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AMD · AI / ML · Filed Mar 21, 2025 · USPTO published Sep 24, 2026 · Sep 24 release

AMD Patents a Method to Feed AI the Examples It Needs to Sharpen Game Images

Getting an AI to upscale low-resolution game images well requires a huge pile of matched image pairs to train on. AMD has filed a patent for an automated pipeline that creates those pairs directly from the game engine itself, without needing anyone to hand-craft them.

A capture file is processed by a replayer to generate a rendered image, demonstrating how game data becomes a visual output. Drawing from patent filing US 2026/0289723 A1.
A capture file is processed by a replayer to generate a rendered image, demonstrating how game data becomes a visual output.All 9 drawings ↓
Publication number
US 2026/0289723 A1(US20260289723A1)
Applicant
ATI TECHNOLOGIES ULC
Filed · Published
Mar 21, 2025 · Sep 24, 2026
Inventors
Adam Grygielski, Benjamin Coquelle, Rodrigo Andres Urra, Can Alper, Denis Leonard Levesque, Nathaniel Alexander High
Status when we published
Waiting for an examiner
Document
20 claims
US classification
345/428
Examiner
PATEL, JITESH (Art Unit 2612)

How AMD's system teaches AI to sharpen low-res game frames

Ever noticed how a game can look incredible on a high-end monitor but blurry and rough on a less powerful one? AI upscaling tools try to fix that by guessing what the sharp version of a blurry frame should look like, and they need thousands of examples to learn from.

The problem is building those examples. You need a blurry version and a sharp version of the exact same scene, and that's harder to get than it sounds. AMD's approach goes straight to the source: it grabs the internal data a game engine uses to render a frame, then replays that scene multiple times with tiny variations in a setting called jitter (a small positional offset used by games to gather sub-pixel detail). Each replay gives you a slightly different view of the same scene, and together those views can be used to reconstruct a high-resolution image.

The result is a matched set of training images that come directly from real game rendering, not synthetic stand-ins. That kind of authentic data is generally what makes AI upscaling tools like AMD's FSR series perform better over time.

From the filing · CLAIM 1
… instructing the GPU to generate at least one modified frame by replaying the at least one frame based on the captured information and at least one modified value of the jitter …

Translation: The system tells the graphics card to replay a game scene using different visual noise values to create training data.

How the GPU replays frames with swapped jitter values

The patent describes a method for automatically constructing training data for a machine learning model that upscales game images.

Here's the core pipeline:

  • The system captures a recording of at least one game frame, including all the GPU commands and memory state needed to reproduce it exactly.
  • It then scans GPU memory to find the specific locations that store jitter values (tiny sub-pixel offsets that game engines apply each frame to help anti-aliasing and upscaling tools gather more detail over time).
  • The GPU is instructed to replay the same frame multiple times, but each time with different jitter values substituted in. This produces a set of modified frames, each a slightly shifted version of the same scene.
  • Those modified frames are then combined to produce a higher-resolution version of the original, giving the AI a low-resolution input and a high-resolution target to learn from.

The key insight is that jitter is already something game engines control precisely, so swapping its values inside a captured replay is a reliable way to generate the extra viewpoints needed for high-quality upscaling without re-running the full game. Finding the right memory locations automatically, rather than requiring manual labeling, is the part this patent specifically claims.

From the filing · THE ABSTRACT
One or more locations in a memory associated with the GPU are configured to store bits that represent jitter applied to the one or more frames by the game engine.

Translation: The method pinpoints where the graphics memory stores the sub pixel shifting data used for anti aliasing.

What this means for AI upscaling on AMD graphics cards

AI upscaling, where a GPU renders a game at lower resolution and then uses machine learning to fill in the missing detail, is one of the most practically useful graphics features available today. AMD's FSR, Nvidia's DLSS, and Intel's XeSS all compete in this space, and the quality of each depends heavily on the training data used to build the underlying AI model.

If AMD can automate the creation of high-quality, game-sourced training pairs at scale, AMD keeps filing on AI upscaling training infrastructure suggests the company is investing seriously in the data pipeline behind FSR, not just the model itself. For you as a player, better training data eventually means fewer ghosting artifacts, sharper edges, and more accurate motion in upscaled games, particularly on mid-range hardware where upscaling does the most work.

AMD's 15th filing we've tracked in our GPU rendering race since June adds to a run that includes one on camera-move detail skipping and one on ray-tracing memory waste.

Source: US 2026/0289723 A1 at the USPTO (PDF). Full patent text and figures are in the official publication.

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The drawings · 9 sheets

9 drawing sheets from US 2026/0289723 A1 · click any drawing to enlarge

Computer system with CPU, memory, parallel processor., drawing sheet 1 from US 2026/0289723 A1
Sheet 1 Computer system with CPU, memory, parallel processor.
Game engine creates a capture file., drawing sheet 2 from US 2026/0289723 A1
Sheet 2 Game engine creates a capture file.
Capture file generates a rendered image., drawing sheet 3 from US 2026/0289723 A1
Sheet 3 Capture file generates a rendered image.
Source image generates multiple versions., drawing sheet 4 from US 2026/0289723 A1
Sheet 4 Source image generates multiple versions.
Single jitter point versus grid., drawing sheet 5 from US 2026/0289723 A1
Sheet 5 Single jitter point versus grid.
Flowchart for generating high-resolution images., drawing sheet 6 from US 2026/0289723 A1
Sheet 6 Flowchart for generating high-resolution images.
Random distribution of jitter points., drawing sheet 7 from US 2026/0289723 A1
Sheet 7 Random distribution of jitter points.
Pixel grids with jitter vectors., drawing sheet 8 from US 2026/0289723 A1
Sheet 8 Pixel grids with jitter vectors.
Show the other 1 sheets
AMD Patents a Method to Feed AI the Examples It Needs to Sharpen Game Images patent drawing, sheet 9
Sheet 9
Patent filing page

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