AMD has just released the source code for 2.0, also known as AMD FSR 2.0. Right now, everyone can download its source code and implement it in their games.
FSR 2.0 supports both DirectX 12 and Vulkan, with plugins for Unreal Engine 4.26/4.27 and Unreal Engine 5 due very soon. It is also now available through the Xbox Game Development Kit.
Since FSR 2.0 is now open source, there is no point at all for future games to use its previous, and inferior, version. Thus, let’s hope that developers will adopt version 2.0 in their future games.
You can download 2.0’s source code from here.
As we’ve already reported, AMD FSR 2.0 can come really close to the latest version of DLSS. NVIDIA’s upscaling tech still has the edge, however, FSR 2.0 is miles better than FSR 1.0. Not only that, but it supports a wide range of GPUs (compared to DLSS which only works on RTX GPUs). So while RTX owners should stick with DLSS, everyone else can go ahead and use FSR 2.0.
In related news, Gearbox released a new update for Tiny Tina’s Wonderlands that adds support for AMD FSR 2.0.
Enjoy and stay tuned for more!

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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John bro, you need to be faster. This not news anymore!
I thaught it was always open source.
FSR 1.0 was open source. 2.0 hadn’t been released as open source until now.
Ok, that makes sense now.
Awesome. Maybe we can get support for FSR 2.0 from some of the upscaling tools that allow us to use special upscaling techniques in any game. That would be awesome.
Unfortunately the developers of at least two popular upscaling tools have already stated that implementing FSR 2.0 via a third-party tool won’t be possible, as it requires information from the game engine that isn’t possible to get via hooks (such as motion vectors). It sounds like FSR 1.0 may be the best upscaling tech we’ll get for third-party tools like Lossless Scaling and VR Performance Toolkit, and game developers will have to add FSR 2.0 to their games for us to use it at all.
As for the mod for Cyberpunk 2077, apparently it’s missing support for some features of FSR 2.0, and thus the quality won’t be as good as native FSR 2.0 support in the game engine. It’s also not as good as the native DLSS 2.x support that Cyberpunk 2077 ships with, and the mod was only created for those who don’t have RTX GPU’s and thus can’t use the DLSS feature.
I really admire and respect AMD for all the innovation and openness! The Ngreedia on the other hand is always only focused on making more $$$!
I just wish AMD had money to hire actual drivers architects.
UE plugins now available.
I wonder if this might push Nvidia to produce their own open source method in the future.