Monday, March 24th 2025

Arm Releases Open-Source ASR Upscaler Based on AMD FSR 2 Technology
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.
Source:
Tom's Hardware
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.
15 Comments on Arm Releases Open-Source ASR Upscaler Based on AMD FSR 2 Technology
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.
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.
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.
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.
Now you know one more reason why it is like that.
It appears a bit sharper in the video.
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.