Thursday, January 23rd 2025

AMD is Taking Time with Radeon RX 9000 to Optimize Software and FSR 4
When AMD announced its upcoming Radeon RX 9000 series of GPUs based on RDNA 4 IP, we expected the general availability to follow soon after the CES announcement. However, it turns out that AMD has scheduled its Radeon RX 9000 series availability for March, as the company is allegedly optimizing the software stack and its FidelityFX Super Resolution 4 (FSR 4) for a butter smooth user experience. In a response on X to Hardware Unboxed, AMD's David McAfee shared, "I really appreciate the excitement for RDNA 4. We are focused on ensuring we deliver a great set of products with Radeon 9000 series. We are taking a little extra time to optimize the software stack for maximum performance and enable more FSR 4 titles. We also have a wide range of partners launching Radeon 9000 series cards, and while some have started building initial inventory at retailers, you should expect many more partner cards available at launch."
AMD is taking its RDNA 4 launch more cautiously than before, as it now faces a significant problem with NVIDIA and its waste portfolio of software optimization and AI-enhanced visualization tools. The FSR 4 introduces a new machine learning (ML) based upscaling component to handle Super Resolution. This will be paired with Frame Generation and an updated Anti-Lag 2 to make up the FSR 4 feature set. Optimizing this is the number one priority, and AMD plans to get more games on FSR 4 so gamers experience out-of-the-box support.
Source:
David McAfee
AMD is taking its RDNA 4 launch more cautiously than before, as it now faces a significant problem with NVIDIA and its waste portfolio of software optimization and AI-enhanced visualization tools. The FSR 4 introduces a new machine learning (ML) based upscaling component to handle Super Resolution. This will be paired with Frame Generation and an updated Anti-Lag 2 to make up the FSR 4 feature set. Optimizing this is the number one priority, and AMD plans to get more games on FSR 4 so gamers experience out-of-the-box support.
256 Comments on AMD is Taking Time with Radeon RX 9000 to Optimize Software and FSR 4
Edit: My personal take is that with current prices, I'm fine with a little bit of stagnation (that is, not spending money all the time).
Realism is good enough now, we're trading too many resources for too little gain.
Strap in. This is going to take a while longer, but not much longer after 5070's public release.
- It's a complete paradigm shift compared to rasterisation - you don't just need appropriate tools, but the appropriate mindset. Game developers who were born and raised on rasterisation are going to take time to get to grips with RT, and especially will have to unlearn a vast quantity of the stupid bulls**t hackery required to coerce rasterisation to render things somewhat realistically.
- Game development is no longer about pushing the boundaries of technology, but making money. Even if developers want to implement RT, their managers aren't necessarily going to let them because of the extra training and development time, and thus cost. This creates inertia.
- Hardware isn't quite powerful enough to handle it yet. You might say "then it shouldn't have been introduced", but you need to make game developers aware of and comfortable with a technology sooner rather than later.
- Hardware isn't getting powerful enough at a fast enough rate to handle it. Unfortunately RT was introduced just before we hit the Moore's Law wall, which is particularly important given how hardware-intensive RT is.
RT has been the holy grail of graphics rendering forever. We may not yet be able to hold that grail, but we can at least touch it. If you'd suggested the latter would be a possibility to any computer graphics researcher a decade ago, they'd have laughed you out of the room - and yet here we are.You don't like RT, we get it, but stop allowing that irrational dislike to blind you to the fact that RT is, in every aspect, the future of realistic graphics rendering that is superior to rasterisation in every conceivable way. In another decade, the only conversation about the latter will be in relation to graphics from before the RT era.
I appreciate the fact it makes the lives of devs easier but we're going backwards in terms of framerate and fidelity because of it. I'm sure RT lighting in most games looks great except upscaling now introduces visual noise which renders the improvement a moot point.
If you are referring to how most games implement RT now, it is via a hybrid RT/rasterisation path which causes more problems than it solves, because now you have the innumerable hacks of raster interacting with the correctness of RT. But as per my previous post, these experiments - because that is what they are - are necessary for game developers to begin to come to grips with RT and the paradigm shift it entails.
We're at a standstill (or even regression?) regarding rasterized geometry/textures, though, and (in my possibly misinformed opinion) that ain't on RT to fix. That's on engine devs to do right.