{"id":897025,"date":"2025-12-23T18:49:14","date_gmt":"2025-12-23T18:49:14","guid":{"rendered":"http:\/\/gx2Pom3cYvfwTMyLCpSEGT"},"modified":"2025-12-23T18:49:14","modified_gmt":"2025-12-23T18:49:14","slug":"arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base\/","title":{"rendered":"Arm has developed a new shader-based upscaler using AMD&#8217;s open source FSR 2.2 as its starting base"},"content":{"rendered":"<article>\n<p>Processor designer Arm has created <a data-analytics-id=\"inline-link\" href=\"https:\/\/community.arm.com\/arm-community-blogs\/b\/graphics-gaming-and-vr-blog\/posts\/introducing-arm-accuracy-super-resolution\" target=\"_blank\" rel=\"noopener\">a new shader-based upscaler for mobile devices<\/a> with tiny GPUs but high-resolution screens. What makes this one different to the likes of Qualcomm&apos;s Game Super Resolution and Nvidia&apos;s DLSS Super Resolution is that it&apos;s not only open-source itself but it&apos;s also been developed from the work of another open-source project: AMD&apos;s FSR 2.2 upscaler.<\/p>\n<p>For better or worse, upscaling has become an expected feature in today&apos;s graphics-heavy games. Lowering the rendering resolution significantly helps to improve performance, because there are fewer pixels to process, but at the cost of a loss in visual fidelity. Upscalers are designed to mitigate this by having most of the frame rendering done at a low resolution, then scaling it back up to the monitor&apos;s resolution, before finishing off the final touches and presenting the frame.<\/p>\n<p>Game developers can choose to implement a raft of different upscaling methods\u2014some are reliant on having a specific bit of hardware in the gaming PC (e.g. Nvidia&apos;s <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/nvidia-dlss-2-performance-benchmarks-control-wolfenstein-youngblood\/\" target=\"_blank\" rel=\"noopener\">DLSS Super Resolution<\/a> requires a GeForce RTX graphics card), while others are entirely shader-based and only require a general level of GPU features.<\/p>\n<p>One of the most widely employed upscalers is AMD&apos;s <a data-analytics-id=\"inline-link\" href=\"https:\/\/gpuopen.com\/fidelityfx-super-resolution-3\/\" target=\"_blank\" rel=\"noopener\">FidelityFX Super Resolution<\/a> (FSR) and over the years it&apos;s gone from being a basic spatial upscaler to a complex, multi-staged temporal system. Most discrete graphics cards can handle the shader routines with ease but tiny GPUs, especially those integrated into mobile devices&apos; processors, aren&apos;t necessarily powerful enough.<\/p>\n<p>To make matters worse, in the case of smartphones, those GPUs have to deal with a display that has an enormous number of pixels. Upscaling would be really useful here but if you don&apos;t have enough shader units then a complex temporal upscaler is out of the question and you&apos;re left with having to use a simple spatial one that doesn&apos;t produce nice results.<\/p>\n<p>Hence why Arm has developed <a data-analytics-id=\"inline-link\" href=\"https:\/\/community.arm.com\/arm-community-blogs\/b\/graphics-gaming-and-vr-blog\/posts\/introducing-arm-accuracy-super-resolution\" target=\"_blank\" rel=\"noopener\">Arm Accuracy Super Resolution<\/a> (Arm-ASR)\u2014an upscaler that isn&apos;t as complex as those used in gaming PCs but is still temporal. Essentially, the software engineers used AMD&apos;s FSR 2.2 as its starting base, simplified some of the routines, and optimised them for Arm-based, low-power processors.<\/p>\n<p>With such devices, not only are you getting more performance for a relatively small hit in graphics quality, but you&apos;re also getting a reduction in power consumption. That means less heat and a longer battery life, both of which are very welcome in mobile devices.<\/p>\n<div class=\"inlinegallery inline-layout\">\n<div class=\"inlinegallery-wrap\" style=\"display:flex; flex-flow:row nowrap;\">\n<div class=\"inlinegallery-item\" style=\"flex: 0 0 auto;\"><span class=\"slidecount\">Image 1 of 2<\/span><\/p>\n<figure class=\"van-image-figure \" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1831px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:58.98%;\"><img loading=\"lazy\" decoding=\"async\" id=\"88FPRqvj8B4FUvbofe2jUb\" name=\"arm_asr_01.jpg\" alt=\"Charts displaying the performance\/power benefits of Arm's Arm-ASR upscaling system over other methods\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/07\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base.jpg\" mos=\"\" link=\"\" align=\"\" fullscreen=\"\" width=\"1831\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\"\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Arm)<\/span><\/figcaption><\/figure>\n<\/div>\n<div class=\"inlinegallery-item\" style=\"flex: 0 0 auto;\"><span class=\"slidecount\">Image 2 of 2<\/span><\/p>\n<figure class=\"van-image-figure \" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:1552px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:69.59%;\"><img loading=\"lazy\" decoding=\"async\" id=\"Kcr9Q3rCUt3byoSfozijMb\" name=\"arm_asr_02.jpg\" alt=\"Charts displaying the performance\/power benefits of Arm's Arm-ASR upscaling system over other methods\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/07\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base-1.jpg\" mos=\"\" link=\"\" align=\"\" fullscreen=\"\" width=\"1552\" height=\"1080\" attribution=\"\" endorsement=\"\" class=\"\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\"\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Arm)<\/span><\/figcaption><\/figure>\n<\/div>\n<\/div>\n<\/div>\n<p>For me, the most important part of all of this is the fact that Arm-ASR will be released under an MIT open-source license, paving the way for game developers to perhaps implement it for <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/best-handheld-gaming-pc\/\" target=\"_blank\" rel=\"noopener\">handheld gaming PCs<\/a>. The APUs in these machines have more potent GPUs than those in a typical smartphone but you still need to leverage upscaling to enjoy the right balance of graphics and performance in big games.