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Der entscheidende Unterschied liegt darin, wo die Technologie ansetzt. Auto SR ist direkt in Windows integriert, führt sein KI-Modell auf der NPU aus und kann unterstützte Spiele verbessern, ohne dass der Entwickler ein Super-Resolution-SDK in das Spiel einbinden muss.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Auto SR ist KI-Upscaling auf Windows-Ebene.\u003C\u002Fstrong> Das Spiel rendert mit einer niedrigeren Auflösung, Windows erfasst diese Ausgabe, ein KI-Modell auf der NPU rekonstruiert ein höher aufgelöstes Bild und das Ergebnis wird an das Display gesendet. Das Spiel selbst muss nicht wissen, wie das KI-Modell funktioniert.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Der einfachste Unterschied\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normalerweise in die Spiel-Engine integriert.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> in Windows und die Display-Pipeline integriert.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Zuerst: Welches Problem versucht Auto SR zu lösen?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Die Auto SR-Pipeline einfach erklärt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Warum die NPU anstelle der GPU nutzen?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Die GPU–NPU-Arbeitsteilung\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Auto SR ist nicht DLSS, FSR oder XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Warum spielintegrierte Upscaler über bessere Informationen verfügen können\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Warum Auto SR ein größeres Modell verwendet\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Der Preis ist die Latenz\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Warum die NPU die GPU-Leistung dennoch indirekt beeinflussen kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Die Grenzen geteilter Energiebudgets\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Warum Text- und HUD-Elemente schlechter aussehen können\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Warum Filmkorn das Modell irritieren kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Der Auto-SR-Eignungstest\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Mit welchen Spielen funktioniert Auto SR?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Die aktuelle Hardware-Unterstützung wird erweitert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Die Eingangsauflösung ist wichtiger, als viele Nutzer erwarten\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Warum Auto SR für ältere Spiele besonders interessant ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Aber spielintegriertes SR wird weiterhin bevorzugt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Auto SR ist keine Frame Generation\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Die Trennung von Auflösung, Frame und Latenz\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Warum Screenshots nicht ausreichen, um Auto SR zu beurteilen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Was könnte diese Einschätzung ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-92\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-96\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-101\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-103\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-105\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Zuerst: Welches Problem versucht Auto SR zu lösen?\u003C\u002Fh2>\n\u003Cp>Eine höhere Renderauflösung verbessert die Bilddetails, fordert der GPU jedoch mehr Leistung ab. Eine niedrigere Renderauflösung lässt sich leichter berechnen und kann die FPS erhöhen, lässt das Bild jedoch weicher wirken.\u003C\u002Fp>\n\u003Cp>Super Resolution versucht, den geringeren Rechenaufwand der niedrigen Auflösung beizubehalten und gleichzeitig ein Bild zu rekonstruieren, das einer höheren Auflösung sehr nahe kommt.\u003C\u002Fp>\n\u003Cp>Auto SR tut dies auf Betriebssystemebene, anstatt vorauszusetzen, dass jedes ältere Spiel einen modernen Upscaler implementiert.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Die Auto SR-Pipeline einfach erklärt\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Was passiert, wenn Auto SR aktiv ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Das Spiel rendert in einer niedrigeren Auflösung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die GPU muss weniger Pixel schattieren, wodurch die grundlegende Renderlast sinken kann.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Windows empfängt den Frame mit niedrigerer Auflösung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR ist in die Windows-Grafik- und Display-Pipeline integriert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Die NPU führt das Auto SR-Modell aus\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ein neuronales Netzwerk rekonstruiert eine höher aufgelöste Version des Frames.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Das rekonstruierte Bild wird dargestellt\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das Display empfängt eine höher aufgelöste Ausgabe, obwohl das Spiel weniger Pixel gerendert hat.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Die GPU kann weiter rendern\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Da der Upscaler auf der NPU läuft, kann sich die GPU voll darauf konzentrieren, den nächsten Spiel-Frame zu erzeugen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das Denkmodell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>GPU = rendert das Spiel.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = rekonstruiert das Bild.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = koordiniert den Prozess.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = zeigt das höher aufgelöste Ergebnis.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Warum die NPU anstelle der GPU nutzen?\u003C\u002Fh2>\n\u003Cp>In Spiele integrierte Super-Resolution-Technologien führen einen Teil ihrer Rekonstruktionsberechnungen üblicherweise auf der GPU aus.\u003C\u002Fp>\n\u003Cp>Das ist effizient, weil sie direkten Zugriff auf detaillierte Engine-Daten haben, verbraucht aber dennoch einen Teil des Frametime-Budgets der GPU für den Upscaler.\u003C\u002Fp>\n\u003Cp>Auto SR schlägt einen anderen Weg ein. Microsoft führt ein größeres neuronales Modell auf der NPU aus, damit die GPU mehr Zeit für das Rendern des Spiels zur Verfügung hat.\u003C\u002Fp>\n\u003Cp>In Microsofts Erklärung zum ROG Xbox Ally X wird beschrieben, dass das NPU-Modell parallel zum GPU-Rendering läuft. Dadurch erhält das Modell in etwa einen zusätzlichen Frame Zeit, anstatt die GPU zu zwingen, das Upscaling innerhalb desselben Renderbudgets abzuschließen.\u003C\u002Fp>\n\u003Ch2 id=\"section-17\">Die GPU–NPU-Arbeitsteilung\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wer macht was?\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">NPU\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Spiel-Rendering\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Auto SR-Rekonstruktion\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Beabsichtigter Nutzen\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Kosten\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-19\">Auto SR ist nicht DLSS, FSR oder XeSS\u003C\u002Fh2>\n\u003Cp>Die Technologien verfolgen zwar alle das Ziel, ein Bild mit höherer Auflösung zu rekonstruieren, ihre Informationsgrundlage und Integrationsgrenzen unterscheiden sich jedoch.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR vs. spielintegrierte Super Resolution\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Windows Auto SR\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Spielintegration im Stil von DLSS \u002F FSR \u002F XeSS\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Integration\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Verfügbare Informationen\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">KI-Ausführung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Spielabdeckung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Microsoft-Empfehlung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Upscaler nicht blind kombinieren\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Microsoft empfiehlt, die im Spiel integrierte Super-Resolution-Technologie zu nutzen, sofern sie verfügbar ist. Die Aktivierung von Auto SR zusätzlich zu einem anderen Upscaler kann Bildqualität und Leistung auf unvorhersehbare Weise verändern.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Intel XeSS 3 ist mehr als Upscaling: Multi Frame Generation und Xe Low Latency erklärt\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Ein separater Blick auf die spielintegrierte XeSS-Rekonstruktion, generierte Frames und Low-Latency-Technologie.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Den XeSS 3-Leitfaden lesen →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">AMD FSR Redstone ist nicht nur FSR 4: Upscaling, Frame Generation, Ray Regeneration und Radiance Caching erklärt\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Warum AMD Upscaling, Frame Generation, Ray Reconstruction und neuronale Beleuchtung nun in unterschiedliche Technologien aufteilt.