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.
191 Comments on AMD is Taking Time with Radeon RX 9000 to Optimize Software and FSR 4
Of course you can see that.
You’re quickly becoming a broken record, and on top of that go on to suggest if you have nothing helpful to say, then don’t. Yet here you are…
But my guess, is that this "delay" is not only due to drivers and FSR4, but mostly because AMD wants to wait for nVidia to release their cards, in order to "glue" the prices to whatever rival products.
Let’s just ignore that NV already put the base 4070 to 550 with the release of the Super model and, judging by the projected performance, the 5070 is definitely created as a successor to said base model more so than the Super. No, it’s definitely that NV was scared of a competitor that hasn’t been a threat for many generations now releasing a new card in the market segment NV traditionally has on lock.
[URL='https://videocardz.com/newz/amd-radeon-rx-9070-preorders-to-start-on-march-23-according-to-major-us-retailer']AMD Radeon RX 9070 preorders to start on March 23 according to major US retailer[/URL]
"our AI performance and image tools are just as good, but look at how affordable and nice our products are in comparison"
But they tried that before, but their AI performance and FSR is nowhere as good. FSR was just a "oh shit we need something" tech once DLSS 1.0 came out. FSR 1.0 didn't even come out till DLSS 2.0 was out and it was just a image scaling tech, take a lower res image and blow it up to whatever res. The result was a blurry pile of crap that required "sharping" to fix.
When every console, every game engine and even handhelds are rushing to do RT?
I, as a value-conscious buyer, always look for the product, and what use it is to me personally, not for the marketing around it. Marketing is bullshit. It always has been, always will be. If people believe in bullshit, then... Well... I have nothing more to say.
Forward Texture Mapping
GPUs
Cube Environment Mapping
Bump Mapping
Programmable Pixel and Vertex Shaders
Hardware Texture and Lighting
MSAA
FSAA
PureVideo
SLI
SM3
Unified Shader Architecture
CUDA
TXAA
Real-Time-Voxel-Global Lumination (Nvidia VXGI)
Multi-Frame Sampled Anti-Aliasing (MFAA)
Fast Sync (Triple Buffering)
Realtime Hardware Ray Tracing
DLSS
etc etc