bus, memory speed 20 Gb\/s<\/li>\n<li><strong>Connectors:<\/strong> PCIe 5.0 \u00d716, power via 1\u00d7 8-pin<\/li>\n<li><strong>Outputs:<\/strong> 2\u00d7 DisplayPort 2.1a, 1\u00d7 HDMI 2.1b, max resolution 7680 \u00d7 4320 (8K)<\/li>\n<li><strong>Card dimensions:<\/strong> 281 \u00d7 118 \u00d7 40 mm<\/li>\n<li><strong>ARGB lighting<\/strong> with 16.7 million colors, customizable via Gigabyte Control Center<\/li>\n<li><strong>WINDFORCE cooling system<\/strong> featuring Screen Cooling (heatsink with open fin layout), three counter-rotating Hawk fans, composite heatpipes, copper base, thermal gel component cooling, and a metal backplate<\/li>\n<\/ul>\n<p><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-259709\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-1017x1024.jpg\" alt=\"\" width=\"640\" height=\"644\" srcset=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-1017x1024.jpg 1017w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-298x300.jpg 298w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-768x773.jpg 768w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-1526x1536.jpg 1526w, https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/radeon-rx-9060-xt-gaming-oc-16g-2035x2048.jpg 2035w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>You can find a more detailed description of the card in the review and on the <a href=\"https:\/\/www.gigabyte.com\/Graphics-Card\/GV-R9060XTGAMING-OC-16GD?utm_source=chatgpt.com\">Gigabyte product page<\/a>.<\/p>\n<p>We\u2019ll demonstrate how one of AMD\u2019s technologies, Anti-Lag, works in practice using a top-tier gaming monitor, the <a href=\"https:\/\/datacomp.sk\/gigabyte-lcd-27-gaming-monitor-aorus-fo27q3-oled-2560-x-1440-qhd-360hz-1-5m-1-250cd-m2-0-03ms-2xhdmi-1xdp_d498591.html\">AORUS FO27Q3, also from Gigabyte<\/a>. It uses a QD-OLED panel developed by Samsung. With a resolution of 2560 \u00d7 1440 pixels, it offers a 360 Hz refresh rate and is certified with VESA ClearMR 13000 and VESA DisplayHDR True Black 400. For gamers, the major advantage over LCD monitors is that OLED can redraw pixels with significantly faster response times.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/06\/gigabyte-aorus-FO27Q3.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/06\/gigabyte-aorus-fo27q3.jpg\" alt=\"\" width=\"773\" height=\"516\" \/><\/a><\/p>\n<p>The basic monitor specifications are summarized in bullet form below. For a detailed description and demonstrations of supported technologies, visit the monitor\u2019s <a href=\"https:\/\/www.gigabyte.cz\/monitors\/AORUS-FO27Q3\/Key-Features\">product page<\/a>.<\/p>\n<ul>\n<li>Panel type: 27&#8243; QD-OLED, resolution 2560\u00d71440 at 360 Hz, 10-bit<\/li>\n<li>Adaptive v-sync: FreeSync Premium, VRR<\/li>\n<li>Image parameters: viewing angles 178\u00b0, brightness 250 cd\/m\u00b2 (Typ, SDR APL 100%); 1000 nits (Typ, HDR APL 3%), 99% DCI-P3 color space coverage, GTG response 0.03 ms, factory calibration with \u25b3E&lt; 2<\/li>\n<li>Certifications: VESA DisplayHDR True Black 400, motion clarity ClearMR 13000<\/li>\n<li>Connectors: 2\u00d7 HDMI 2.1, 1\u00d7 DisplayPort 1.4, 1\u00d7 USB Type-C (Alternate Mode; Upstream port; Power Delivery up to 18 W), 2\u00d7 USB 3.2 Downstream, 1\u00d7 USB 3.2 Upstream, audio jack 1\u00d7 headphones, 1\u00d7 microphone<\/li>\n<li>Audio: 2\u00d7 5 W speakers<\/li>\n<li>Supported technologies: Tactical Switch, OSD Sidekick, Black Equalizer 2.0, Dashboard, Crosshair, Timer, Counter, Night Vision, Eagle Eye, PiP\/PbP, Auto-Update, KVM, 6 axis Color Control, Apply Picture Mode, HDMI-CEC, RGB Fusion 2.0, pivot 0\u201390\u00b0, VESA Wall Mount 100\u00d7100 mm<\/li>\n<\/ul>\n<p><!--nextpage-->Image \u201cupscaling\u201d technologies have already won over most gamers. But there is still a camp of staunch opponents who prefer a faithfully rendered image over one \u201cmade up\u201d by artificial intelligence. On a Radeon RX 9060 XT with AMD FSR 4, we\u2019ll look at why that reading is inaccurate and how the new algorithms can turn low-resolution frames into images with a level of detail comparable to honest native-resolution rendering.<!--more--><\/p>\n<h2>When the image is really upscaled by AI<\/h2>\n<p>The following comparison shows where the main issue lies when upscaling from a low resolution. We\u2019ll examine how many details are retained in native resolution versus when rendering at half the resolution. Below are three images with 1:1 crops that can be enlarged to double size when clicked.