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Den FSR Redstone-Leitfaden lesen →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Warum spielintegrierte Upscaler über bessere Informationen verfügen können\u003C\u002Fh2>\n\u003Cp>Ein Upscaler innerhalb des Spiels kann Daten empfangen, die Windows nicht automatisch vorliegen, nachdem das Spiel sein Bild bereits gerendert hat.\u003C\u002Fp>\n\u003Cp>Dazu können Bewegungsvektoren, Jitter-Informationen, Tiefe und der interne Renderverlauf gehören.\u003C\u002Fp>\n\u003Cp>Microsoft beschreibt Auto SR ausdrücklich so, dass es das Problem löst, ohne diese zusätzlichen, vom Spiel bereitgestellten Informationen zu benötigen. Der Kompromiss besteht darin, dass das Windows-Modell mehr aus dem Bild selbst ableiten muss.\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Warum Auto SR ein größeres Modell verwendet\u003C\u002Fh2>\n\u003Cp>Wenn ein Upscaler über weniger Engine-Informationen verfügt, muss das Modell selbst mehr Rekonstruktionsarbeit leisten.\u003C\u002Fp>\n\u003Cp>Das Design von Microsoft nutzt die NPU, um ein größeres Modell praxistauglich zu machen, ohne die gesamte Inferenzlast auf die GPU zu verlagern.\u003C\u002Fp>\n\u003Cp>Dies ist einer der wesentlichen architektonischen Unterschiede zwischen Auto SR und einem in die Engine integrierten GPU-Upscaler.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Der Preis ist die Latenz\u003C\u002Fh2>\n\u003Cp>Die parallele Ausführung des Auto-SR-Modells verschafft ihm zwar mehr Zeit, doch das rekonstruierte Bild bleibt nicht ohne zeitliche Konsequenzen.\u003C\u002Fp>\n\u003Cp>Microsoft hat für Auto SR eine durchschnittliche zusätzliche Latenz von etwa einem Frame dokumentiert.\u003C\u002Fp>\n\u003Cp>Das bedeutet, dass Auto SR zwar die visuelle Flüssigkeit oder Bildqualität steigern kann, gleichzeitig jedoch eine gewisse Eingabe-zu-Anzeige-Verzögerung hinzufügt.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">FPS und Latenz sind unterschiedliche Metriken\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Eine höhere Bildrate beweist keine geringere Latenz. Auto SR kann den Kompromiss zwischen Rendering und Bildausgabe verbessern, fügt jedoch dennoch eine Rekonstruktionslatenz von etwa einem Frame hinzu.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-38\">Warum die NPU die GPU-Leistung dennoch indirekt beeinflussen kann\u003C\u002Fh2>\n\u003Cp>Separate Hardware bedeutet nicht unbegrenzte, unabhängige Leistung.\u003C\u002Fp>\n\u003Cp>Auf mobilen und integrierten Systemen teilen sich CPU, GPU und NPU häufig ein gemeinsames Energie- und Wärmebudget des Geräts.\u003C\u002Fp>\n\u003Cp>Microsoft weist darauf hin, dass NPU-Aktivität die für CPU und GPU verfügbare Leistung beanspruchen kann. In manchen Fällen kann Auto SR daher zu einem leichten Rückgang der Bildrate führen, obwohl die GPU weniger Pixel rendert.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Die Grenzen geteilter Energiebudgets\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Warum weniger GPU-Arbeit keine höheren FPS garantiert\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Potenzieller Gewinn\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Mögliche Grenze\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Geringere Eingangsauflösung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">NPU-Rekonstruktion\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Arbeitsspeicher\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Thermisches Budget\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Warum Text- und HUD-Elemente schlechter aussehen können\u003C\u002Fh2>\n\u003Cp>Auto SR empfängt das bereits zusammengesetzte Spielbild, was bedeutet, dass Text- und HUD-Elemente möglicherweise bereits Teil des niedriger aufgelösten Frames sind.\u003C\u002Fp>\n\u003Cp>Wenn diese Elemente zusammen mit der 3D-Szene rekonstruiert werden, können feine Schriften, Symbole und dünne Linien der Benutzeroberfläche unschärfer oder unruhiger wirken.\u003C\u002Fp>\n\u003Cp>Die Support-Dokumentation von Microsoft warnt ausdrücklich davor, dass Text und feine UI-Details in einigen Spielen möglicherweise nicht optimal dargestellt werden.\u003C\u002Fp>\n\u003Cp>Ein tief in das Spiel integrierter Upscaler kann dies mitunter vermeiden, indem er die 3D-Szene rekonstruiert, bevor die finale Benutzeroberfläche darübergelegt wird.\u003C\u002Fp>\n\u003Ch2 id=\"section-49\">Warum Filmkorn das Modell irritieren kann\u003C\u002Fh2>\n\u003Cp>Post-Processing-Effekte wie Filmkorn fügen dem Bild bewusst hochfrequentes visuelles Rauschen hinzu.\u003C\u002Fp>\n\u003Cp>Das Auto-SR-Modell kann dieses Rauschen als Bilddetail interpretieren und Rekonstruktionsaufwand darauf verwenden, es beizubehalten oder zu verstärken.\u003C\u002Fp>\n\u003Cp>Microsoft empfiehlt daher, Filmkorn zu deaktivieren, wenn dies zu einem saubereren Ergebnis führt.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Der Auto-SR-Eignungstest\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wann Auto SR am wahrscheinlichsten von Vorteil ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Prüfen, ob das Spiel GPU-limitiert ist\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR hilft am meisten, wenn das Verringern der Renderauflösung tatsächlich den primären Engpass reduziert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Auf integrierte Super-Resolution-Verfahren prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wenn das Spiel bereits über eine gute Implementierung von DLSS, FSR oder XeSS verfügt, sollte diese zuerst getestet werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Eine unterstützte Eingangsauflösung nutzen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR ist auf bestimmte, niedrigere Auflösungsbereiche trainiert und abgestimmt, die je nach Gerät variieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Text- und HUD-Qualität überprüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Feine UI-Elemente können die Grenzen einer Post-Render-Rekonstruktion auf Betriebssystemebene aufzeigen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Störende Post-Processing-Effekte deaktivieren\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Filmkorn und ähnliche Effekte können die Qualität der Rekonstruktion beeinträchtigen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. FPS und Latenz getrennt messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Man sollte nicht davon ausgehen, dass eine höhere FPS-Anzeige automatisch eine bessere Reaktionsfähigkeit des Spiels bedeutet.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Das Energieverhalten vergleichen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Bei mobiler Hardware kann die NPU-Aktivität die gemeinsame Leistungsverteilung zwischen CPU, GPU und NPU verändern.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">Mit welchen Spielen funktioniert Auto SR?\u003C\u002Fh2>\n\u003Cp>Die aktuelle Support-Dokumentation von Microsoft setzt DirectX 10 oder neuer sowie einen unterstützten x64-, x64-emulierten oder Arm64-Spielpfad voraus.\u003C\u002Fp>\n\u003Cp>DirectX 9, Vulkan und OpenGL werden derzeit nicht unterstützt, und Microsoft führt auch reine x86-Spiele sowie bestimmte 10-Bit-Formate als nicht unterstützt auf.\u003C\u002Fp>\n\u003Cp>Dies ist ein weiterer wichtiger Unterschied zu herstellerspezifischen Treiber-Skalierern: Auto SR ist kein universeller Filter, der einfach auf jede gerenderte Anwendung angewendet werden kann.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Die aktuelle Hardware-Unterstützung wird erweitert\u003C\u002Fh2>\n\u003Cp>Auto SR begann auf ausgewählten Snapdragon-basierten Copilot+-PCs und wurde seitdem ausgeweitet.\u003C\u002Fp>\n\u003Cp>Im September 2026 kündigte Microsoft die Auto-SR-Unterstützung für Copilot+-PCs mit Intel Core Ultra Series 3 an.\u003C\u002Fp>\n\u003Cp>Die aktuelle Support-Seite von Microsoft dokumentiert außerdem den Preview-Pfad für das ROG Xbox Ally X sowie plattformspezifische Auto-SR-Pakete für Snapdragon-, AMD Ryzen- und Intel Core Ultra Series 3-Systeme.\u003C\u002Fp>\n\u003Cp>Die genaue Geräteliste, die Treiberanforderungen und die Auflösungsbereiche entwickeln sich noch weiter, weshalb die Kompatibilität anhand der aktuellen Support-Seite von Microsoft überprüft und nicht einfach durch das Vorhandensein einer NPU vorausgesetzt werden sollte.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Die Eingangsauflösung ist wichtiger, als viele Nutzer erwarten\u003C\u002Fh2>\n\u003Cp>Auto SR ist nicht einfach ein generischer Schalter nach dem Motto „skaliere jede Auflösung auf irgendetwas“.\u003C\u002Fp>\n\u003Cp>Das Modell ist auf bestimmte Eingangsauflösungsbereiche trainiert und abgestimmt.\u003C\u002Fp>\n\u003Cp>Microsoft empfiehlt derzeit etwa 800p für Snapdragon-basierte Copilot+-PCs, unterstützt etwa 800p bis 1080p als Eingang auf Systemen mit Intel Core Ultra Series 3 und nutzt ein 720p-Zieleingangssignal für den Preview-Pfad des ROG Xbox Ally X.