FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen

FSR 'Redstone' introduces new AI-powered features like Neural Radiance Caching and Ray Regeneration for Path Tracing on RDNA 4 GPUs.

FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen
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TL;DR: Path Tracing enables advanced real-time lighting effects like shadows, reflections, and global illumination, but demands high hardware power. In 2025, AMD's new FSR Redstone will enhance Path Tracing performance and image quality on RDNA 4 GPUs with new DLSS 4-like features.

Path Tracing or Full Ray Tracing is widely considered the end game for real-time lightning in games, and it's best to think of it like ray-tracing for everything: shadows, reflections, global illumination, indirect lighting, and more. Naturally, it's extremely hardware-intensive, to the point where, in 2025, it's only possible thanks to AI-powered technologies like DLSS 4.

With FSR 'Redstone,' AMD's RDNA 4 GPUs should be able to deliver DLSS 4-like results in games like DOOM: The Dark Ages with Path Tracing enabled.
With FSR 'Redstone,' AMD's RDNA 4 GPUs should be able to deliver DLSS 4-like results in games like DOOM: The Dark Ages with Path Tracing enabled.

This includes DLSS 4 Super Resolution, Ray Reconstruction, Frame Generation, and, more recently, with the introduction of the GeForce RTX 50 Series, neural shaders like Neural Radiance Cache. This isn't merely a case of AI boosting performance, as DLSS 4's Super Resolution offers a more stable and detailed image than natively rendering a scene. Ray Reconstruction is effectively an AI denoiser, and it dramatically improves the detail you see when turning on ray-tracing.

Frame Generation sits on top of all of that. It boosts smoothness and motion clarity while reducing latency, pushing performance into triple-digit territory. At Computex 2025, AMD announced FSR 'Redstone' for its RDNA 4 GPUs, which are due for release in the second half of 2025. It's the company's answer to DLSS 4 and NVIDIA's Path Tracing features.

FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen 3

Like we currently see in a couple of DLSS 4 titles, like Half-Life 2 RTX, AMD is implementing Neural Radiance Caching to improve indirect lighting by leveraging AI to infer rays bouncing around a scene, with the GPU left to handle the initial ray bounces.

FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen 4

Ray Regeneration is AMD's version of Ray Reconstruction, an AI-based denoiser that improves the image quality and detail of ray-traced lighting effects.

FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen 5

From there, FSR 4's new AI-powered Super Resolution recreates the image from a lower resolution input while maintaining the image fidelity of a natively rendered output resolution.

FSR 'Redstone' is AMD's answer to DLSS 4 Ray Reconstruction, Neural Shaders, and Frame Gen 6

Finally, AMD's new Frame Generation uses a new AI model alongside temporal and spatial data to generate frames and boost performance. Sure, this is AMD playing catch-up with FSR 'Redstone,' but this is the sort of technology the company needs to level the playing field, feature-wise, with GeForce RTX, especially when more titles are adding Path Tracing options like DOOM: The Dark Ages.

Like FSR 4, these features will be exclusive to the new Radeon RX 9000 Series as they require powerful AI hardware. With RDNA 4 GPUs for PC gaming still relatively fresh on the scene, the good news is that FSR 4 adoption is starting to ramp up nicely, with AMD confirming that FSR 4 will be available in over 60 games by June 5th, just in time for the Radeon RX 9060 XT's launch. Granted, this is still less than half of the games with DLSS 4 support, but it's a good start.

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Kosta is a veteran gaming journalist that cut his teeth on well-respected Aussie publications like PC PowerPlay and HYPER back when articles were printed on paper. A lifelong gamer since the 8-bit Nintendo era, it was the CD-ROM-powered 90s that cemented his love for all things games and technology. From point-and-click adventure games to RTS games with full-motion video cut-scenes and FPS titles referred to as Doom clones. Genres he still loves to this day. Kosta is also a musician, releasing dreamy electronic jams under the name Kbit.

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