RSR is based on FeidelityFX Super Resolution (FSR) 1.0 which means it uses spatial upscaling instead of temporal that you will find on the upcoming FSR 2.0.
FSR 1.0 has been supported by all Radeon GPUs since Polaris (RX 400/500), but for some reason RSR is only available on Navi or RDNA cards, which means you need to have Radeon RX 5000 or 6000 GPU.
RSR cleans FSR’s clock because it can be used in any game, without needing developer integration, as long as it supports exclusive fullscreen. It uses a toggle inside the Radeon Software.
AMD says there are big gains to be had with RSR enabled and has provided some of its own figures in five titles.
PCWorld tested the feature in Cyberpunk 2077 on a Radeon RX 6700 XT. 2160p (4K) native performance was tested against 1440p upscaled to 4K using RSR.
The results in the zoomed in version of the same scene picks out lots of minor details.
There are still some minor problems but RSR looks good particularly as it does not need a per-game implementation.