\u003C\u002Fp>\n\u003Cp>Die genau unterstützten Modi werden über Windows und die Game Bar angezeigt, sodass Nutzer nicht raten müssen.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Warum Auto SR für ältere Spiele besonders interessant ist\u003C\u002Fh2>\n\u003Cp>Ein vor Jahren veröffentlichtes Spiel wird niemals DLSS, FSR oder XeSS erhalten, es sei denn, der Entwickler patcht es oder eine Modifikation von Drittanbietern verändert den Renderer.\u003C\u002Fp>\n\u003Cp>Auto SR kann ausgewählte bestehende Titel von außerhalb des Spiels verbessern, da das Betriebssystem die Kontrolle über die Rekonstruktionsphase hat.\u003C\u002Fp>\n\u003Cp>Das ist sein größter architektonischer Vorteil: Die Abdeckung hängt nicht vollständig von der Entwicklungs-Roadmap des ursprünglichen Spiels ab.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Aber spielintegriertes SR wird weiterhin bevorzugt\u003C\u002Fh2>\n\u003Cp>Microsoft weist ausdrücklich darauf hin, dass spielintegrierte Super Resolution die bevorzugte Wahl bleibt, wenn ein Studio sie unterstützt.\u003C\u002Fp>\n\u003Cp>Das ist technisch absolut sinnvoll. Eine im Spiel integrierte Lösung hat besseren Zugriff auf die Rendering-Pipeline und kann das Bild rekonstruieren, bevor bestimmte finale Effekte und Benutzeroberflächenelemente angewendet werden.\u003C\u002Fp>\n\u003Cp>Auto SR ist vor allem dann wertvoll, wenn diese Integration fehlt, wenn es sich um ein älteres Spiel handelt oder wenn die Hardware-Balance eine NPU-Rekonstruktion sinnvoll macht.\u003C\u002Fp>\n\u003Ch2 id=\"section-77\">Auto SR ist keine Frame Generation\u003C\u002Fh2>\n\u003Cp>Ein weiteres häufiges Missverständnis besteht darin, jedes KI-Grafikfeature als Frame Generation zu betrachten.\u003C\u002Fp>\n\u003Cp>Auto SR erzeugt keine zusätzlichen Zwischenbilder zwischen gerenderten Frames. Es rekonstruiert die Auflösung jedes bereits vorhandenen Frames.\u003C\u002Fp>\n\u003Cp>Frame Generation ändert, wie viele Frames das Display erreichen. Auto SR ändert die Auflösung und Detailgenauigkeit von Frames, die bereits existieren.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">DLSS 4.5 6X: Warum 300 FPS nicht bedeuten, dass das Spiel 300 Frames rendert\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Eine separate Erklärung zu generierten Frames, gerenderten Frames und warum der finale FPS-Zähler unterschiedliche Dinge bedeuten kann.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leitfaden zu generierten FPS lesen →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-82\">Die Trennung von Auflösung, Frame und Latenz\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Drei Grafikverbesserungen, die nicht verwechselt werden sollten\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was sich ändert\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Beispieltechnologie\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Primäre Metrik\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Super Resolution\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Low-Latency-Technologie\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Warum Screenshots nicht ausreichen, um Auto SR zu beurteilen\u003C\u002Fh2>\n\u003Cp>Die Qualität von Super Resolution ist temporal.\u003C\u002Fp>\n\u003Cp>Ein Standbild kann scharf wirken, während Bewegung instabile Kanten, Flimmern, eine weichgezeichnete Benutzeroberfläche, Rekonstruktionsfehler oder Ghosting-Artefakte offenbart.\u003C\u002Fp>\n\u003Cp>Ein aussagekräftiger Auto-SR-Test sollte daher Kamerabewegungen, Vegetation, feine Geometrien, Partikel, Text, HUD-Elemente und wiederkehrende Bewegungen analysieren, anstatt lediglich einzelne Screenshots zu vergleichen.\u003C\u002Fp>\n\u003Ch2 id=\"section-88\">Was könnte diese Einschätzung ändern?\u003C\u002Fh2>\n\u003Cp>Auto SR wird aktiv weiterentwickelt. Microsoft bindet weitere Prozessorfamilien ein, passt die unterstützten Auflösungsbereiche an und untersucht Szenarien mit höheren Bildwiederholraten.\u003C\u002Fp>\n\u003Cp>Die Intel-Erweiterung vom September 2026 zeigt bereits, dass die Technologie nicht mehr an das ursprüngliche Snapdragon-exklusive Startmodell gebunden ist.\u003C\u002Fp>\n\u003Cp>Zukünftige Versionen könnten GPU\u002FNPU-Kombinationen, HDR-Unterstützung, Bildwiederholraten-Ziele, Laufzeitkompatibilität und die Art und Weise, wie die Benutzeroberfläche verarbeitet wird, erweitern.\u003C\u002Fp>\n\u003Ch2 id=\"section-92\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel beschreibt Microsofts dokumentierte Auto-SR-Architektur und den aktuellen Support-Stand von September 2026.\u003C\u002Fp>\n\u003Cp>Microsofts FPS- und Bildqualitätsbeispiele sind Herstellermessungen von spezifischer Hardware, Spielen und Einstellungen. Sie sind nützlich, um die Technologie zu verstehen, sollten jedoch nicht als universelle Leistungsgarantien betrachtet werden.\u003C\u002Fp>\n\u003Cp>Das Verhalten von Auto SR variiert je nach Spielauflösung, Anzeigemodus, Post-Processing, UI-Komposition, Leistungsprofil und der hardwarespezifischen NPU-Implementierung.\u003C\u002Fp>\n\u003Ch2 id=\"section-96\">Fazit\u003C\u002Fh2>\n\u003Cp>Auto SR ist nicht Microsofts Methode, DLSS in jedes Spiel zu bringen.\u003C\u002Fp>\n\u003Cp>Es handelt sich um eine andere Architektur: Das Spiel rendert weniger Pixel, Windows fängt das Ergebnis ab, die NPU führt ein größeres KI-Rekonstruktionsmodell aus und das höher aufgelöste Bild wird in die Display-Pipeline eingespeist, ohne dass eine tiefe Integration in den Renderer des Spiels erforderlich ist.\u003C\u002Fp>\n\u003Cp>Dadurch erhält Windows die Möglichkeit, unterstützte bestehende Spiele aufzuwerten, die nie für moderne Super Resolution entwickelt wurden.\u003C\u002Fp>\n\u003Cp>Die Kompromisse bleiben real: etwa ein Frame zusätzliche Latenz, mögliche Unschärfe bei der Benutzeroberfläche, gerätespezifische Auflösungsgrenzen und geteilte Leistungsbeschränkungen. Der Wert liegt nicht darin, dass Auto SR integrierte Upscaler ersetzt. Es schließt die große Lücke dort, wo keine vorhanden sind.\u003C\u002Fp>\n\u003Ch2 id=\"section-101\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR einfach erklärt\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist Windows Auto SR?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ein KI-basiertes Super-Resolution-System auf Betriebssystemebene, das es unterstützten Spielen ermöglicht, mit niedrigerer Auflösung zu rendern, und die NPU nutzt, um ein Bild mit höherer Auflösung zu rekonstruieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist Auto SR dasselbe wie DLSS, FSR oder XeSS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Diese sind normalerweise in den Spiel-Renderer integriert. Auto SR ist in Windows integriert und kann ohne eine spielspezifische SR-Implementierung funktionieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Nutzt Auto SR die GPU für das KI-Upscaling?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Das KI-Rekonstruktionsmodell läuft auf der NPU, während die GPU weiterhin das Spiel rendert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Erhöht Auto SR die Latenz?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ja. Microsoft dokumentiert im Durchschnitt etwa einen zusätzlichen Frame Latenz im Rahmen des NPU-basierten Rekonstruktionsansatzes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Sollte ich Auto SR verwenden, wenn ein Spiel bereits DLSS, FSR oder XeSS bietet?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Microsoft empfiehlt die integrierte Super-Resolution-Option des Spiels, sofern sie verfügbar ist und gut funktioniert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Handelt es sich bei Auto SR um Frame Generation?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Es rekonstruiert eine höher aufgelöste Version jedes Frames; es werden keine zusätzlichen Zwischenbilder eingefügt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq7\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Funktioniert Auto SR mit Vulkan- oder OpenGL-Spielen?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Derzeit nicht. Microsofts Support-Seite führt DirectX 10 oder neuer als unterstützt auf; Vulkan, OpenGL und DirectX 9 werden nicht unterstützt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-103\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige Auto-SR-Begriffe\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"auto-sr\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Automatic Super Resolution, Microsofts in Windows integrierte KI-Upscaling-Technologie für unterstützte Spiele.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"npu\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Neural Processing Unit, spezialisierte Hardware zur effizienten Ausführung von KI- und Matrix-Workloads.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"game-integrated-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Spielintegrierte Super Resolution\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Upscaler, der direkt in den Renderer eines Spiels integriert ist und Zugriff auf interne Engine-Daten hat.