<\/p>\n<p>The first crop shows the game rendered at its native resolution of 2560 \u00d7 1440 pixels. The next examples are rendered at half the resolution\u20141280 \u00d7 720 pixels (or one-quarter of the original area)\u2014and then upscaled using different methods, including AI with a trained neural network. A resolution of 1280 \u00d7 720 should roughly <strong>match<\/strong> what FSR uses when your monitor\u2019s native resolution is 2560 \u00d7 1440 and you enable <strong>FSR in Performance mode<\/strong>.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling01-200.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling01.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><br \/>\n<\/a><\/p>\n<p>The second crop shows an image rendered at a resolution of 1280 \u00d7 720 pixels. This renders an area four times smaller with four times fewer pixels. To match the scale, I enlarged it using a sharp nearest-neighbor filter. Each rendered pixel is thus stretched to 2\u00d72 pixels. The resulting size then corresponds to a native resolution image.<\/p>\n<p>At 1280 \u00d7 720, a lot of detail is already lost. Small text becomes unreadable because each letter only gets a handful of pixels. When you interpolate this to a higher resolution, the image just gets blurred to hide jagged edges, but the small letters will remain illegible.<\/p>\n<p>The third crop demonstrates how the game\u2019s built-in upscaling handles this situation. The frame scaler is set to 1\/2 (x0.500). Jagged edges are less noticeable now, but overall sharpness drops as a result. The fourth crop shows what happens when you set the game to 1280 \u00d7 720 and let the hardware scaler on the GPU or monitor upscale it. In this case, it was likely the scaler on an AverMedia GC573 capture card, which scaled the image back to 2560 \u00d7 1440.<\/p>\n<p>The last crop illustrates what happens when a neural network does the upscaling. Here, the image was <strong>upscaled by AI using the Upscayl application<\/strong>, which employs models like Real-ESRGAN. The upscaling was done in Standard mode.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling02-200.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling02.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><\/a><\/p>\n<p>Even if I overlook the fact that the text remains unreadable, this implementation cannot be used in games. Upscaling a single frame takes on common PC over five seconds.<\/p>\n<p>It&#8217;s clear that text is only legible at the native 1440p resolution. In this crop, you can see that AI does a nice job smoothing edges, enhancing recognized shapes, and sharpening the image. However, it can&#8217;t always reconstruct the original shape from just a few pixels. This is particularly evident with the stars on the red poster or the readability of text. From a four-pixel character, the AI cannot determine what letter was originally there; it replaces text with geometric shapes, leaving it unreadable. And I should remind you that upscaling a single frame to this quality takes about five seconds using GPGPU.<\/p>\n<p>Although simple interpolation performed in-game and on the scaler don\u2019t differ fundamentally in terms of rendering, the in-game method does have one advantage: while the image is rendered at a lower resolution, additional graphical interface elements like text or HUD are drawn over it at the display\u2019s native resolution. This is visible in the lower left corner of the frames with the map\u2014with in-game upscaling, the overlay map and text retain the same quality as in native resolution, whereas with all other interpolation methods, the interface is enlarged and becomes jagged, blurry, or harder to read.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling03-200.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling03.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><\/a><\/p>\n<p>Below are the full JPEG images with 99% compression quality. Remember, it\u2019s essential to view them at a scale where one image pixel corresponds to one screen pixel. If you downscale or upscale them, interpolation in the browser will blur them, and you won\u2019t see the differences at a significant downscaling.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-010-native-1440.