Earlier this month, AMD unveiled its FSR Redstone suite of ML-enhanced features, including upgrades to its frame generation solution with FSR ray replay, neural radiance caching, and, importantly, new machine learning algorithms aimed at increasing the quality of generated frames. However, similar to FSR 4 upscaling, FSR Redstone FG is only available in titles that already have FSR 3.14 or higher integrated. This means that only about 30 titles currently support the new version of AMD's FG technology.

This number pales in comparison to the 175+ games (as of August) that support DLSS4 MFG. AMD has shown in the past that they can quickly expand gaming integration with FSR4, but RDNA 4 users who want to enable ML FG are currently quite limited due to the lack of support. Once again, it's up to the community to resolve this issue. And they stepped up and were very successful.
A day after AMD officially made its full suite of redstone technology available to the public, the developers of Optiscaler announced that they have added basic redstone support thanks to an internal upgrade to the FFX 2.1 SDK. This means that while games with at least basic upscaling support (any game from FSR 2 / DLSS 2 onwards) can technically use AMD's latest version of FSR FG, you'll get the best results by sticking to games with DLSS FG inputs.
Installation method
The first thing you need to do is join the Optiscaler Discord. There you will find pre-release build 1215. The stable release of the GitHub page dates back to August, so it clearly doesn't support Redstone functionality. Once that's done, install Optiscaler. Detailed documentation of the process can be found here. To fake Nvidia input, be sure to press 1 when prompted. If you don't want to open that link, here's a quick summary of how to install Optiscaler.
- Extract the Optiscaler folder.
- Copy the content to your game's directory (where the .exe file is located).
- Run setup_windows.bat
- Type 1 repeatedly and press Enter until the setup process is complete.
You are now ready to launch the game. This is where the path branches depending on what kind of frame generation technology the game natively supports.
Option 1: The game supports DLSS FG, but only through Streamline SDK 1
Even if your game natively supports DLSS FG, you won't be able to use DLSS input for ML FG if you're using an older Streamline 1 SDK. Instead, you should use OptiFG, which uses the same inputs as the upscaler. An example of such a game is A Plague Tale: Requiem. The first thing to do is launch the game and enable DLSS upscaling. Then, once you get into the actual gameplay section;[挿入]Press to launch the Optiscaler menu. You can then change the upscaler from the default XeSS to FSR4.

After changing the upscaler, select OptiFG input in frame generation settings and FSR FG as output. To confirm that the changes are applied,[INI を保存](at the bottom) to restart the game.

Next, change the FG model from FSR 3.1.6 to 4.0.0.

That's it! In terms of visual quality, this method of implementing ML FG seems to yield decent results, but to be honest, I had a hard time spotting the differences between the FSR 4.0.0 (ML FG) and FSR 3.1.6 models. This is probably due to the relatively poor input data. OptiFG does not require built-in frame generation support to run, instead relying solely on the data available to the upscaler. So I suspect that it doesn't use any of the specialized input data that proprietary frame generation solutions have.
There's no concrete way to test frame pacing other than slow-motion video capture at thousands of frames per second or a monitor's built-in refresh rate counter, so it's probably best to try each model to find the option that works best for you. However, to the naked eye, there does not appear to be any additional frame pacing issues in the FSR 4.0.0 FG compared to the FSR 3.1.6 implementation. Neither is completely smooth, but I think both are well within usable territory. I tried using CapframeX's MsBetweenDisplayCapture metric to see if I could identify frame delay issues in FSR 4.0.0 FG, but found that this is not really a reliable way to test FG frame pacing, as pointed out by the software's authors themselves.

Option 2: Game supports DLSS FG via Streamline SDK 2
If your game implements DLSS FG via Streamline SDK 2+ (but FSR FG is not supported), your best option is to use your game's DLSS inputs to generate FSR 4.0.0 FG outputs. We'll use Star Wars: Jedi Survivor as an example of this.
As always, the first step is to extract the Optiscaler contents to the game's directory (where the .exe file is located). For these types of titles, we recommend using Optipatcher to allow you to use DLSS input without spoofing. This eliminates the performance penalty associated with spoofing, but more importantly, it makes the whole process much smoother. Optipatcher is available here. Be sure to get the latest release on the right and download the .asi file instead of the source code. Next, create a folder named “plugins” in your game directory (the same location where you unzipped Optiscaler.zip) and place the Optipatcher.asi file inside it. Go to the Optiscaler configuration file (Optiscaler.ini) and change the value of LoadAsiPlugins to true (the automatic default is false).
Let's get to the game. Once in the gameplay section, press Insert to bring up the Optiscaler menu. Change upscaler from XeSS to FSR3.X/4. Note that the first section of Star Wars: Jedi Survivor has MB1 bound to camera zoom, so you may need to use the arrows to navigate the menus here.

Next, change the FG source to DLSSG via Streamline and change the FG output to FSR FG. Save and close the INI.

Restart the game and go to the game's graphics menu. Here you can see that DLSS frame generation is now available. Enable this and change the FG model from FSR 3.16 to FSR 4.0.0 from the Optiscaler menu.
I have to say that, at least in Jedi Survivor, I was very impressed with the final result. Frame pacing felt smooth, HUD elements were completely filtered out by the FG algorithm (probably thanks to using DLSS input), and visual quality was very stable. Again, I couldn't completely notice the difference between FSR 3.1.6 FG and FSR 4.0.0 FG, but more observant users than me will definitely notice the improvement in visual quality.
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