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"input-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Eingangsauflösung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die niedrigere Auflösung, mit der das Spiel rendert, bevor Auto SR das Bild rekonstruiert.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"output-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Ausgangsauflösung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die höhere effektive Auflösung, die nach der Rekonstruktion angezeigt wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-npu-work-split\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU-NPU-Arbeitsteilung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Modell von Figure Rocks, das die Spiel-Rendering-Arbeit der GPU von der Auto-SR-Rekonstruktionsarbeit der NPU trennt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shared-power-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Gemeinsame Leistungsgrenze\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Modell von Figure Rocks, das beschreibt, wie CPU-, GPU- und NPU-Workloads innerhalb des Leistungs- und thermischen Budgets eines einzelnen Geräts konkurrieren können.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"auto-sr-suitability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto-SR-Eignungstest\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Workflow von Figure Rocks zur Entscheidung, wann Windows Auto SR voraussichtlich ein bestimmtes Spiel und Gerät verbessern wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-105\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR kommt für Intel Core Ultra Series 3 Prozessoren\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Update vom September 2026 zur Intel-Erweiterung, NPU-Ausführung, unterstützten Eingangsauflösungen, Hinweisen zu UI\u002FPost-Processing, Auswirkungen von Leistungsprofilen und Microsofts Empfehlung, spielintegriertes SR zu bevorzugen, wenn verfügbar.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft Support — Automatic Super Resolution\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Dokumentation zu den aktuellen Anforderungen und der Konfiguration für Windows Auto SR.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Automatic Super Resolution\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Architekturerklärung zur Betriebssystemintegration, dem NPU-Modell, der spielunabhängigen Rekonstruktion und dem dokumentierten Kompromiss von einem Frame Latenz.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR auf ROG Xbox Ally X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Erklärung von 2026 zu NPU\u002FGPU-Parallelität, Handheld-Einschränkungen und warum integrierte Super Resolution weiterhin der bevorzugte Weg bleibt, wenn verfügbar.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1328},1790407085167,[540,546,554,561,568,574,579,584,589,594,617,624,629,634,639,644,649,654,685,690,695,728,735,744,752,757,762,767,772,777,782,787,792,797,802,807,812,818,823,828,833,838,843,871,876,881,886,891,896,901,906,911,916,921,948,953,958,963,968,973,978,983,988,993,998,1003,1008,1013,1018,1023,1028,1033,1038,1043,1048,1053,1058,1063,1068,1073,1078,1086,1091,1119,1124,1129,1134,1139,1144,1149,1154,1159,1164,1169,1174,1179,1184,1189,1194,1199,1204,1209,1244,1249,1286,1291,1301,1310,1319],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"Windows Auto SR wird leicht mit DLSS, FSR oder XeSS verwechselt, da sie alle ein Rendering mit geringerer Auflösung in ein höher aufgelöstes Bild verwandeln können. Der entscheidende Unterschied liegt darin, wo die Technologie ansetzt. Auto SR ist direkt in Windows integriert, führt sein KI-Modell auf der NPU aus und kann unterstützte Spiele verbessern, ohne dass der Entwickler ein Super-Resolution-SDK in das Spiel einbinden muss.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"f0e8e3eeaf",{"body":549,"title":550,"variant":551},"\u003Cstrong>Auto SR ist KI-Upscaling auf Windows-Ebene.\u003C\u002Fstrong> Das Spiel rendert mit einer niedrigeren Auflösung, Windows erfasst diese Ausgabe, ein KI-Modell auf der NPU rekonstruiert ein höher aufgelöstes Bild und das Ergebnis wird an das Display gesendet. Das Spiel selbst muss nicht wissen, wie das KI-Modell funktioniert.","Direkte Antwort","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"0bef4d072d",{"body":557,"title":558,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normalerweise in die Spiel-Engine integriert.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> in Windows und die Display-Pipeline integriert.","Der einfachste Unterschied","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Inhalt",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"ad0d4ac26b",{"text":571,"level":47},"Zuerst: Welches Problem versucht Auto SR zu lösen?","header",{},{"id":575,"data":576,"type":544,"tunes":578},"37b5f93864",{"text":577},"Eine höhere Renderauflösung verbessert die Bilddetails, fordert der GPU jedoch mehr Leistung ab. Eine niedrigere Renderauflösung lässt sich leichter berechnen und kann die FPS erhöhen, lässt das Bild jedoch weicher wirken.",{},{"id":580,"data":581,"type":544,"tunes":583},"7e0b0b30fb",{"text":582},"Super Resolution versucht, den geringeren Rechenaufwand der niedrigen Auflösung beizubehalten und gleichzeitig ein Bild zu rekonstruieren, das einer höheren Auflösung sehr nahe kommt.",{},{"id":585,"data":586,"type":544,"tunes":588},"bb603f67fd",{"text":587},"Auto SR tut dies auf Betriebssystemebene, anstatt vorauszusetzen, dass jedes ältere Spiel einen modernen Upscaler implementiert.",{},{"id":590,"data":591,"type":572,"tunes":593},"9ce7e91c28",{"text":592,"level":47},"Die Auto SR-Pipeline einfach erklärt",{},{"id":595,"data":596,"type":615,"tunes":616},"6cbee50199",{"steps":597,"title":613,"orientation":614},[598,601,604,607,610],{"label":599,"description":600},"1. Das Spiel rendert in einer niedrigeren Auflösung","Die GPU muss weniger Pixel schattieren, wodurch die grundlegende Renderlast sinken kann.",{"label":602,"description":603},"2. Windows empfängt den Frame mit niedrigerer Auflösung","Auto SR ist in die Windows-Grafik- und Display-Pipeline integriert.",{"label":605,"description":606},"3. Die NPU führt das Auto SR-Modell aus","Ein neuronales Netzwerk rekonstruiert eine höher aufgelöste Version des Frames.",{"label":608,"description":609},"4. Das rekonstruierte Bild wird dargestellt","Das Display empfängt eine höher aufgelöste Ausgabe, obwohl das Spiel weniger Pixel gerendert hat.",{"label":611,"description":612},"5. Die GPU kann weiter rendern","Da der Upscaler auf der NPU läuft, kann sich die GPU voll darauf konzentrieren, den nächsten Spiel-Frame zu erzeugen.","Was passiert, wenn Auto SR aktiv ist","auto","processFlow",{},{"id":618,"data":619,"type":552,"tunes":623},"ba677ce51a",{"body":620,"title":621,"variant":622},"\u003Cstrong>GPU = rendert das Spiel.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = rekonstruiert das Bild.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = koordiniert den Prozess.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = zeigt das höher aufgelöste Ergebnis.\u003C\u002Fstrong>","Das Denkmodell","success",{},{"id":625,"data":626,"type":572,"tunes":628},"85ac4379a7",{"text":627,"level":47},"Warum die NPU anstelle der GPU nutzen?",{},{"id":630,"data":631,"type":544,"tunes":633},"4b5bc56dda",{"text":632},"In Spiele integrierte Super-Resolution-Technologien führen einen Teil ihrer Rekonstruktionsberechnungen üblicherweise auf der GPU aus.",{},{"id":635,"data":636,"type":544,"tunes":638},"7f18ef91b3",{"text":637},"Das ist effizient, weil sie direkten Zugriff auf detaillierte Engine-Daten haben, verbraucht aber dennoch einen Teil des Frametime-Budgets der GPU für den Upscaler.",{},{"id":640,"data":641,"type":544,"tunes":643},"b797ff9780",{"text":642},"Auto SR schlägt einen anderen Weg ein. Microsoft führt ein größeres neuronales Modell auf der NPU aus, damit die GPU mehr Zeit für das Rendern des Spiels zur Verfügung hat.",{},{"id":645,"data":646,"type":544,"tunes":648},"c84f5eccba",{"text":647},"In Microsofts Erklärung zum ROG Xbox Ally X wird beschrieben, dass das NPU-Modell parallel zum GPU-Rendering läuft. Dadurch erhält das Modell in etwa einen zusätzlichen Frame Zeit, anstatt die GPU zu zwingen, das Upscaling innerhalb desselben Renderbudgets abzuschließen.",{},{"id":650,"data":651,"type":572,"tunes":653},"1483104be8",{"text":652,"level":47},"Die GPU–NPU-Arbeitsteilung",{},{"id":655,"data":656,"type":683,"tunes":684},"963a590531",{"rows":657,"title":674,"layout":675,"columns":676},[658,662,666,670],{"id":659,"label":660,"values":661},"render","Spiel-Rendering",[13,13],{"id":663,"label":664,"values":665},"upscale","Auto SR-Rekonstruktion",[13,13],{"id":667,"label":668,"values":669},"benefit","Beabsichtigter Nutzen",[13,13],{"id":671,"label":672,"values":673},"cost","Kosten",[13,13],"Wer macht was?","table",[677,680],{"id":678,"label":679},"gpu","GPU",{"id":681,"label":682},"npu","NPU","comparison",{},{"id":686,"data":687,"type":572,"tunes":689},"ad87d167f7",{"text":688,"level":47},"Auto