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-010-native-1440-300x169.jpg\" alt=\"\" width=\"154\" height=\"86\" \/><\/a> <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-011-native720p-05.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-011-native720p-05-300x169.jpg\" alt=\"\" width=\"154\" height=\"86\" \/><\/a> <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-012-ingame-scaler-05.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-012-ingame-scaler-05-300x169.jpg\" alt=\"\" width=\"154\" height=\"86\" \/><\/a> <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-013-gpu-scaler-05.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-013-gpu-scaler-05-300x169.jpg\" alt=\"\" width=\"154\" height=\"86\" \/><\/a> <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-014-native720-upscayl-200.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-014-native720-upscayl-200-300x169.jpg\" alt=\"\" width=\"154\" height=\"86\" \/><\/a><\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-010-native-1440.jpg\">native 1440p<\/a> | <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-011-native720p-05.jpg\">native 720p<\/a> | <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-012-ingame-scaler-05.jpg\">in-game scaling 0,5<\/a> | <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-013-gpu-scaler-05.jpg\">hardware scaler<\/a> | <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-rtx-max-014-native720-upscayl-200.jpg\">Upscayl (AI)<\/a><\/p>\n    <figure id=\"pc-1-TNU3OC\"\r\n            class=\"pc-wrap pc-align-center\"\r\n            style=\"max-width: 780px; width: 100%; height: 438px;\"\r\n            data-admin=\"0\"\r\n            data-debug='[]'\r\n            data-pixel-compare='{&quot;left&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-rtx-max-010-native-1440.jpg&quot;,&quot;right&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-rtx-max-014-native720-upscayl-200.jpg&quot;,&quot;zoom&quot;:2,&quot;split&quot;:0.59999999999999997779553950749686919152736663818359375,&quot;posx&quot;:1180,&quot;posy&quot;:680,&quot;slider&quot;:10,&quot;lang&quot;:&quot;en&quot;,&quot;fullscreen&quot;:1,&quot;controls&quot;:1,&quot;width&quot;:780,&quot;height&quot;:438,&quot;align&quot;:&quot;center&quot;}'>\r\n\r\n      <div class=\"pc-app\">\r\n        <canvas class=\"pc-canvas\"><\/canvas>\r\n        <div class=\"pc-slider\" title=\"Drag to compare\"><\/div>\r\n\r\n        <div class=\"pc-topbar\">\r\n          <div><\/div>\r\n          <div class=\"pc-controls\" aria-label=\"Controls\" role=\"group\">\r\n            <label class=\"pc-zoom-label\" for=\"pc-1-TNU3OC-zoom\">Zoom:<\/label>\r\n            <select id=\"pc-1-TNU3OC-zoom\" class=\"pc-zoom\">\r\n              <option value=\"0.5\">0.5\u00d7<\/option>\r\n              <option value=\"1\">1\u00d7<\/option>\r\n              <option value=\"2\">2\u00d7<\/option>\r\n              <option value=\"3\">3\u00d7<\/option>\r\n              <option value=\"4\">4\u00d7<\/option>\r\n              <option value=\"6\">6\u00d7<\/option>\r\n              <option value=\"8\">8\u00d7<\/option>\r\n            <\/select>\r\n            <button type=\"button\" class=\"pc-reset\" title=\"Reset\">\u21bb<\/button>\r\n            <button type=\"button\" class=\"pc-fs\" title=\"Fullscreen\">\u26f6<\/button>\r\n            <button type=\"button\" class=\"pc-help\" title=\"Help\" onclick=\"window.open('https:\/\/www.hwcooling.net\/en\/help\/pixel-compare\/', '_blank', 'noopener')\">?<\/button>\r\n          <\/div>\r\n          <div><\/div>\r\n        <\/div>\r\n\r\n        <div class=\"pc-loader\" aria-live=\"polite\">Loading\u2026<\/div>\r\n        <div class=\"pc-hint\"><\/div>\r\n\r\n              <\/div>\r\n    <\/figure>\r\n    \n<p>&nbsp;<\/p>\n<p>On the next page, we\u2019ll take a look at what results can be achieved with FSR.<\/p>\n<p><script async src=\"\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js\"><\/script>\n<!-- responsive -->\n<ins class=\"adsbygoogle\"\n     style=\"display:block;background-color:transparent\"\n     data-ad-client=\"ca-pub-8150419924824893\"\n     data-ad-slot=\"6522017574\"\n     data-ad-format=\"auto\"><\/ins>\n<script>\n(adsbygoogle = window.adsbygoogle || []).push({});\n<\/script><br \/>\n\u2800<\/p>\n<p><!--nextpage-->Image \u201cupscaling\u201d technologies have already won over most gamers. But there is still a camp of staunch opponents who prefer a faithfully rendered image over one \u201cmade up\u201d by artificial intelligence. On a Radeon RX 9060 XT with AMD FSR 4, we\u2019ll look at why that reading is inaccurate and how the new algorithms can turn low-resolution frames into images with a level of detail comparable to honest native-resolution rendering.