<\/p>\n<p>The work might also garner Qualcomm&apos;s attention for its <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/hardware\/processors\/the-full-snapdragon-x-cpu-line-up-has-now-been-unveiled-and-according-to-qualcomms-numbers-it-should-put-the-fear-of-arm-into-amd-and-intels-laptop-divisions\/\" target=\"_blank\" rel=\"noopener\">Snapdragon X<\/a> chips that currently power all <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/software\/ai\/microsoft-unveils-the-copilot-ai-pc-ecosystem-with-snapdragon-x-laptops-leading-the-way\/\" target=\"_blank\" rel=\"noopener\">Copilot+ AI PCs<\/a>. These have GPUs that are purportedly a match for anything that Intel has to offer, <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/hardware\/gaming-laptops\/qualcomm-touts-intel-beating-gaming-performance-for-its-snapdragon-x-arm-chip-promises-gaming-app-plus-monthly-gpu-driver-updates\/\" target=\"_blank\" rel=\"noopener\">according to Qualcomm<\/a>, but the word on the street is that the reality doesn&apos;t quite match the marketing claims.<\/p>\n<div class=\"fancy-box\">\n<div class=\"fancy_box-title\">Your next machine<\/div>\n<div class=\"fancy_box_body\">\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' >\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img decoding=\"async\" id=\"xXhrEsP3nMY9e43WUFUxSC\" name=\"gaming-pc-group-shot.jpg\" caption=\"\" alt=\"Gaming PC group shot\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/07\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base-2.jpg\" mos=\"\" link=\"\" align=\"\" fullscreen=\"\" width=\"\" height=\"\" attribution=\"\" endorsement=\"\" class=\"pinterest-pin-exclude\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\"\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Future)<\/span><\/figcaption><\/figure>\n<p class=\"fancy-box__body-text\"><a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/best-gaming-pc\/\" target=\"_blank\" rel=\"noopener\"><strong>Best gaming PC<\/strong><\/a>: The top pre-built machines.<br \/>\n<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/best-gaming-laptop\/\" target=\"_blank\" rel=\"noopener\"><strong>Best gaming laptop<\/strong><\/a>: Great devices for mobile gaming.<\/p>\n<\/div>\n<\/div>\n<p>Imagine just how neat that would be: Using a Qualcomm upscaler, developed from Arm-ASR, which in turn was made from FSR.<\/p>\n<p>None of this would have been possible, of course, if FSR wasn&apos;t open-source in the first place and even though it&apos;s not a system without flaws, the fact that anyone can use it and create their own systems is a major plus. We&apos;ve seen coders use AMD&apos;s development kit to <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/well-that-didnt-take-long-fsr-3-mod-released-that-replaces-dlss-3-frame-gen-in-any-game\/\" target=\"_blank\" rel=\"noopener\">create mods that swap DLSS for FSR<\/a>, proving once again that open-source is a great pathway to creativity and innovation.<\/p>\n<p>AMD has just released an updated version of its <a data-analytics-id=\"inline-link\" href=\"https:\/\/gpuopen.com\/\" target=\"_blank\" rel=\"noopener\">FidelityFX SDK<\/a>, sporting an improved <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/hardware\/amd-promises-less-fuzziness-and-flickering-from-improved-fsr-31-upscaling-algorithm\/\" target=\"_blank\" rel=\"noopener\">FSR 3.1 upscaler<\/a> and a fully decoupled frame generation algorithm, so it&apos;s only a matter of time before someone makes a mod that implements them in a favourite game or two. And you never know, we might just see an Arm-ASR mod for Copilot+ PCs, too.<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/hardware\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-22-as-its-starting-base\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Processor designer Arm has created a new shader-based upscaler for mobile devices with tiny GPUs but high-resolution screens. What makes this one different to the likes of Qualcomm&apos;s Game Super Resolution and Nvidia&apos;s DLSS Super Resolution is that it&apos;s not only open-source itself but it&apos;s also been developed from the work of another open-source project: AMD&apos;s FSR 2.2 upscaler. For better or worse, upscaling has become an expected feature in today&apos;s graphics-heavy games. Lowering the rendering resolution significantly helps to improve performance, because there are fewer pixels to process, but at the cost of a loss in visual fidelity. Upscalers are designed to mitigate this by having most of the frame rendering done at a low resolution, then scaling it back up to the monitor&apos;s&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/arm-has-developed-a-new-shader-based-upscaler-using-amds-open-source-fsr-2-2-as-its-starting-base\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":897026,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[66],"class_list":["post-897025","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-hardware"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Arm has developed a new shader-based upscaler using AMD&#039;s open source FSR 2.2 as its starting base | Arcader News<\/title>\n<meta name=\"description\" content=\"Processor designer Arm has created a new shader-based upscaler for mobile devices with tiny GPUs but high-resolution screens. 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