SR ist nicht DLSS, FSR oder XeSS",{},{"id":691,"data":692,"type":544,"tunes":694},"48c4d79694",{"text":693},"Die Technologien verfolgen zwar alle das Ziel, ein Bild mit höherer Auflösung zu rekonstruieren, ihre Informationsgrundlage und Integrationsgrenzen unterscheiden sich jedoch.",{},{"id":696,"data":697,"type":683,"tunes":727},"b0d2c82690",{"rows":698,"title":719,"layout":675,"columns":720},[699,703,707,711,715],{"id":700,"label":701,"values":702},"integration","Integration",[13,13],{"id":704,"label":705,"values":706},"information","Verfügbare Informationen",[13,13],{"id":708,"label":709,"values":710},"hardware","KI-Ausführung",[13,13],{"id":712,"label":713,"values":714},"games","Spielabdeckung",[13,13],{"id":716,"label":717,"values":718},"preference","Microsoft-Empfehlung",[13,13],"Windows Auto SR vs. spielintegrierte Super Resolution",[721,724],{"id":722,"label":723},"autosr","Windows Auto SR",{"id":725,"label":726},"integrated","Spielintegration im Stil von DLSS \u002F FSR \u002F XeSS",{},{"id":729,"data":730,"type":552,"tunes":734},"6900302b02",{"body":731,"title":732,"variant":733},"Microsoft empfiehlt, die im Spiel integrierte Super-Resolution-Technologie zu nutzen, sofern sie verfügbar ist. Die Aktivierung von Auto SR zusätzlich zu einem anderen Upscaler kann Bildqualität und Leistung auf unvorhersehbare Weise verändern.","Upscaler nicht blind kombinieren","warning",{},{"id":736,"data":737,"type":742,"tunes":743},"1ad1ec1f90",{"url":738,"title":739,"excerpt":740,"ctaLabel":741},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 ist mehr als Upscaling: Multi Frame Generation und Xe Low Latency erklärt","Ein separater Blick auf die spielintegrierte XeSS-Rekonstruktion, generierte Frames und Low-Latency-Technologie.","Den XeSS 3-Leitfaden lesen","referralArticle",{},{"id":745,"data":746,"type":742,"tunes":751},"10104644c3",{"url":747,"title":748,"excerpt":749,"ctaLabel":750},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone ist nicht nur FSR 4: Upscaling, Frame Generation, Ray Regeneration und Radiance Caching erklärt","Warum AMD Upscaling, Frame Generation, Ray Reconstruction und neuronale Beleuchtung nun in unterschiedliche Technologien aufteilt.","Den FSR Redstone-Leitfaden lesen",{},{"id":753,"data":754,"type":572,"tunes":756},"d662b057f7",{"text":755,"level":47},"Warum spielintegrierte Upscaler über bessere Informationen verfügen können",{},{"id":758,"data":759,"type":544,"tunes":761},"b04e7aab57",{"text":760},"Ein Upscaler innerhalb des Spiels kann Daten empfangen, die Windows nicht automatisch vorliegen, nachdem das Spiel sein Bild bereits gerendert hat.",{},{"id":763,"data":764,"type":544,"tunes":766},"f9579cc7d5",{"text":765},"Dazu können Bewegungsvektoren, Jitter-Informationen, Tiefe und der interne Renderverlauf gehören.",{},{"id":768,"data":769,"type":544,"tunes":771},"2c00b6940e",{"text":770},"Microsoft beschreibt Auto SR ausdrücklich so, dass es das Problem löst, ohne diese zusätzlichen, vom Spiel bereitgestellten Informationen zu benötigen. Der Kompromiss besteht darin, dass das Windows-Modell mehr aus dem Bild selbst ableiten muss.",{},{"id":773,"data":774,"type":572,"tunes":776},"3566f9d539",{"text":775,"level":47},"Warum Auto SR ein größeres Modell verwendet",{},{"id":778,"data":779,"type":544,"tunes":781},"963431cd0a",{"text":780},"Wenn ein Upscaler über weniger Engine-Informationen verfügt, muss das Modell selbst mehr Rekonstruktionsarbeit leisten.",{},{"id":783,"data":784,"type":544,"tunes":786},"327edf4365",{"text":785},"Das Design von Microsoft nutzt die NPU, um ein größeres Modell praxistauglich zu machen, ohne die gesamte Inferenzlast auf die GPU zu verlagern.",{},{"id":788,"data":789,"type":544,"tunes":791},"69f5489bf5",{"text":790},"Dies ist einer der wesentlichen architektonischen Unterschiede zwischen Auto SR und einem in die Engine integrierten GPU-Upscaler.",{},{"id":793,"data":794,"type":572,"tunes":796},"b8595e84b4",{"text":795,"level":47},"Der Preis ist die Latenz",{},{"id":798,"data":799,"type":544,"tunes":801},"575449f6f0",{"text":800},"Die parallele Ausführung des Auto-SR-Modells verschafft ihm zwar mehr Zeit, doch das rekonstruierte Bild bleibt nicht ohne zeitliche Konsequenzen.",{},{"id":803,"data":804,"type":544,"tunes":806},"0bb987768f",{"text":805},"Microsoft hat für Auto SR eine durchschnittliche zusätzliche Latenz von etwa einem Frame dokumentiert.",{},{"id":808,"data":809,"type":544,"tunes":811},"e292c6d914",{"text":810},"Das bedeutet, dass Auto SR zwar die visuelle Flüssigkeit oder Bildqualität steigern kann, gleichzeitig jedoch eine gewisse Eingabe-zu-Anzeige-Verzögerung hinzufügt.",{},{"id":813,"data":814,"type":552,"tunes":817},"851c271be2",{"body":815,"title":816,"variant":559},"Eine höhere Bildrate beweist keine geringere Latenz. Auto SR kann den Kompromiss zwischen Rendering und Bildausgabe verbessern, fügt jedoch dennoch eine Rekonstruktionslatenz von etwa einem Frame hinzu.","FPS und Latenz sind unterschiedliche Metriken",{},{"id":819,"data":820,"type":572,"tunes":822},"fc6ad665a3",{"text":821,"level":47},"Warum die NPU die GPU-Leistung dennoch indirekt beeinflussen kann",{},{"id":824,"data":825,"type":544,"tunes":827},"c19d91b7b9",{"text":826},"Separate Hardware bedeutet nicht unbegrenzte, unabhängige Leistung.",{},{"id":829,"data":830,"type":544,"tunes":832},"5622c5e45f",{"text":831},"Auf mobilen und integrierten Systemen teilen sich CPU, GPU und NPU häufig ein gemeinsames Energie- und Wärmebudget des Geräts.",{},{"id":834,"data":835,"type":544,"tunes":837},"108d8fab76",{"text":836},"Microsoft weist darauf hin, dass NPU-Aktivität die für CPU und GPU verfügbare Leistung beanspruchen kann. In manchen Fällen kann Auto SR daher zu einem leichten Rückgang der Bildrate führen, obwohl die GPU weniger Pixel rendert.",{},{"id":839,"data":840,"type":572,"tunes":842},"fe09f46337",{"text":841,"level":47},"Die Grenzen geteilter Energiebudgets",{},{"id":844,"data":845,"type":683,"tunes":870},"dcf79f1799",{"rows":846,"title":862,"layout":675,"columns":863},[847,851,854,858],{"id":848,"label":849,"values":850},"pixels","Geringere Eingangsauflösung",[13,13],{"id":681,"label":852,"values":853},"NPU-Rekonstruktion",[13,13],{"id":855,"label":856,"values":857},"memory","Arbeitsspeicher",[13,13],{"id":859,"label":860,"values":861},"thermal","Thermisches Budget",[13,13],"Warum weniger GPU-Arbeit keine höheren FPS garantiert",[864,867],{"id":865,"label":866},"gain","Potenzieller Gewinn",{"id":868,"label":869},"limit","Mögliche Grenze",{},{"id":872,"data":873,"type":572,"tunes":875},"bb768dd81b",{"text":874,"level":47},"Warum Text- und HUD-Elemente schlechter aussehen können",{},{"id":877,"data":878,"type":544,"tunes":880},"8dabea36a7",{"text":879},"Auto SR empfängt das bereits zusammengesetzte Spielbild, was bedeutet, dass Text- und HUD-Elemente möglicherweise bereits Teil des niedriger aufgelösten Frames sind.",{},{"id":882,"data":883,"type":544,"tunes":885},"07569b72eb",{"text":884},"Wenn diese Elemente zusammen mit der 3D-Szene rekonstruiert werden, können feine Schriften, Symbole und dünne Linien der Benutzeroberfläche unschärfer oder unruhiger wirken.",{},{"id":887,"data":888,"type":544,"tunes":890},"e2a564b736",{"text":889},"Die Support-Dokumentation von Microsoft warnt ausdrücklich davor, dass Text und feine UI-Details in einigen Spielen möglicherweise nicht optimal dargestellt werden.",{},{"id":892,"data":893,"type":544,"tunes":895},"fa5c21da32",{"text":894},"Ein tief in das Spiel integrierter Upscaler kann dies mitunter vermeiden, indem er die 3D-Szene rekonstruiert, bevor die finale Benutzeroberfläche darübergelegt wird.",{},{"id":897,"data":898,"type":572,"tunes":900},"fc5c44a45a",{"text":899,"level":47},"Warum Filmkorn das Modell irritieren kann",{},{"id":902,"data":903,"type":544,"tunes":905},"abbb6b4251",{"text":904},"Post-Processing-Effekte wie Filmkorn fügen dem Bild bewusst hochfrequentes visuelles Rauschen hinzu.",{},{"id":907,"data":908,"type":544,"tunes":910},"0b4329a469",{"text":909},"Das Auto-SR-Modell kann dieses Rauschen als Bilddetail interpretieren und Rekonstruktionsaufwand darauf verwenden, es beizubehalten oder zu verstärken.",{},{"id":912,"data":913,"type":544,"tunes":915},"c3d70c1fe3",{"text":914},"Microsoft empfiehlt daher, Filmkorn zu deaktivieren, wenn dies zu einem saubereren Ergebnis führt.",{},{"id":917,"data":918,"type":572,"tunes":920},"839c0e3988",{"text":919,"level":47},"Der Auto-SR-Eignungstest",{},{"id":922,"data":923,"type":615,"tunes":947},"cba5dd109b",{"steps":924,"title":946,"orientation":614},[925,928,931,934,937,940,943],{"label":926,"description":927},"1. Prüfen, ob das Spiel GPU-limitiert ist","Auto SR hilft am meisten, wenn das Verringern der Renderauflösung tatsächlich den primären Engpass reduziert.",{"label":929,"description":930},"2. Auf integrierte Super-Resolution-Verfahren prüfen","Wenn das Spiel bereits über eine gute Implementierung von DLSS, FSR oder XeSS verfügt, sollte diese zuerst getestet werden.",{"label":932,"description":933},"3. Eine