<!--more--><\/p>\n<p>We outlined the evolution of FSR technology and the innovations introduced in each generation<a href=\"https:\/\/www.hwcooling.net\/en\/radeon-rx-9000-and-rdna4-hands-on-with-amds-latest-features\/3\/\"> in an earlier article<\/a>. With the latest Radeon RX 9000 series, we\u2019ve received the fourth generation. The differences between each generation are summarized in this table:<\/p>\n<div style=\"text-align: center; width: 85%; margin-left: auto; margin-right: auto;\">\n<table style=\"border-collapse: collapse; width: auto; max-width: 800px; font-family: sans-serif; text-align: center;\" cellspacing=\"0\" cellpadding=\"0\">\n<tbody>\n<tr>\n<td style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">Feature<\/td>\n<td style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">FSR\u202f1.x<\/td>\n<td style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">FSR\u202f2.x<\/td>\n<td style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">FSR\u202f3.x<\/td>\n<td style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">FSR\u202f4.x<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Upscaling Type<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Spatial<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Temporal<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Enhanced temporal + optional frame generation<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">ML-accelerated upscaling + optional frame generation<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Combines data from multiple frames (temporal upscaling)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Frame Generation<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes (optional)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes (optional)<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Quality without frame generation<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Sharper image compared to basic interpolation<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Significantly higher detail quality, sharper and more stable image<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Greater image stability compared to FSR 2, reduced ghosting, added support for native AA, support for Anti-Lag 2<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Best quality \u2013 fewer artifacts, sharper and more stable than FSR\u202f3<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Utilizes dedicated hardware<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">No<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Yes, requires RDNA\u202f4 AI accelerators (FP8\/AI cores)<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">GPU Availability<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">All modern chips<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">All modern chips<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">All modern chips (if supported by the game)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Only Radeon RX\u202f9000 (RDNA\u202f4+)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n<p>The following table also summarizes the recommended default settings for various resolutions and quality modes. Generally, for 1080p resolution, you should use Quality mode; for 1440p, Balanced mode; and for 4K, Performance mode. However, with the improving quality of upscaling, you can now choose less demanding FSR settings even at lower resolutions, and the result will be comparable to what you previously got with higher-quality modes.<\/p>\n<div style=\"text-align: center; width: 85%; margin-left: auto; margin-right: auto;\">\n<table border=\"1\" cellspacing=\"0\" cellpadding=\"5\">\n<tbody>\n<tr>\n<th style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">AMD FSR 4 Quality Mode<\/th>\n<th style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">Description<\/th>\n<th style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">Scale factor<\/th>\n<th style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">Input\u00a0resolution<\/th>\n<th style=\"border: 1px solid #999; padding: 4px 6px; background: #003b66; color: white; font-weight: bold;\">Output\u00a0resolution<\/th>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Native AA<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">\u201cNative AA\u201d mode provides an image quality superior to native rendering with a modest performance cost.