AMD Software: Adrenalin Edition 22.3.1

bill dennison

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Support For
Radeon™ Super Resolution (RSR) Technology – RSRGD-197 is an in-driver spatial upscaling feature that is built on the same algorithm as AMD FidelityFX™ Super ResolutionGD-187 technology. It delivers near-native resolution and increased performance across thousands of games that run in exclusive full screen mode on AMD RDNA-based and newer discrete graphics.

AMD Link – Updated AMD Link Play feature now allows up to four users to connect to an AMD Radeon graphics-powered PC from an Android- or Windows-based PC, phone, tablet or TV to play local multiplayer games. AMD Link is also introducing customizable hotkeys, allowing gamers to use their devices to control their gaming experience. AMD Link is now accessible from the Microsoft store and can be downloaded as a standalone application on non-AMD based PCs, inviting an even wider range of users and hardware to join a personal gaming cloud.GD-159
Radeon Image Sharpening (RIS) – Bringing crispness and clarity to in-game visuals that have been softened by upscaling and post-process, the latest version of RIS can now be used to enhance visuals in video playback and other productivity applications with a single click.
Faster Downloads – Saves time and reduces the driver download size when updating AMD Software: Adrenalin Edition directly from the application, downloading and installing only the files that need updating on the PC.
Improved Toast Notifications – Provides users with a clearer snapshot on which key features are enabled or disabled whenever they launch a game.
Fixed Issues
Some users on Windows® 10 operating system may observe the absence of the windows transparency aero effect.
On some AMD Graphics Products such as Radeon™ RX 6800 XT Graphics, the Tuning page within AMD Software: Adrenalin Edition may display incorrect preset selections after installing the latest AMD Software: Adrenalin Edition driver.
While playing Forza Horizon 5™ on some AMD Graphics Products such as Radeon™ RX 6800 Graphics, longer than expected load times may be experienced when Ray Tracing is enabled and set at either Medium or High Ray Tracing Quality setting.
Visual artifacts may be observed while playing It Takes Two™ on some AMD Graphics Products such as Radeon™ RX 6900 XT Graphics.
Enabling Radeon™ Chill for SteamVR™ may lead to inconsistent performances being experienced.
After disabling the Hotkeys feature in AMD Software: Adrenalin Edition, some hotkeys still function for some users when they restart their system.
Known Issues
Using Radeon™ Super Resolution on 2560x1600 resolution displays may produce a system hang. A temporary workaround is to set the display Scaling Mode to Full Panel.
While playing Cyberpunk 2077™ on some AMD Graphics Products such as Radeon™ RX 570 Graphics, some users may observe an issue where indoor areas appear darker than expected.
Enhanced Sync may cause a black screen to occur when enabled on some games and system configurations. Any users who may be experiencing issues with Enhanced Sync enabled should disable it as a temporary workaround.
Radeon performance metrics and logging features may intermittently report extremely high and incorrect memory clock values.
Important Notes
The latest version of AMD Link for iOS and tvOS devices will be introduced at a later date.
AMD Software Capture and Stream features and Overlay support for Clone mode and Eyefinity display configurations will be introduced at a later date.
AMD is working with the game developers to resolve an issue where users experienced stuttering or lower than expected FPS values while playing God of War™ on some AMD Graphics Products such as Radeon™ RX 6900 XT Graphics.
Package Contents
The Radeon™ Software Adrenalin 22.3.1 installation package contains the following:

AMD Software: Adrenalin Edition 22.3.1 Driver Version 21.50.02.01 for Windows® 10 and Windows® 11 (Windows Driver Store Version 30.0.15002.1004).
AMD Software: Adrenalin Edition 22.3.1


https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-3-1
 
I dont see why not as its basically still FSR 1.0. RDNA will still promote well with FSR 2.0. That looks really good from what they showed so far.

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At the 3min mark

HU did a good spot on it:

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Theres a big diff tween FSR1.0 and 2.0. But some think like early DLSS that itll have ghosting issues. Looking forward to an in depth review.
 
I've been playing with RSR this morning. It's neat. Some of my observations:

  • Not as good as native (duh)

  • Can look really good, scaling from 2560p to 1440p (I'm on a 1440p monitor). Definitely works best when scaling from higher resolutions.

  • Still looks ok-ish scaling from 1080p to 1440p... maybe a bit better than having RSR turned off... but still pretty blurry.