unterstützte Eingangsauflösung nutzen","Auto SR ist auf bestimmte, niedrigere Auflösungsbereiche trainiert und abgestimmt, die je nach Gerät variieren.",{"label":935,"description":936},"4. Text- und HUD-Qualität überprüfen","Feine UI-Elemente können die Grenzen einer Post-Render-Rekonstruktion auf Betriebssystemebene aufzeigen.",{"label":938,"description":939},"5. Störende Post-Processing-Effekte deaktivieren","Filmkorn und ähnliche Effekte können die Qualität der Rekonstruktion beeinträchtigen.",{"label":941,"description":942},"6. FPS und Latenz getrennt messen","Man sollte nicht davon ausgehen, dass eine höhere FPS-Anzeige automatisch eine bessere Reaktionsfähigkeit des Spiels bedeutet.",{"label":944,"description":945},"7. Das Energieverhalten vergleichen","Bei mobiler Hardware kann die NPU-Aktivität die gemeinsame Leistungsverteilung zwischen CPU, GPU und NPU verändern.","Wann Auto SR am wahrscheinlichsten von Vorteil ist",{},{"id":949,"data":950,"type":572,"tunes":952},"ad82f7172d",{"text":951,"level":47},"Mit welchen Spielen funktioniert Auto SR?",{},{"id":954,"data":955,"type":544,"tunes":957},"80a0fd1364",{"text":956},"Die aktuelle Support-Dokumentation von Microsoft setzt DirectX 10 oder neuer sowie einen unterstützten x64-, x64-emulierten oder Arm64-Spielpfad voraus.",{},{"id":959,"data":960,"type":544,"tunes":962},"95bb0fb154",{"text":961},"DirectX 9, Vulkan und OpenGL werden derzeit nicht unterstützt, und Microsoft führt auch reine x86-Spiele sowie bestimmte 10-Bit-Formate als nicht unterstützt auf.",{},{"id":964,"data":965,"type":544,"tunes":967},"facfd85d5e",{"text":966},"Dies ist ein weiterer wichtiger Unterschied zu herstellerspezifischen Treiber-Skalierern: Auto SR ist kein universeller Filter, der einfach auf jede gerenderte Anwendung angewendet werden kann.",{},{"id":969,"data":970,"type":572,"tunes":972},"ec88eaac9f",{"text":971,"level":47},"Die aktuelle Hardware-Unterstützung wird erweitert",{},{"id":974,"data":975,"type":544,"tunes":977},"e2e43ce998",{"text":976},"Auto SR begann auf ausgewählten Snapdragon-basierten Copilot+-PCs und wurde seitdem ausgeweitet.",{},{"id":979,"data":980,"type":544,"tunes":982},"7c82f021e1",{"text":981},"Im September 2026 kündigte Microsoft die Auto-SR-Unterstützung für Copilot+-PCs mit Intel Core Ultra Series 3 an.",{},{"id":984,"data":985,"type":544,"tunes":987},"9e9a02e41c",{"text":986},"Die aktuelle Support-Seite von Microsoft dokumentiert außerdem den Preview-Pfad für das ROG Xbox Ally X sowie plattformspezifische Auto-SR-Pakete für Snapdragon-, AMD Ryzen- und Intel Core Ultra Series 3-Systeme.",{},{"id":989,"data":990,"type":544,"tunes":992},"61927dbb25",{"text":991},"Die genaue Geräteliste, die Treiberanforderungen und die Auflösungsbereiche entwickeln sich noch weiter, weshalb die Kompatibilität anhand der aktuellen Support-Seite von Microsoft überprüft und nicht einfach durch das Vorhandensein einer NPU vorausgesetzt werden sollte.",{},{"id":994,"data":995,"type":572,"tunes":997},"e3496e5343",{"text":996,"level":47},"Die Eingangsauflösung ist wichtiger, als viele Nutzer erwarten",{},{"id":999,"data":1000,"type":544,"tunes":1002},"eff0af15b1",{"text":1001},"Auto SR ist nicht einfach ein generischer Schalter nach dem Motto „skaliere jede Auflösung auf irgendetwas“.",{},{"id":1004,"data":1005,"type":544,"tunes":1007},"5d1281c85a",{"text":1006},"Das Modell ist auf bestimmte Eingangsauflösungsbereiche trainiert und abgestimmt.",{},{"id":1009,"data":1010,"type":544,"tunes":1012},"ec59f270e1",{"text":1011},"Microsoft empfiehlt derzeit etwa 800p für Snapdragon-basierte Copilot+-PCs, unterstützt etwa 800p bis 1080p als Eingang auf Systemen mit Intel Core Ultra Series 3 und nutzt ein 720p-Zieleingangssignal für den Preview-Pfad des ROG Xbox Ally X.",{},{"id":1014,"data":1015,"type":544,"tunes":1017},"16326dc780",{"text":1016},"Die genau unterstützten Modi werden über Windows und die Game Bar angezeigt, sodass Nutzer nicht raten müssen.",{},{"id":1019,"data":1020,"type":572,"tunes":1022},"e4731ed915",{"text":1021,"level":47},"Warum Auto SR für ältere Spiele besonders interessant ist",{},{"id":1024,"data":1025,"type":544,"tunes":1027},"3220021f77",{"text":1026},"Ein vor Jahren veröffentlichtes Spiel wird niemals DLSS, FSR oder XeSS erhalten, es sei denn, der Entwickler patcht es oder eine Modifikation von Drittanbietern verändert den Renderer.",{},{"id":1029,"data":1030,"type":544,"tunes":1032},"190b983e1b",{"text":1031},"Auto SR kann ausgewählte bestehende Titel von außerhalb des Spiels verbessern, da das Betriebssystem die Kontrolle über die Rekonstruktionsphase hat.",{},{"id":1034,"data":1035,"type":544,"tunes":1037},"455252b075",{"text":1036},"Das ist sein größter architektonischer Vorteil: Die Abdeckung hängt nicht vollständig von der Entwicklungs-Roadmap des ursprünglichen Spiels ab.",{},{"id":1039,"data":1040,"type":572,"tunes":1042},"29dac09d8a",{"text":1041,"level":47},"Aber spielintegriertes SR wird weiterhin bevorzugt",{},{"id":1044,"data":1045,"type":544,"tunes":1047},"19f30b1ee5",{"text":1046},"Microsoft weist ausdrücklich darauf hin, dass spielintegrierte Super Resolution die bevorzugte Wahl bleibt, wenn ein Studio sie unterstützt.",{},{"id":1049,"data":1050,"type":544,"tunes":1052},"1f6e0b3156",{"text":1051},"Das ist technisch absolut sinnvoll. Eine im Spiel integrierte Lösung hat besseren Zugriff auf die Rendering-Pipeline und kann das Bild rekonstruieren, bevor bestimmte finale Effekte und Benutzeroberflächenelemente angewendet werden.",{},{"id":1054,"data":1055,"type":544,"tunes":1057},"44420ab625",{"text":1056},"Auto SR ist vor allem dann wertvoll, wenn diese Integration fehlt, wenn es sich um ein älteres Spiel handelt oder wenn die Hardware-Balance eine NPU-Rekonstruktion sinnvoll macht.",{},{"id":1059,"data":1060,"type":572,"tunes":1062},"e9d226f1a7",{"text":1061,"level":47},"Auto SR ist keine Frame Generation",{},{"id":1064,"data":1065,"type":544,"tunes":1067},"b00fa83ef5",{"text":1066},"Ein weiteres häufiges Missverständnis besteht darin, jedes KI-Grafikfeature als Frame Generation zu betrachten.",{},{"id":1069,"data":1070,"type":544,"tunes":1072},"99cc93d952",{"text":1071},"Auto SR erzeugt keine zusätzlichen Zwischenbilder zwischen gerenderten Frames. Es rekonstruiert die Auflösung jedes bereits vorhandenen Frames.",{},{"id":1074,"data":1075,"type":544,"tunes":1077},"2b6a865e73",{"text":1076},"Frame Generation ändert, wie viele Frames das Display erreichen. Auto SR ändert die Auflösung und Detailgenauigkeit von Frames, die bereits existieren.",{},{"id":1079,"data":1080,"type":742,"tunes":1085},"ded0f6ff1a",{"url":1081,"title":1082,"excerpt":1083,"ctaLabel":1084},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Warum 300 FPS nicht bedeuten, dass das Spiel 300 Frames rendert","Eine separate Erklärung zu generierten Frames, gerenderten Frames und warum der finale FPS-Zähler unterschiedliche Dinge bedeuten kann.","Leitfaden zu generierten FPS lesen",{},{"id":1087,"data":1088,"type":572,"tunes":1090},"3d57d70a2d",{"text":1089,"level":47},"Die Trennung von Auflösung, Frame und Latenz",{},{"id":1092,"data":1093,"type":683,"tunes":1118},"debd5d04b8",{"rows":1094,"title":1107,"layout":675,"columns":1108},[1095,1099,1103],{"id":1096,"label":1097,"values":1098},"resolution","Super Resolution",[13,13,13],{"id":1100,"label":1101,"values":1102},"frames","Frame Generation",[13,13,13],{"id":1104,"label":1105,"values":1106},"latency","Low-Latency-Technologie",[13,13,13],"Drei Grafikverbesserungen, die nicht verwechselt werden sollten",[1109,1112,1115],{"id":1110,"label":1111},"changes","Was sich ändert",{"id":1113,"label":1114},"example","Beispieltechnologie",{"id":1116,"label":1117},"measure","Primäre Metrik",{},{"id":1120,"data":1121,"type":572,"tunes":1123},"5a178ce282",{"text":1122,"level":47},"Warum Screenshots nicht ausreichen, um Auto SR zu beurteilen",{},{"id":1125,"data":1126,"type":544,"tunes":1128},"e4c5f08045",{"text":1127},"Die Qualität von Super Resolution ist temporal.",{},{"id":1130,"data":1131,"type":544,"tunes":1133},"1437761741",{"text":1132},"Ein Standbild kann scharf wirken, während Bewegung instabile Kanten, Flimmern, eine weichgezeichnete Benutzeroberfläche, Rekonstruktionsfehler oder Ghosting-Artefakte offenbart.",{},{"id":1135,"data":1136,"type":544,"tunes":1138},"ac7aa2f742",{"text":1137},"Ein aussagekräftiger Auto-SR-Test sollte daher Kamerabewegungen, Vegetation, feine Geometrien, Partikel, Text, HUD-Elemente und wiederkehrende Bewegungen analysieren, anstatt lediglich einzelne Screenshots zu vergleichen.",{},{"id":1140,"data":1141,"type":572,"tunes":1143},"09bde21a8d",{"text":1142,"level":47},"Was könnte diese Einschätzung ändern?",{},{"id":1145,"data":1146,"type":544,"tunes":1148},"b0e7ca01a4",{"text":1147},"Auto SR wird aktiv weiterentwickelt. Microsoft bindet weitere Prozessorfamilien ein, passt die unterstützten Auflösungsbereiche an und untersucht Szenarien mit höheren Bildwiederholraten.",{},{"id":1150,"data":1151,"type":544,"tunes":1153},"537568c224",{"text":1152},"Die Intel-Erweiterung vom September 2026 zeigt bereits, dass die Technologie nicht mehr an