<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1.0\u00d7 per dimension<br \/>\n(1.0\u00d7 area scale)<br \/>\n(100% screen resolution)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1920 \u00d7 1080<br \/>\n2560 \u00d7 1440<br \/>\n3440 \u00d7 1440<br \/>\n3840 \u00d7 2160<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1920 \u00d7 1080<br \/>\n2560 \u00d7 1440<br \/>\n3440 \u00d7 1440<br \/>\n3840 \u00d7 2160<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Quality<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">\u201cQuality\u201d mode provides similar or better than native image quality with a significant performance gain.<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1.5\u00d7 per dimension<br \/>\n(2.25\u00d7 area scale)<br \/>\n(67% screen resolution)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1280 \u00d7 720<br \/>\n1706 \u00d7 960<br \/>\n2293 \u00d7 960<br \/>\n2560 \u00d7 1440<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1920 \u00d7 1080<br \/>\n2560 \u00d7 1440<br \/>\n3440 \u00d7 1440<br \/>\n3840 \u00d7 2160<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Balanced<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">\u201cBalanced\u201d mode offers an ideal compromise between image quality and performance gains.<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1.7\u00d7 per dimension<br \/>\n(2.89\u00d7 area scale)<br \/>\n(59% screen resolution)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1129 \u00d7 635<br \/>\n1506 \u00d7 847<br \/>\n2024 \u00d7 847<br \/>\n2259 \u00d7 1270<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1920 \u00d7 1080<br \/>\n2560 \u00d7 1440<br \/>\n3440 \u00d7 1440<br \/>\n3840 \u00d7 2160<\/td>\n<\/tr>\n<tr>\n<td style=\"border: 1px solid #999; color: lightslategray;\">Performance<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">\u201cPerformance\u201d mode provides image quality similar to native image quality with a major performance gain.<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">2.0\u00d7 per dimension<br \/>\n(4\u00d7 area scale)<br \/>\n(50% screen resolution)<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">960 \u00d7 540<br \/>\n1280 \u00d7 720<br \/>\n1720 \u00d7 720<br \/>\n1920 \u00d7 1080<\/td>\n<td style=\"border: 1px solid #999; color: lightslategray;\">1920 \u00d7 1080<br \/>\n2560 \u00d7 1440<br \/>\n3440 \u00d7 1440<br \/>\n3840 \u00d7 2160<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n<p>In current games, you\u2019ll encounter <strong>FSR third and fourth generation<\/strong>. Just a reminder: with <strong data-start=\"145\" data-end=\"154\">FSR 3<\/strong>, AMD added frame generation to upscaling. Compared to FSR 2, the image is more stable, suffers less flickering, and retains details better. Frame generation increases smoothness but requires a higher base FPS (around 60+); otherwise, artifacts appear and latency increases. Another new feature is Native AA mode for higher-quality anti-aliasing. Since FSR 3 runs via shaders, it also works on Nvidia and Intel cards.<\/p>\n<p data-start=\"96\" data-end=\"1087\">Modern upscaling techniques rely heavily on the ability to gather data from multiple frames to render images at higher resolutions. Rather than guessing or estimating new data, these algorithms primarily reuse information from earlier frames. This was already evident with how FSR 3 worked. In the previous generation of FidelityFX Super Resolution, image reconstruction didn\u2019t require specialized machine learning hardware.<\/p>\n<p data-start=\"96\" data-end=\"1087\">Put simply, the lower number of samples used in rendering a single frame is more than compensated by the larger number of samples available from previous frames. In fact, this can result in even more total samples than in a fully rendered frame, so the algorithm doesn\u2019t need to make as many assumptions. There\u2019s plenty of data to work with\u2014it just isn\u2019t entirely up to date. Most of it can be used as is, some of it needs minor corrections to account for changes between frames, and only where the differences are too large is more complex reconstruction necessary.