AMD says FSR Upscaling 4.1.2 became available to Xbox Series X|S developers through the October 2026 Game Development Kit (GDK). Microsoft’s Nov. 4, 2026 GDK sample reports the GPU cost of the upscaling step at several output resolutions. Those timings measure that step, not a game’s frame rate.

What the Xbox timings measure

FSR Upscaling is AMD’s machine-learning-based graphics upscaling technology. In Microsoft’s sample, each millisecond figure is the GPU time spent on the upscaler dispatch, the operation that performs the upscaling. It is not a measurement of a game’s full frame or its frames per second (FPS).

Microsoft’s GDK sample timings

Microsoft lists the GPU upscaling cost for Full INT8 and Lite INT8 at the output resolutions shown below. The figures are from its GDK sample, not a commercial game benchmark. Microsoft’s Xbox GDK post

ConsoleOutput resolutionModelGPU upscaling cost
Xbox Series X1440pLite INT81.29 ms
Xbox Series X4KLite INT82.75 ms
Xbox Series X1440pFull INT81.95 ms
Xbox Series X4KFull INT83.86 ms
Xbox Series S1080pLite INT81.9 ms
Xbox Series S1440pLite INT83.4 ms
Xbox Series S1080pFull INT82.9 ms
Xbox Series S1440pFull INT85.2 ms

At the shared 1440p output, the sample records lower upscaler costs for Series X than Series S: 1.29 ms versus 3.4 ms for Lite, and 1.95 ms versus 5.2 ms for Full. That is a comparison of the sample’s upscaling step, not a ranking of game performance.

Treat these figures as the cost of one graphics step in Microsoft’s sample, not as a forecast of a game’s frame rate.

Full INT8, Lite INT8 and developer integration

AMD says Lite is less than half the size of Full and has a lower upscaling cost. At the same rendering and display resolutions, both models use the same upscaler memory, so Lite’s smaller size does not mean lower memory use under those conditions. AMD’s sample lets developers switch between Full and Lite at runtime in the same scene to compare image quality and upscaling cost. AMD’s technical explanation of FSR 4.1.2 on Xbox

AMD says Xbox uses the same FSR SDK API as Windows. The integration takes jittered color, depth and motion vectors as inputs; reactive and transparency/composition masks are optional. AMD lists these Xbox quality modes: Native AA, Quality, Balanced, Performance and Ultra Performance.

What GDK availability means for Xbox games

The October 2026 GDK makes FSR Upscaling 4.1.2 available to developers. A studio must integrate the feature into a game for that game to use it; GDK availability alone does not add FSR to a player’s existing games.