AMD FSR Upscaling 4.1.2 became available to Xbox Series X|S developers through the October 2026 GDK, giving studios Full INT8 and Lite INT8 models to integrate into games. Players won’t get an automatic system-wide change: each game needs its own developer integration. AMD describes the Xbox implementation.
For players, the key step is a game-level integration. The GDK gives developers the tools; each studio decides whether to use them in a title.
What developer access means for Xbox games
FSR upscaling reconstructs a higher-resolution image from a lower-resolution render, using temporal and spatial information. AMD’s Xbox implementation uses the same FSR SDK API as the Windows version. Developers feed it color, depth and motion-vector data; reactive and transparency/composition masks are optional.
Studios must integrate the feature into a game. The GDK sample lets developers switch between FSR4 Full, FSR4 Lite and FSR3 at runtime, but that control belongs to the sample. Its availability does not itself add a setting to players’ consoles.
Full and Lite differ in model size and processing cost
AMD says Lite is less than half the size of the original INT8 model and has a lower upscaler cost than Full. Both models run on Xbox Series X and Xbox Series S.
Model size and runtime GPU memory are separate measures. In Microsoft’s sample, Full and Lite each use 304.03 MB in Quality mode with a 3840 × 2160 display target and a 2560 × 1440 render resolution. The figure excludes swapchain overhead. The sample attributes memory use to render and display resolution rather than model choice, so Lite does not reduce memory use in this configuration. Microsoft’s Xbox GDK sample gives the specific conditions.
What the Xbox timing figures measure
Microsoft’s sample lists the time for the upscaler dispatch, in milliseconds. These are pass times, not whole-frame costs, so they don’t establish the frame rate of a finished game.
| Console | Model | Output resolution | Upscaler dispatch time |
| Xbox Series X | Lite INT8 | 1440p | 1.29 ms |
| Xbox Series X | Lite INT8 | 4K | 2.75 ms |
| Xbox Series X | Full INT8 | 1440p | 1.95 ms |
| Xbox Series X | Full INT8 | 4K | 3.86 ms |
| Xbox Series S | Lite INT8 | 1080p | 1.9 ms |
| Xbox Series S | Lite INT8 | 1440p | 3.4 ms |
| Xbox Series S | Full INT8 | 1080p | 2.9 ms |
| Xbox Series S | Full INT8 | 1440p | 5.2 ms |
For a like-for-like reading, compare models at the same console and output resolution. On Series S at 1440p, for example, the sample reports 3.4 ms for Lite and 5.2 ms for Full. Those figures cover the upscaler pass alone, not all the work needed to render a frame.
John Crow’s English-language commentary discusses how the Series S figures relate to frame-time budgets.