FSR 4 Mod Tested: Why RDNA 3 Users Lose 30% FPS

Key Takeaways

  • FSR 4 is a massive visual upgrade over FSR 3.1, delivering noticeably sharper images and better artifact handling.
  • FSR 4 is officially exclusive to RDNA 4 (RX 9000) GPUs, leveraging dedicated FP8 AI accelerators.
  • Unofficial modding (INT8 DLL swap) successfully enables FSR 4 on RDNA 2 (RX 6000) and RDNA 3 (RX 7000) cards.
  • The performance cost is severe: RDNA 2/3 users face a 9% to 30% frame rate drop compared to FSR 3.1, due to lacking dedicated AI hardware.
  • The unofficial method is unstable, risks anti-cheat bans, and introduces visual artifacts like ghosting and flickering in many titles.

The FSR 4 Exclusivity Conflict: Why RDNA 3 Owners Feel Abandoned

AMD’s rollout of FSR 4 has sparked a significant rift within the Radeon community. Officially, FSR 4 is a neural rendering technology, leveraging an ML-accelerated algorithm that necessitates the dedicated FP8 AI cores found exclusively in the new RDNA 4 (RX 9000) architecture. This shift marks FSR 4 as a true competitor to DLSS in image quality, but it simultaneously locks out previous generation cards. This decision has caused immediate and intense frustration, particularly among users who recently invested heavily in high-end RDNA 3 cards (RX 7000 series). Many feel their hardware has been prematurely devalued, believing AMD should have provided an INT8 fallback path from the outset, rather than forcing them to rely on unstable community workarounds. The exclusion creates a narrative of planned obsolescence, undermining confidence in future AMD investments.

“There is no chance I would take a 7900 XTX at the same price, never mind for more money. AMD has greatly devalued RDNA3 cards by not having support for FSR4.”

— Fandom Pulse Analysis

The Technical Deep Dive: FP8 vs. INT8 and the Performance Chasm

The core of the FSR 4 performance disparity lies in the architectural distinction between RDNA generations. FSR 4’s ML-accelerated upscaling is optimized for low-precision number formats. RDNA 4 GPUs support native 8-bit floating point (FP8) computation, which is handled by dedicated AI accelerators. This dedicated hardware allows the RX 9000 series to execute the necessary matrix operations with minimal overhead, resulting in only a 3% to 5% performance regression compared to FSR 3.1. Conversely, RDNA 2 and RDNA 3 architectures lack these FP8 cores. When modders force FSR 4 onto these older cards, the algorithm must fall back to the slower 8-bit integer (INT8) format, executed inefficiently on general-purpose shader cores. This computational bottleneck is the root cause of the substantial performance degradation observed—a chasm that defines the viability of the mod.

FSR 4 Implementation Comparison: Official vs. Unofficial

ImplementationRequired ArchitectureAI Format UsedPerformance Impact (vs. FSR 3.1)Image Quality
FSR 4 (Official)RDNA 4 (RX 9000 Series)FP8 (Dedicated Hardware)3% – 5% RegressionSuperior (Max Fidelity)
FSR 4 (Unofficial Mod)RDNA 2/3 (RX 6000/7000 Series)INT8 (Shader Cores)9% – 30% RegressionSignificantly Improved (But Artifact Prone)

Benchmark Analysis: The Cost of Quality on RDNA 2/3

Performance Regression: FSR 4 INT8 vs. FSR 3.1 Quality Mode

Empirical testing confirms that the RDNA 4 architecture sees a negligible performance hit (3-5%) when moving from FSR 3.1 to FSR 4 due to native FP8 acceleration. However, RDNA 2/3 users forcing the INT8 implementation face an average loss of 9-13%, escalating dramatically to 20-30% in highly demanding titles like Cyberpunk 2077, making the visual upgrade untenable for high refresh rate gaming.