<\/p>\n<p data-start=\"1089\" data-end=\"1692\" data-is-last-node=\"\" data-is-only-node=\"\">Another benefit of combining data from multiple frames is improved visual stability over time. With traditional rendering, even small changes in the scene can lead to noticeable differences between frames. For example, if a sample shifts slightly and lands on a different object or material, the pixel may suddenly change color or disappear. This causes textures to shimmer, edges to flicker, or thin lines\u2014like wires or mesh fences\u2014to appear broken. This improved temporal stability is often what people mean when they say that upsampled images can look better than those rendered at native resolution.<\/p>\n<p>Now, compare the image from the previous chapter\u2014where the image was reconstructed from a very low number of samples\u2014with how temporal upscaling in <strong>FSR 3<\/strong> handles reconstruction.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling02-200.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/upscaling02.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><\/a><\/p>\n<p>Even with lower upscaling quality, some loss is noticeable, mainly in texture detail, but the text remains readable, and the image retains far more information than with simple &#8220;enlargement.&#8221;<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr3-02.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><\/p>\n<p>&nbsp;<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr3-01.jpg\" alt=\"\" width=\"780\" height=\"438\" \/><\/p>\n<p>FSR 3 struggled with image reconstruction in areas where there were insufficient samples from previous frames or where significant changes occurred between frames. Typically, these are regions where an object moved rapidly, covering different parts in each frame.<\/p>\n<p>When reconstructing these areas, FSR utilizes not only the rendering result from previous frames but also additional information that helps the algorithm fill in the gaps. However, it doesn\u2019t perform this as flawlessly as FSR 4, so you\u2019ll see typical artifacts\u2014often a kind of dotted grid pattern. Similar artifacts also appear around the edges of objects moving relative to the scene.<\/p>\n<p>You can see this clearly in the interactive comparison below. If not, a pair of traditional comparison images is provided below. On the left is GTA V with maximum details and ray tracing at 2560 \u00d7 1440 resolution using FSR 3 mode; on the right is the same scene with FSR 4 mode enforced.<\/p>\n    <figure id=\"pc-2-FGtrHj\"\r\n            class=\"pc-wrap pc-align-center\"\r\n            style=\"max-width: 780px; width: 100%; height: 438px;\"\r\n            data-admin=\"0\"\r\n            data-debug='[]'\r\n            data-pixel-compare='{&quot;left&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-fsr3.jpg&quot;,&quot;right&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-fsr4.jpg&quot;,&quot;zoom&quot;:2,&quot;split&quot;:0.59999999999999997779553950749686919152736663818359375,&quot;posx&quot;:1280,&quot;posy&quot;:680,&quot;slider&quot;:10,&quot;lang&quot;:&quot;en&quot;,&quot;fullscreen&quot;:1,&quot;controls&quot;:1,&quot;width&quot;:780,&quot;height&quot;:438,&quot;align&quot;:&quot;center&quot;}'>\r\n\r\n      <div class=\"pc-app\">\r\n        <canvas class=\"pc-canvas\"><\/canvas>\r\n        <div class=\"pc-slider\" title=\"Drag to compare\"><\/div>\r\n\r\n        <div class=\"pc-topbar\">\r\n          <div><\/div>\r\n          <div class=\"pc-controls\" aria-label=\"Controls\" role=\"group\">\r\n            <label class=\"pc-zoom-label\" for=\"pc-2-FGtrHj-zoom\">Zoom:<\/label>\r\n            <select id=\"pc-2-FGtrHj-zoom\" class=\"pc-zoom\">\r\n              <option value=\"0.5\">0.5\u00d7<\/option>\r\n              <option value=\"1\">1\u00d7<\/option>\r\n              <option value=\"2\">2\u00d7<\/option>\r\n              <option value=\"3\">3\u00d7<\/option>\r\n              <option value=\"4\">4\u00d7<\/option>\r\n              <option value=\"6\">6\u00d7<\/option>\r\n              <option value=\"8\">8\u00d7<\/option>\r\n            <\/select>\r\n            <button type=\"button\" class=\"pc-reset\" title=\"Reset\">\u21bb<\/button>\r\n            <button type=\"button\" class=\"pc-fs\" title=\"Fullscreen\">\u26f6<\/button>\r\n            <button type=\"button\" class=\"pc-help\" title=\"Help\" onclick=\"window.open('https:\/\/www.hwcooling.net\/en\/help\/pixel-compare\/', '_blank', 'noopener')\">?