  • For best results, you should restart the game any time you change resolution. The scaling seems to be tied to whatever res the game boots at.

  • In Doom Eternal, I had to disable "Present from compute", as that was adding significant input lag when running RSR.

  • RSR works poorly with dynamic resolution scaling, or really any kind of in-game scaling. It really works best when you just stick to whatever resolution the game boots at. Too bad, 'cause I actually think FSR/RSR could be a killer feature if it worked great with dynamic scaling. Imagine running at native res, until you start dropping frames, at which point you drop resolution but turn on FSR, perfectly tuned for that lower resolution, and FSR dynamically adjusts along with the dynamic resolutions. I actually think that's the ultimate use-case for this kind of scaling tech. But no, it can't do anything like that in it's current form.

  • Does not respect your aspect ratio settings. If you play a 4:3 game, it'll stretch it to fill your widescreen monitor. They'll definitely need to fix this in a later update.

  • I tried some super-low resolutions in UT2004, just for giggles. It's actually a neat low-res filter.

This afternoon I'll try some VR stuff. I want to see if it plays nice with MSFS over Virtual Desktop, and also see if I can pump up the resolution in Robo Recall.
 
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Yup. Very disappointing for Polaris users, as this would be a killer feature for them. Maybe in a future update?

I would think it will follow the same sorta path as Radeon Image Sharpening. Where it was initially only available on newer hardware and then it rolled out to the older generation stuff later.
 
Playing with it just abit... and I really like how this thing functions so far. I can create custom resolutions, set it in game and so so long as I set that games profile to use RSR... it works. Perfect.
 
Playing with it just abit... and I really like how thing functions so far. I can create custom resolutions, set it in game and so so long as I set that games profile to use RSR... it works. Perfect.

How do you create the custom resolutions?

--edit -- nevermind, I found it.
 
How would it handle VSR AND RSR enabled together? Would I break the time-space continuum and create a black hole?
 
Doesn't work with VSR. It only works with the native resolution.

Not sure what sorta advantage you would get applying RSR to a VSR. Instead of just using a lower VSR resolution. Given how FSR works.
 
[*]RSR works poorly with dynamic resolution scaling, or really any kind of in-game scaling. It really works best when you just stick to whatever resolution the game boots at. Too bad, 'cause I actually think FSR/RSR could be a killer feature if it worked great with dynamic scaling. Imagine running at native res, until you start dropping frames, at which point you drop resolution but turn on FSR, perfectly tuned for that lower resolution, and FSR dynamically adjusts along with the dynamic resolutions. I actually think that's the ultimate use-case for this kind of scaling tech. But no, it can't do anything like that in it's current form.
That's because you're scaling two times whenever dynamic resolution kicks in. Imagine if you take an image on paint, resize it to make it bigger, and then resize it again to make it even bigger. You lose detail.
 
How would it handle VSR AND RSR enabled together? Would I break the time-space continuum and create a black hole?
Btw, just asking, how exactly would RSR work with VSR? They are complementary technologies. VSR works by rendering higher and downscaling, and RSR does the opposite.
 
Yeah... I guess...

- Set game render res to @ XXXX
- RSR up-scales that to whatever VSR is set to.
- VSR then downscale that to actual native.

I know people do this with DLSS and DSR. Using DLSS to make the higher resolution playable and using DSR to help hide some of mistakes of DLSS in the downsample. I suppose you would get a similar effect with RSR+VSR.

Example
- Render just under 4k, like say 1800p
- Use RSR to upscale it to 4k
- Use VSR to downscale it to 1080p.

Leading to an image that could be nicer than native 1080p and was easier to run than native 4k.... you might be able to do this is something like the lossless scaling app and VSR.
 
Dlss works in conjunction with Dsr and DLdsr but Nis doesn't enable with Dsr or DLdsr for me based on limited testing.
 
Dlss works in conjunction with Dsr and DLdsr but Nis doesn't enable with Dsr or DLdsr for me based on limited testing.

Fair enough. I believe you can combined FSR with VSR. But I can't test as VSR doesn't show up on my system *shrug*
 
Playing with it just abit... and I really like how this thing functions so far. I can create custom resolutions, set it in game and so so long as I set that games profile to use RSR... it works. Perfect.

I can't seem to figure out the custom resolutions thing. It keeps giving me an error on the G.Pixel Clock. Any advice?
 
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