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Tom’s Hardware
Tom’s Hardware
Technology
Aaron Klotz

AMD's Frank Azor pushes back against claim that FSR 4.1 won't be ported to RDNA 3.5 GPUs — says 'no such decision' has been made

A Ryzen AI Max chip.

During Computex, multiple reports cited that AMD was potentially skipping FSR 4.1 integration on RDNA 3.5 iGPUs, leaving these users with no choice but to use older FSR versions. AMD client and graphics marketing executive Frank Azor posted on X pushing back against this claim, suggesting RDNA 3.5 GPUs will indeed support FSR 4.1 in the future.

The source of all this controversy reportedly originated from AMD’s VP and GM of Ryzen and Radeon products, David McAfee. Azor admitted in his X post that he wasn’t able to hear McAfee’s thoughts about FSR 4.1 support on RDNA 3.5 in person, however, he clarified that no decision to drop RDNA 3.5 support from AMD’s latest FSR implementation had been made.

Azor's post is carefully worded, and doesn't make any promises one way or the other. But it does suggest that support for FSR 4.1 on RDNA 3.5 hasn't been dropped just yet. Even though RDNA 3.5 exclusively revolves around integrated GPUs and not discrete GPUs or graphics cards, many gaming-capable handheld devices and laptops come with RDNA 3.5-powered hardware, including Strix Halo-powered laptops featuring GPU hardware equivalent to an RTX 4060.

All of these devices make RDNA 3.5 a highly valuable user base to keep supporting with FSR updates. There is also no architectural hardware difference that we are aware of that would prevent AMD from porting FSR 4 to RDNA 3.5. RDNA 3.5 is a incremental update over RDNA 3, primarily geared towards improving power efficiency.

AMD finally announced official FSR 4.1 upscaling support for RDNA 3 and RDNA 2 GPUs last month. The move comes almost a year after AMD accidentally leaked its own FSR 4 version online capable of running on non-RDNA 4 hardware using INT8 instructions. FSR 4.1 is the latest iteration of the FSR feature set, including an improved upscaler that better preserves detail in motion and Ray Regeneration 1.1.

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