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Arm Releases Open-Source ASR Upscaler Based on AMD FSR 2 Technology

AleksandarK

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Arm has officially unveiled its Accuracy Super Resolution (ASR) upscaling technology at Game Developer Conference 2025, delivering an open-source upscaling solution for mobile and low-power devices. Built upon AMD's FidelityFX Super Resolution 2 (FSR 2) framework, ASR promises up to 53% higher frame rates while reducing power consumption by 20% on devices utilizing the Immortalis-G720 GPU. This technology addresses a critical performance gap in the Android ecosystem, which has historically lagged behind Apple's MetalFX implementation. The temporal upscaling approach employed by ASR combines information from multiple frames to generate higher-quality images, offering superior visual fidelity compared to Qualcomm's Game Super Resolution (GSR), which relies on the older spatial-based FSR 1 technique. In benchmark testing with complex scenes, Arm demonstrated that ASR helps maintain stable device temperatures, preventing thermal throttling that can compromise user experience.

Collaboration with MediaTek confirmed significant power savings on Dimensity 9300 chipsets, directly addressing battery life concerns for mobile gamers. Arm plans to release pre-built plugins for Unity and Unreal Engine by year-end, streamlining integration for developers working with these widely-used game engines. During GDC demonstrations, Arm showcased the "Mori" demo running in Unreal Engine 5, where ASR delivered 30% performance improvements without visual compromises. Licensed under MIT open-source terms, ASR's accessibility extends across the entire Arm ecosystem, potentially benefiting smartphones running MediaTek Dimensity, Qualcomm Snapdragon, Samsung Exynos, and even Arm-powered laptops featuring Snapdragon X series SoCs.



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FSR 2, FSR 2 everywhere.

We can thank Nvidia for GSycn and Upscaling(or maybe hate them for this last one), but we have to give credit to AMD for making these two features available to EVERYBODY.
 
Couldn't it be based on FSR 3, though? Isn't it open as well?
 
I wonder if these are just patches to get it work? Or are there real code which improves something. Based on that it is "arm" improved technology or just "arm" lets take something and relabel it. I really hope it is not just relabelling of AMD good groundwork
 
Both of those pictures look awful. You cant read the text on either one. o.O
 
On a small screen, issues with IQ will likely be less noticeable. Sorta like you play a Switch game on the handheld it looks awesome, but once you put it on your 75" TV, it doesn't look as good anymore.

This technology seems like it would be a lot better if it could be implemented at the driver level. Don't really imagine many games are going to implement the various forks of FSR.
 
Couldn't it be based on FSR 3, though? Isn't it open as well?
FSR 3 is open too, but the scaler is the exact same as FSR 2, the difference is Frame Generation.
DLL based FSR 3.1.x brings more updates, but it would be bigger job when you've already been working on FSR 2 for your own implementation.
 
Couldn't it be based on FSR 3, though? Isn't it open as well?
It is. I have no clue why everyone is so hyper fixated on FSR 2 only and 3/4 of games are stuck on FSR 2. If devs weren't so monumentally lazy and included FSR 3.1 in their games, it would be automatically upgraded to FSR4 on RX 9070 GPU's. Instead we're stuck on FSR 2 because god damn reasons.

I've complained about it in Overwatch 2 where NVIDIA gets the latest versions and AMD is stuck on FSR 2.2 even though FSR 3.1 has been out for ages. Not only version 3.1 has additonal features that improve image quality, no one is implementing it. Literally the only game I'm aware of that has it is Marvel Rivals which is also the only one I'm aware can run FSR 4 this very moment. Dyning Light, stuck on FSR 2 even though devs still work on it, they just don't seem to care about any of this. So annoying.
 
I've complained about it in Overwatch 2 where NVIDIA gets the latest versions and AMD is stuck on FSR 2.2 even though FSR 3.1 has been out for ages. Not only version 3.1 has additonal features that improve image quality, no one is implementing it. Literally the only game I'm aware of that has it is Marvel Rivals which is also the only one I'm aware can run FSR 4 this very moment. Dyning Light, stuck on FSR 2 even though devs still work on it, they just don't seem to care about any of this. So annoying.
Valve's Deadlock also has FSR 3.1 / 4 as of writing too, but that's kind of to be expected to be fair
 
AMD's Soundwave (ARM with RDNA3.5 & FSR4) is going to make a lot of other ARM SoCs look old. Maybe it was part of deal...
Yes, Soundwave has the potential to be a seriously disruptive product and to hopefully preempt Nvidia's [serious] reentrance (and obvious desire to dominate and monopolize) the Arm CPU market. I'm very interested for future leaks on this project...
 
though devs still work on it, they just don't seem to care about any of this. So annoying.
When working on my project in UE 5.5 I tried adding FSR3.1. Visited the AMD's official website. Downloaded the latest version that had a "UE 5.5 ready" sign on it. Installed. "We're deeply sorry but your engine version is too new for FSR3.1."

Now you know one more reason why it is like that.
 
It is. I have no clue why everyone is so hyper fixated on FSR 2 only and 3/4 of games are stuck on FSR 2. If devs weren't so monumentally lazy and included FSR 3.1 in their games, it would be automatically upgraded to FSR4 on RX 9070 GPU's. Instead we're stuck on FSR 2 because god damn reasons.
Because FSR3 scaling is same as FSR2, only difference is FSR3 supporting Frame Gen.
Switching it to FSR 3.1 would be bigger job (especially when you're already far in doing FSR2) since they switched it to be DLL based system.
 
Because FSR3 scaling is same as FSR2, only difference is FSR3 supporting Frame Gen.
Switching it to FSR 3.1 would be bigger job (especially when you're already far in doing FSR2) since they switched it to be DLL based system.
That's not true. FSR 3.1 also mitigates some ghosting and artifacting and is not framegen only. Why no one says "uh oh DLSS is all the same, not my problem" yet they update that one but not FSR.
 
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