FSR 4 INT8 on Older Hardware: Visual Trade-Offs

Pros

  • Significantly sharper image quality and crisper edges compared to FSR 3.1.
  • Better handling of fine details like hair, vegetation, and distant geometry.
  • Less distortion and pixelation in high-motion scenes (compared to FSR 3.1’s worst cases).

Cons

  • Measurable performance loss (9-30%) compared to FSR 3.1.
  • Increased visual artifacts, including ghosting and flickering vegetation/fine structures.
  • Inconsistent compatibility across games; several titles fail or require anti-cheat disabling.

The Cornerstone Guide: How to (Unofficially) Test FSR 4 INT8

CRITICAL WARNING: ANTI-CHEAT & STABILITY

The FSR 4 INT8 mod requires swapping DLL files, a practice that modifies core game files. This can be flagged by aggressive anti-cheat systems, potentially resulting in temporary or permanent bans from online services. Use this method entirely at your own risk. LoadSyn does not endorse violating game terms of service, and it is imperative to understand that AMD offers zero technical or warranty support for this unofficial implementation on RDNA 2 or RDNA 3 hardware.

  1. Step 1: Locate the necessary leaked INT8 DLL files from community sources (e.g., GitHub or modding forums).
  2. Step 2: Backup the original FSR 3.1 DLL file (usually named ‘ffx_fsr3_x64.dll’) in the target game’s directory.
  3. Step 3: Replace the original FSR 3.1 DLL with the FSR 4 INT8 DLL file.
  4. Step 4: Launch the game and ensure FSR 3.1 is enabled in the graphics settings (as the game will now load the FSR 4 code instead).
  5. Step 5: Test thoroughly for visual artifacts and stability, as compatibility is ‘hit or miss’ across titles.

Frequently Asked Questions

Is AMD planning an official INT8 release for RDNA 2/3?

AMD has not confirmed any official plans to release an INT8 version of FSR 4 for RDNA 2 or RDNA 3 architectures. The official stance maintains RDNA 4 exclusivity, despite the leaked INT8 files demonstrating technical feasibility. It is highly unlikely AMD will officially support a feature that bypasses the need for its latest hardware.

How does FSR 4 relate to the PS5 Pro’s super resolution?

The FSR 4 upscaling algorithm was co-developed with Sony as part of ‘Project Amethyst.’ Sony is currently implementing this technology on the standard PS5, and has confirmed that the PS5 Pro (scheduled for 2026) will receive the “full-fat” FSR 4 implementation, confirming the technology’s deep integration into the console ecosystem.

Why did FSR 4 on RDNA 3 show a performance gain in Performance mode in some tests?

While Quality mode consistently shows a performance loss, some independent tests (like those on the RX 7800 XT and RX 6800 XT) recorded minor frame rate gains (around 5%) when using the FSR 4 Performance preset compared to FSR 3.1. This suggests that the optimization cost varies wildly based on the specific game engine, upscaling resolution, and scene complexity, but these gains are inconsistent and often negligible compared to the visual instability.

Final Verdict

FSR 4 is undeniably the necessary technological evolution for AMD’s upscaling stack, finally delivering the visual fidelity required to compete with rival neural upscalers. However, the performance barrier on older RDNA 2 and RDNA 3 hardware is not a driver issue—it is a fundamental architectural reality rooted in the lack of dedicated FP8 AI acceleration. For the vast majority of RDNA 2/3 users seeking stable, high-performance gaming, we strongly recommend sticking to the proven FSR 3.1 implementation. The FSR 4 INT8 mod should only be considered for specific, single-player or non-competitive titles where maximizing visual quality is the absolute priority and a significant performance hit, along with the risk of crashes and artifacts, is tolerable.

Anya Sharma
Anya Sharma

Anya Sharma runs the Optimization Science & AI Tech section. Her primary work involves the empirical validation of AI upscaling and frame-generation technologies, personally developing the *visual fidelity scores* and *artifact mapping* used in all DLSS/FSR/XeSS comparisons. She ensures all published data is based on her direct and verifiable analysis of code behavior.

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