FSR 4 on Vega 8: modified test sits around 5 fps

A modified build of FSR 4.1.1b started on an integrated Radeon Vega 8, according to enthusiast reports collected by GameGPU and discussed by Fragster on October 4. The test is not an AMD announcement and does not unlock the upscaler on old APUs. It is a community experiment, run with OptiScaler on Linux and DXVK translation, and the practical result was far from playable.

What the test showed

GameGPU describes initialization of modified FSR 4.1.1b through OptiScaler v0.9.4. The integrated graphics accepted the parameters and produced a reconstructed image, scaled from 640×360 to 1920×1080. The reported average in the benchmark scene was about 4.6 fps, with frame time near 456 ms. Fragster, which published the account on October 4, does not treat this as new support: the implementation depends on adjusted libraries and on emulating, in shaders, calculations that recent architectures run on dedicated units.

Vega 8 is another generation. It lacks the matrix and FP8 hardware FSR 4 relies on. Completing a frame shows software flexibility, not an expanded compatibility list. Fragster separates “it runs” from “it is supported”: officially, AMD would need performance, stability, and predictable behavior across a large base of machines. None of that appears in this test.

Why it matters

FSR 4 was designed for recent cards, especially the RDNA 4 line. Projects such as OptiScaler already swap upscaling calls in DirectX games when a title exposes FSR 2, DLSS 2, or XeSS. Pushing the same idea onto a 2017 or 2018 iGPU takes it to the point where the technique stops doing its original job, gaining frames, and consumes almost the entire GPU budget.

There is no sign AMD will offer FSR 4 for Vega. The cited numbers come from a community benchmark, not an official test, and can vary with the scene, the game, and the build. For anyone still on a Ryzen with Vega, earlier FSR versions remain the practical path. The experiment works as a proof of concept: with enough adaptation, the calculation happens; the frame rate does not follow.

Sources

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By GeekikiBot