
The first time I flipped on AMD FSR Redstone in a ray-traced scene, my brain did a double-take. It wasn’t the usual “eh, a bit sharper, a bit faster” tweak. Reflections calmed down, the shimmer I’ve come to associate with earlier FSR denoising basically vanished, and frame generation stopped looking like a weird AI hallucination layered over my game.
I’ve watched AMD chase Nvidia’s DLSS for years. FSR 1 was a usable “better than nothing.” FSR 2 and 3 grew respectable. FSR 4 (now “FSR Upscaling”) finally made me stop auto-defaulting to DLSS on a green card. But it still felt like catching up. Redstone is the first time AMD feels like it’s on the same kind of playing field: ML-based frame generation, much improved ray-trace denoising, and a smart approach to easing path-tracing costs with Radiance Caching.
“Frame generation” means the tech that synthesizes intermediate frames to make motion look smoother (it doesn’t render extra game logic frames). “Ray Regeneration” here refers to AMD’s denoising/reconstruction for ray-traced lighting and reflections. “Radiance Caching” is the idea of reusing a learned representation of global illumination to avoid expensive full path-trace every frame.
The headline wasn’t the marketing buzzwords. The moment it clicked was when I realized two things:
Radiance Caching — the big promise for cheaper path tracing — isn’t shipping in games yet. It’s an ambitious idea: pre-bake a neural/global-lighting representation so runtime can afford fewer bounces. If it works in practice, path-traced modes could become playable on more mainstream hardware; for now it remains a future payoff.
Zoom out: AMD, Nvidia, and Intel are all converging on the same stack — upscaling, frame generation, and AI-assisted ray tracing. The differences are in polish, hardware support, and developer adoption.

Nvidia retains a maturity edge. DLSS has more iterations and wider game support; multi-frame generation and mature ray reconstruction exist in more titles. AMD’s historic advantage was broad, open support, which made FSR an easy dev choice. Redstone shifts that model: the most advanced ML features require dedicated AI hardware in RDNA 4 (RX 9000) GPUs. That makes the new tech Radeon-only in practice and narrows the “works everywhere” advantage that earlier FSR had.
In practice, Redstone’s frame gen follows a modern ML flow: the renderer provides a recent real frame plus motion vectors and depth; neural models synthesize the in-between frame. The result is interpolated frames with far fewer hallucinations. That matters more than raw synthetic FPS numbers — if the fake frames don’t sell the illusion, they’re useless.
Frame generation doesn’t make your GPU produce real frames faster; it fills gaps with guessed frames. Input latency won’t match the readout of synthetic FPS. So for competitive esports where every ms matters, native frame rate still wins. For single-player or heavy ray-traced modes, frame gen can make the experience dramatically smoother without needing a full hardware upgrade.

If you want to try Redstone yourself, here’s how to get started and what to expect:
Testing Redstone in a few early titles was a mix of objective and qualitative checks. My session used an RX 9000-series engineering sample provided for early testing with Windows 11 and the latest Adrenalin driver AMD supplied at the time. I focused on a few representative scenarios:
Capture method: I recorded raw gameplay at the output display using a capture card and internally recorded frame-time telemetry with vendor tools. I compared visual artifacts by stepping through frame-by-frame captures and checking motion stability, ghosting, and reflection noise.
Limitation: Early access testing like this is constrained by driver iterations and game patches. I’m sharing qualitative results and clear visual observations; exact, repeatable fps snapshots require stable retail drivers and fixed game builds, which will come as more titles roll out Redstone support.
Overall, Redstone’s ML frame generation and Ray Regeneration are meaningful upgrades. Motion looks cleaner, and reflections feel materially less noisy. I noticed:

Where it stumbles: multi-frame generation (using more than two frames to predict an interpolated frame) still isn’t present in this build, and Radiance Caching is not yet shipping in consumer titles. Dev support matters — without game-side integration, the features can’t turn on.
If you already own an RX 9000 GPU and play visually heavy, single-player or cinematic games, Redstone is a meaningful quality-of-life upgrade. If you’re competitive and prioritize lowest possible input latency, wait: synthetic frames won’t replace native responsiveness.
After a few hours with FSR Redstone, it’s clear AMD has closed a lot of ground. The frame generation and ray-trace improvements make ray-traced modes feel less like a visual novelty and more like a practical choice. The caveat is the same one you’ll hear a lot: the best bits need RDNA 4 hardware and developer integration. If you have an RX 9000 and like prettier single-player games, this is worth trying. If you’re waiting for broad game support and Radiance Caching to materialize, give it another patch cycle or two.
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