Video summary

QSSR v FSR4 v FSR3 - The Amethyst Technical Breakdown

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Key takeaways

Technology

QSSR Overview

QSSR is presented as a PS5-focused upscaler intended to replace FSR 3 in supported games. The presenter describes it as a convolutional neural network that uses FP16 operations, while the anticipated FSR 4.1 version for RDNA 2 uses INT8. Since QSSR and FSR 3 operate at a similar point in the rendering pipeline, their performance costs are close.

Image Quality and Performance

Ghost of Tsushima

Compared with FSR 3, QSSR produces cleaner edges, specular surfaces, foliage, fine detail, and occlusion. It also reduces flicker and improves image stability. The gains are relatively modest because FSR 3 already performs better in these areas than the other baseline solution discussed. QSSR’s image-quality advantage is more apparent at lower input resolutions.

In the presenter’s PS5 testing, QSSR’s cost was roughly 3% lower than FSR 3, averaging about 340 microseconds less per frame. The presenter suggests this may be due to QSSR’s FP16 implementation and more focused model. At 30 or 60 fps, the cost may be less noticeable if performance stays within the frame-rate budget.

FSR 4.1 on an RX 6800

In the presenter’s comparison, FSR 4.1 cost more than FSR 3 on an RX 6800—about 9–13% performance, or roughly 10 fps in the tested scene. It nevertheless delivered sharper detail, better temporal stability, and less ghosting.

The presenter cautions that one test is not enough to draw broad conclusions and suggests QSSR’s console-specific design may be more efficient on PS5.

Neural Upscaler Comparisons

The video compares PSSR 1 and PSSR 2 in Metal Gear Solid Delta to show how a revised neural upscaler can improve substantially without changes to a game’s rendering setup. PSSR 2 is described as sharper and much more stable, with less flicker, noise, and smearing, though some ghosting remains. The presenter argues that QSSR could similarly address weak points in FSR 3 or other existing upscalers.

The presenter speculates that QSSR may use a smaller, more specialized model than PSSR 2, with fewer layers and an emphasis on common image patterns. This is an inference, not confirmed technical documentation.

Outlook

QSSR could help extend the PS5’s useful life if Sony encourages adoption through SDK updates or system-level support. The presenter expects newer games—and potentially some existing titles—to benefit, but notes that older games may not receive updates if they are no longer in active development. These predictions about adoption and the console’s lifespan are explicitly speculative.

Source

The main speaker is an independent technical presenter from NX Gamer, offering image-quality comparisons, performance testing, and analysis. A brief line of in-game dialogue is also heard during the Ghost of Tsushima footage.

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