das ursprüngliche Snapdragon-exklusive Startmodell gebunden ist.",{},{"id":1155,"data":1156,"type":544,"tunes":1158},"fe24516c11",{"text":1157},"Zukünftige Versionen könnten GPU\u002FNPU-Kombinationen, HDR-Unterstützung, Bildwiederholraten-Ziele, Laufzeitkompatibilität und die Art und Weise, wie die Benutzeroberfläche verarbeitet wird, erweitern.",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"0e31e2d54d",{"text":1162,"level":47},"Einschränkungen",{},{"id":1165,"data":1166,"type":544,"tunes":1168},"a7881e11e1",{"text":1167},"Dieser Artikel beschreibt Microsofts dokumentierte Auto-SR-Architektur und den aktuellen Support-Stand von September 2026.",{},{"id":1170,"data":1171,"type":544,"tunes":1173},"71ebc16fda",{"text":1172},"Microsofts FPS- und Bildqualitätsbeispiele sind Herstellermessungen von spezifischer Hardware, Spielen und Einstellungen. Sie sind nützlich, um die Technologie zu verstehen, sollten jedoch nicht als universelle Leistungsgarantien betrachtet werden.",{},{"id":1175,"data":1176,"type":544,"tunes":1178},"add780d6ba",{"text":1177},"Das Verhalten von Auto SR variiert je nach Spielauflösung, Anzeigemodus, Post-Processing, UI-Komposition, Leistungsprofil und der hardwarespezifischen NPU-Implementierung.",{},{"id":1180,"data":1181,"type":572,"tunes":1183},"f7a38af5be",{"text":1182,"level":47},"Fazit",{},{"id":1185,"data":1186,"type":544,"tunes":1188},"f1308f3e80",{"text":1187},"Auto SR ist nicht Microsofts Methode, DLSS in jedes Spiel zu bringen.",{},{"id":1190,"data":1191,"type":544,"tunes":1193},"b102a861bb",{"text":1192},"Es handelt sich um eine andere Architektur: Das Spiel rendert weniger Pixel, Windows fängt das Ergebnis ab, die NPU führt ein größeres KI-Rekonstruktionsmodell aus und das höher aufgelöste Bild wird in die Display-Pipeline eingespeist, ohne dass eine tiefe Integration in den Renderer des Spiels erforderlich ist.",{},{"id":1195,"data":1196,"type":544,"tunes":1198},"da805fabf0",{"text":1197},"Dadurch erhält Windows die Möglichkeit, unterstützte bestehende Spiele aufzuwerten, die nie für moderne Super Resolution entwickelt wurden.",{},{"id":1200,"data":1201,"type":544,"tunes":1203},"675aecee06",{"text":1202},"Die Kompromisse bleiben real: etwa ein Frame zusätzliche Latenz, mögliche Unschärfe bei der Benutzeroberfläche, gerätespezifische Auflösungsgrenzen und geteilte Leistungsbeschränkungen. Der Wert liegt nicht darin, dass Auto SR integrierte Upscaler ersetzt. Es schließt die große Lücke dort, wo keine vorhanden sind.",{},{"id":1205,"data":1206,"type":572,"tunes":1208},"0354b8daaf",{"text":1207,"level":47},"FAQ",{},{"id":1210,"data":1211,"type":1242,"tunes":1243},"e75bc04532",{"items":1212,"title":1241},[1213,1217,1221,1225,1229,1233,1237],{"id":1214,"answer":1215,"question":1216},"faq1","Ein KI-basiertes Super-Resolution-System auf Betriebssystemebene, das es unterstützten Spielen ermöglicht, mit niedrigerer Auflösung zu rendern, und die NPU nutzt, um ein Bild mit höherer Auflösung zu rekonstruieren.","Was ist Windows Auto SR?",{"id":1218,"answer":1219,"question":1220},"faq2","Nein. Diese sind normalerweise in den Spiel-Renderer integriert. Auto SR ist in Windows integriert und kann ohne eine spielspezifische SR-Implementierung funktionieren.","Ist Auto SR dasselbe wie DLSS, FSR oder XeSS?",{"id":1222,"answer":1223,"question":1224},"faq3","Das KI-Rekonstruktionsmodell läuft auf der NPU, während die GPU weiterhin das Spiel rendert.","Nutzt Auto SR die GPU für das KI-Upscaling?",{"id":1226,"answer":1227,"question":1228},"faq4","Ja. Microsoft dokumentiert im Durchschnitt etwa einen zusätzlichen Frame Latenz im Rahmen des NPU-basierten Rekonstruktionsansatzes.","Erhöht Auto SR die Latenz?",{"id":1230,"answer":1231,"question":1232},"faq5","Microsoft empfiehlt die integrierte Super-Resolution-Option des Spiels, sofern sie verfügbar ist und gut funktioniert.","Sollte ich Auto SR verwenden, wenn ein Spiel bereits DLSS, FSR oder XeSS bietet?",{"id":1234,"answer":1235,"question":1236},"faq6","Nein. Es rekonstruiert eine höher aufgelöste Version jedes Frames; es werden keine zusätzlichen Zwischenbilder eingefügt.","Handelt es sich bei Auto SR um Frame Generation?",{"id":1238,"answer":1239,"question":1240},"faq7","Derzeit nicht. Microsofts Support-Seite führt DirectX 10 oder neuer als unterstützt auf; Vulkan, OpenGL und DirectX 9 werden nicht unterstützt.","Funktioniert Auto SR mit Vulkan- oder OpenGL-Spielen?","Windows Auto SR einfach erklärt","faq",{},{"id":1245,"data":1246,"type":572,"tunes":1248},"8733f298cd",{"text":1247,"level":47},"Glossar",{},{"id":1250,"data":1251,"type":1284,"tunes":1285},"407257a6d1",{"title":1252,"entries":1253},"Wichtige Auto-SR-Begriffe",[1254,1258,1260,1264,1268,1272,1276,1280],{"term":1255,"anchor":1256,"definition":1257},"Auto SR","auto-sr","Automatic Super Resolution, Microsofts in Windows integrierte KI-Upscaling-Technologie für unterstützte Spiele.",{"term":682,"anchor":681,"definition":1259},"Neural Processing Unit, spezialisierte Hardware zur effizienten Ausführung von KI- und Matrix-Workloads.",{"term":1261,"anchor":1262,"definition":1263},"Spielintegrierte Super Resolution","game-integrated-super-resolution","Ein Upscaler, der direkt in den Renderer eines Spiels integriert ist und Zugriff auf interne Engine-Daten hat.",{"term":1265,"anchor":1266,"definition":1267},"Eingangsauflösung","input-resolution","Die niedrigere Auflösung, mit der das Spiel rendert, bevor Auto SR das Bild rekonstruiert.",{"term":1269,"anchor":1270,"definition":1271},"Ausgangsauflösung","output-resolution","Die höhere effektive Auflösung, die nach der Rekonstruktion angezeigt wird.",{"term":1273,"anchor":1274,"definition":1275},"GPU-NPU-Arbeitsteilung","gpu-npu-work-split","Ein Modell von Figure Rocks, das die Spiel-Rendering-Arbeit der GPU von der Auto-SR-Rekonstruktionsarbeit der NPU trennt.",{"term":1277,"anchor":1278,"definition":1279},"Gemeinsame Leistungsgrenze","shared-power-boundary","Ein Modell von Figure Rocks, das beschreibt, wie CPU-, GPU- und NPU-Workloads innerhalb des Leistungs- und thermischen Budgets eines einzelnen Geräts konkurrieren können.",{"term":1281,"anchor":1282,"definition":1283},"Auto-SR-Eignungstest","auto-sr-suitability-test","Ein Workflow von Figure Rocks zur Entscheidung, wann Windows Auto SR voraussichtlich ein bestimmtes Spiel und Gerät verbessern wird.","glossary",{},{"id":1287,"data":1288,"type":572,"tunes":1290},"3ab856f2b4",{"text":1289,"level":47},"Primärquellen",{},{"id":1292,"data":1293,"type":1299,"tunes":1300},"367d2e3548",{"link":1294,"meta":1295},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F",{"image":1296,"title":1297,"description":1298},{"url":13},"Microsoft DirectX — Auto SR kommt für Intel Core Ultra Series 3 Prozessoren","Offizielles Update vom September 2026 zur Intel-Erweiterung, NPU-Ausführung, unterstützten Eingangsauflösungen, Hinweisen zu UI\u002FPost-Processing, Auswirkungen von Leistungsprofilen und Microsofts Empfehlung, spielintegriertes SR zu bevorzugen, wenn verfügbar.","linkTool",{},{"id":1302,"data":1303,"type":1299,"tunes":1309},"5641b514c0",{"link":1304,"meta":1305},"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution",{"image":1306,"title":1307,"description":1308},{"url":13},"Microsoft Support — Automatic Super Resolution","Offizielle Dokumentation zu den aktuellen Anforderungen und der Konfiguration für Windows Auto SR.",{},{"id":1311,"data":1312,"type":1299,"tunes":1318},"22a5b77a1b",{"link":1313,"meta":1314},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F",{"image":1315,"title":1316,"description":1317},{"url":13},"Microsoft DirectX — Automatic Super Resolution","Offizielle Architekturerklärung zur Betriebssystemintegration, dem NPU-Modell, der spielunabhängigen Rekonstruktion und dem dokumentierten Kompromiss von einem Frame Latenz.",{},{"id":1320,"data":1321,"type":1299,"tunes":1327},"cc3301d997",{"link":1322,"meta":1323},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F",{"image":1324,"title":1325,"description":1326},{"url":13},"Microsoft DirectX — Auto SR auf ROG Xbox Ally X","Offizielle Erklärung von 2026 zu NPU\u002FGPU-Parallelität, Handheld-Einschränkungen und warum integrierte Super Resolution weiterhin der bevorzugte Weg bleibt, wenn verfügbar.",{},"2.31","Windows Auto SR kann unterstützte Spiele ohne DLSS-, FSR- oder XeSS-Integration hochskalieren. Anstatt das Rekonstruktionsmodell im Spiel auf der GPU auszuführen, verwendet Windows die NPU, um aus einem niedriger aufgelösten Render ein Bild mit höherer Auflösung neu 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Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.\"},\"tunes\":{}},{\"id\":\"c84f5eccba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.\"},\"tunes\":{}},{\"id\":\"1483104be8\",\"type\":\"header\",\"data\":{\"text\":\"The GPU–NPU Work Split\",\"level\":2},\"tunes\":{}},{\"id\":\"963a590531\",\"type\":\"comparison\",\"data\":{\"title\":\"Who does what?