<\/button>\r\n          <\/div>\r\n          <div><\/div>\r\n        <\/div>\r\n\r\n        <div class=\"pc-loader\" aria-live=\"polite\">Loading\u2026<\/div>\r\n        <div class=\"pc-hint\"><\/div>\r\n\r\n              <\/div>\r\n    <\/figure>\r\n    \n<p>&nbsp;<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr3.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr3-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a> <a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a><\/p>\n<p style=\"text-align: center;\">FSR 3 | FSR 4<\/p>\n<p>&nbsp;<\/p>\n<p><script async src=\"\/\/pagead2.googlesyndication.com\/pagead\/js\/adsbygoogle.js\"><\/script>\n<!-- responsive -->\n<ins class=\"adsbygoogle\"\n     style=\"display:block;background-color:transparent\"\n     data-ad-client=\"ca-pub-8150419924824893\"\n     data-ad-slot=\"6522017574\"\n     data-ad-format=\"auto\"><\/ins>\n<script>\n(adsbygoogle = window.adsbygoogle || []).push({});\n<\/script><br \/>\n\u2800<\/p>\n<p><!--nextpage-->Image \u201cupscaling\u201d technologies have already won over most gamers. But there is still a camp of staunch opponents who prefer a faithfully rendered image over one \u201cmade up\u201d by artificial intelligence. On a Radeon RX 9060 XT with AMD FSR 4, we\u2019ll look at why that reading is inaccurate and how the new algorithms can turn low-resolution frames into images with a level of detail comparable to honest native-resolution rendering.<!--more--><\/p>\n<p><strong>FSR 4<\/strong> leverages artificial intelligence for the first time to reconstruct problematic parts of the image, resulting in greater stability, improved detail, and reduced ghosting. It builds on the FSR 3.1 API, so it also works in games that only support previous generations of FSR. It can be combined with frame generation and Anti-Lag 2.<\/p>\n<p>The downside is that it relies on specialized compute cores found only in the new Radeons, meaning it works exclusively on AMD\u2019s latest-generation chips.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_006.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/amd-fsr-4_006.jpg\" alt=\"\" width=\"780\" height=\"443\" \/><\/a><\/p>\n<p>To enable FSR 4 on new Radeons in most games, activate FSR4 in AMD Software and select FSR 3 mode in-game. Depending on the title, you\u2019ll either see whether FSR 4 is active via an on-screen overlay, or\u2014for games designed with FSR 4 in mind\u2014FSR 4 will appear directly in the settings menu.<\/p>\n<p>For supported games, the drivers will then automatically replace the older version with the latest FSR4 variant. For example, in GTA, you can see that FSR 4 mode is activated in the control panel, but only the launcher is running, so a warning appears stating that FSR4 is not active. However, once Story Mode is launched, everything functions correctly.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/frs4-overlay.png\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/frs4-overlay.png\" alt=\"\" width=\"780\" height=\"510\" \/><\/a><\/p>\n<p>The following images show the image quality in the same scene with different FSR 4 quality settings.<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-off.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-off-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-native-aa.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-native-aa-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a><\/p>\n<p style=\"text-align: center;\">Native | FSR 4 Native AA<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-quality.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-quality-1024x576.jpg\" alt=\"\" width=\"240\" height=\"130\" \/><\/a><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-balanced.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-balanced-1024x576.jpg\" alt=\"\" width=\"240\" height=\"130\" \/><\/a><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-performance.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-performance-1024x576.jpg\" alt=\"\" width=\"240\" height=\"130\" \/><\/a><\/p>\n<p style=\"text-align: center;\">FSR 4 Quality | FSR 4 Balanced |FSR 4 Performance<\/p>\n<p>In the case of GTA V Enhanced, it\u2019s fair to say that image quality with FSR 4 is, in some respects, better than native resolution. With ray tracing enabled, the game likely uses different noise-reduction algorithms in its standard settings, which can iron out more detail from the native resolution image than is desirable.<\/p>\n    <figure id=\"pc-3-FhqSOU\"\r\n            class=\"pc-wrap pc-align-center\"\r\n            style=\"max-width: 780px; width: 100%; height: 438px;\"\r\n            data-admin=\"0\"\r\n            data-debug='[]'\r\n            data-pixel-compare='{&quot;left&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-taa.jpg&quot;,&quot;right&quot;:&quot;https:\\\/\\\/www.hwcooling.net\\\/wp-content\\\/uploads\\\/2025\\\/08\\\/gtav-fsr4.jpg&quot;,&quot;zoom&quot;:2,&quot;split&quot;:0.59999999999999997779553950749686919152736663818359375,&quot;posx&quot;:1280,&quot;posy&quot;:680,&quot;slider&quot;:10,&quot;lang&quot;:&quot;cz&quot;,&quot;fullscreen&quot;:1,&quot;controls&quot;:1,&quot;width&quot;:780,&quot;height&quot;:438,&quot;align&quot;:&quot;center&quot;}'>\r\n\r\n      <div class=\"pc-app\">\r\n        <canvas class=\"pc-canvas\"><\/canvas>\r\n        <div class=\"pc-slider\" title=\"Drag to compare\"><\/div>\r\n\r\n        <div class=\"pc-topbar\">\r\n          <div><\/div>\r\n          <div class=\"pc-controls\" aria-label=\"Controls\" role=\"group\">\r\n            <label class=\"pc-zoom-label\" for=\"pc-3-FhqSOU-zoom\">Zoom:<\/label>\r\n            <select id=\"pc-3-FhqSOU-zoom\" class=\"pc-zoom\">\r\n              <option value=\"0.5\">0.5\u00d7<\/option>\r\n              <option value=\"1\">1\u00d7<\/option>\r\n              <option value=\"2\">2\u00d7<\/option>\r\n              <option value=\"3\">3\u00d7<\/option>\r\n              <option value=\"4\">4\u00d7<\/option>\r\n              <option value=\"6\">6\u00d7<\/option>\r\n              <option value=\"8\">8\u00d7<\/option>\r\n            <\/select>\r\n            <button type=\"button\" class=\"pc-reset\" title=\"Reset\">\u21bb<\/button>\r\n            <button type=\"button\" class=\"pc-fs\" title=\"Fullscreen\">\u26f6<\/button>\r\n            <button type=\"button\" class=\"pc-help\" title=\"Help\" onclick=\"window.open('https:\/\/www.hwcooling.net\/en\/help\/pixel-compare\/', '_blank', 'noopener')\">?<\/button>\r\n          <\/div>\r\n          <div><\/div>\r\n        <\/div>\r\n\r\n        <div class=\"pc-loader\" aria-live=\"polite\">Loading\u2026<\/div>\r\n        <div class=\"pc-hint\"><\/div>\r\n\r\n              <\/div>\r\n    <\/figure>\r\n    \n<p style=\"text-align: center;\"><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-taa.jpg\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-taa-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a><a href=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-256757\" src=\"https:\/\/www.hwcooling.net\/wp-content\/uploads\/2025\/08\/gtav-fsr4-1024x576.jpg\" alt=\"\" width=\"360\" height=\"202\" \/><\/a><\/p>\n<p style=\"text-align: center;\">GTA V Enhanced + ray tracing max.<br \/>\nnative resolution | FSR 4 Balanced<\/p>\n<p><em>Disclaimer: This article could not have been created without the support of AMD and Gigabyte. It is intended to help readers better understand the technology. The content reflects the author\u2019s own views and is based on independent testing and measurements. The sponsor had no influence on the editorial content.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Image upscaling technologies have already gained favor with most gamers. Still, there remains a group of opponents who prefer \u201cperfectly\u201d rendered images over those they see as made up by artificial intelligence. With the Radeon RX 9060 XT and AMD\u2019s FSR 4, we\u2019ll show why that view isn\u2019t entirely accurate\u2014and how new algorithms manage to [&hellip;]<\/p>\n","protected":false},"author":92,"featured_media":256756,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[770,20,658],"tags":[255,2322,278,1210,1834],"class_list":["post-256780","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-analysis","category-extra-tests","category-graphics","tag-amd-en","tag-fsr-4","tag-radeon-en","tag-rdna-4","tag-rx-9060-xt"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Why FSR 4 Matters in GTA V Enhanced on AMD Radeon RX 9060 XT - HWCooling.net<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.hwcooling.net\/en\/why-fsr-4-matters-in-gta-v-enhanced-on-amd-radeon-rx-9060-xt\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Why FSR 4 Matters in GTA V Enhanced on AMD Radeon RX 9060 XT - HWCooling.net\" \/>\n<meta property=\"og:description\" content=\"Image upscaling technologies have already gained favor with most gamers. 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