\",\"layout\":\"table\",\"columns\":[{\"id\":\"gpu\",\"label\":\"GPU\"},{\"id\":\"npu\",\"label\":\"NPU\"}],\"rows\":[{\"id\":\"render\",\"label\":\"Game rendering\",\"values\":[\"\",\"\"]},{\"id\":\"upscale\",\"label\":\"Auto SR reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"benefit\",\"label\":\"Intended benefit\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Cost\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"ad87d167f7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not DLSS, FSR or XeSS\",\"level\":2},\"tunes\":{}},{\"id\":\"48c4d79694\",\"type\":\"paragraph\",\"data\":{\"text\":\"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.\"},\"tunes\":{}},{\"id\":\"b0d2c82690\",\"type\":\"comparison\",\"data\":{\"title\":\"Windows Auto SR vs game-integrated super resolution\",\"layout\":\"table\",\"columns\":[{\"id\":\"autosr\",\"label\":\"Windows Auto SR\"},{\"id\":\"integrated\",\"label\":\"DLSS \u002F FSR \u002F XeSS-style game integration\"}],\"rows\":[{\"id\":\"integration\",\"label\":\"Integration\",\"values\":[\"\",\"\"]},{\"id\":\"information\",\"label\":\"Information available\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"AI execution\",\"values\":[\"\",\"\"]},{\"id\":\"games\",\"label\":\"Game coverage\",\"values\":[\"\",\"\"]},{\"id\":\"preference\",\"label\":\"Microsoft guidance\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"6900302b02\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not stack upscalers blindly\",\"body\":\"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.\"},\"tunes\":{}},{\"id\":\"1ad1ec1f90\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\",\"title\":\"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained\",\"excerpt\":\"A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.\",\"ctaLabel\":\"Read the XeSS 3 guide\"},\"tunes\":{}},{\"id\":\"10104644c3\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"d662b057f7\",\"type\":\"header\",\"data\":{\"text\":\"Why game-integrated upscalers can have better information\",\"level\":2},\"tunes\":{}},{\"id\":\"b04e7aab57\",\"type\":\"paragraph\",\"data\":{\"text\":\"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.\"},\"tunes\":{}},{\"id\":\"f9579cc7d5\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can include motion vectors, jitter information, depth and internal rendering history.\"},\"tunes\":{}},{\"id\":\"2c00b6940e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.\"},\"tunes\":{}},{\"id\":\"3566f9d539\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR uses a larger model\",\"level\":2},\"tunes\":{}},{\"id\":\"963431cd0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"If an upscaler has less engine information, the model itself has to do more reconstruction work.\"},\"tunes\":{}},{\"id\":\"327edf4365\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.\"},\"tunes\":{}},{\"id\":\"69f5489bf5\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.\"},\"tunes\":{}},{\"id\":\"b8595e84b4\",\"type\":\"header\",\"data\":{\"text\":\"The price is latency\",\"level\":2},\"tunes\":{}},{\"id\":\"575449f6f0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.\"},\"tunes\":{}},{\"id\":\"0bb987768f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has documented an average additional latency of roughly one frame for Auto SR.\"},\"tunes\":{}},{\"id\":\"e292c6d914\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.\"},\"tunes\":{}},{\"id\":\"851c271be2\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"FPS and latency are different metrics\",\"body\":\"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.\"},\"tunes\":{}},{\"id\":\"fc6ad665a3\",\"type\":\"header\",\"data\":{\"text\":\"Why the NPU can still affect GPU performance indirectly\",\"level\":2},\"tunes\":{}},{\"id\":\"c19d91b7b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Separate hardware does not mean unlimited independent power.\"},\"tunes\":{}},{\"id\":\"5622c5e45f\",\"type\":\"paragraph\",\"data\":{\"text\":\"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.\"},\"tunes\":{}},{\"id\":\"108d8fab76\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.\"},\"tunes\":{}},{\"id\":\"fe09f46337\",\"type\":\"header\",\"data\":{\"text\":\"The Shared-Power Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"dcf79f1799\",\"type\":\"comparison\",\"data\":{\"title\":\"Why lower GPU work does not guarantee higher FPS\",\"layout\":\"table\",\"columns\":[{\"id\":\"gain\",\"label\":\"Potential gain\"},{\"id\":\"limit\",\"label\":\"Possible limit\"}],\"rows\":[{\"id\":\"pixels\",\"label\":\"Lower input resolution\",\"values\":[\"\",\"\"]},{\"id\":\"npu\",\"label\":\"NPU reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"memory\",\"label\":\"System memory\",\"values\":[\"\",\"\"]},{\"id\":\"thermal\",\"label\":\"Thermal envelope\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"bb768dd81b\",\"type\":\"header\",\"data\":{\"text\":\"Why text and HUD elements can look worse\",\"level\":2},\"tunes\":{}},{\"id\":\"8dabea36a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.\"},\"tunes\":{}},{\"id\":\"07569b72eb\",\"type\":\"paragraph\",\"data\":{\"text\":\"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.\"},\"tunes\":{}},{\"id\":\"e2a564b736\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.\"},\"tunes\":{}},{\"id\":\"fa5c21da32\",\"type\":\"paragraph\",\"data\":{\"text\":\"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.\"},\"tunes\":{}},{\"id\":\"fc5c44a45a\",\"type\":\"header\",\"data\":{\"text\":\"Why film grain can confuse the model\",\"level\":2},\"tunes\":{}},{\"id\":\"abbb6b4251\",\"type\":\"paragraph\",\"data\":{\"text\":\"Post-processing effects such as film grain deliberately add high-frequency visual noise.\"},\"tunes\":{}},{\"id\":\"0b4329a469\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.\"},\"tunes\":{}},{\"id\":\"c3d70c1fe3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft therefore recommends disabling film grain when it produces a cleaner result.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR Suitability Test\",\"level\":2},\"tunes\":{}},{\"id\":\"cba5dd109b\",\"type\":\"processFlow\",\"data\":{\"title\":\"When Auto SR is most likely to help\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Check whether the game is GPU-limited\",\"description\":\"Auto SR helps most when lowering render resolution actually reduces the main bottleneck.\"},{\"label\":\"2. Check for integrated super resolution\",\"description\":\"If the game already has a good DLSS, FSR or XeSS implementation, test that first.\"},{\"label\":\"3. Use a supported input resolution\",\"description\":\"Auto SR is trained and configured around specific lower-resolution ranges that vary by device.\"},{\"label\":\"4. Inspect text and HUD quality\",\"description\":\"Fine UI can reveal the limitations of OS-level post-render reconstruction.\"},{\"label\":\"5. Disable conflicting post-processing\",\"description\":\"Film grain and similar effects can reduce reconstruction quality.\"},{\"label\":\"6. Measure FPS and latency separately\",\"description\":\"Do not assume that a higher FPS counter means a more responsive game.\"},{\"label\":\"7. Compare power behavior\",\"description\":\"On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.\"}]},\"tunes\":{}},{\"id\":\"ad82f7172d\",\"type\":\"header\",\"data\":{\"text\":\"Which games can Auto SR work with?\",\"level\":2},\"tunes\":{}},{\"id\":\"80a0fd1364\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.\"},\"tunes\":{}},{\"id\":\"95bb0fb154\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.\"},\"tunes\":{}},{\"id\":\"facfd85d5e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.\"},\"tunes\":{}},{\"id\":\"ec88eaac9f\",\"type\":\"header\",\"data\":{\"text\":\"Current hardware support is expanding\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.\"},\"tunes\":{}},{\"id\":\"61927dbb25\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.\"},\"tunes\":{}},{\"id\":\"e3496e5343\",\"type\":\"header\",\"data\":{\"text\":\"Input resolution matters more than many users expect\",\"level\":2},\"tunes\":{}},{\"id\":\"eff0af15b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not simply a generic 'scale any resolution to anything' switch.\"},\"tunes\":{}},{\"id\":\"5d1281c85a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model is trained and tuned around specific input-resolution ranges.\"},\"tunes\":{}},{\"id\":\"ec59f270e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.\"},\"tunes\":{}},{\"id\":\"16326dc780\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.\"},\"tunes\":{}},{\"id\":\"e4731ed915\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR is especially interesting for older games\",\"level\":2},\"tunes\":{}},{\"id\":\"3220021f77\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.\"},\"tunes\":{}},{\"id\":\"190b983e1b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.\"},\"tunes\":{}},{\"id\":\"455252b075\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.\"},\"tunes\":{}},{\"id\":\"29dac09d8a\",\"type\":\"header\",\"data\":{\"text\":\"But game-integrated SR is still preferred\",\"level\":2},\"tunes\":{}},{\"id\":\"19f30b1ee5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.\"},\"tunes\":{}},{\"id\":\"1f6e0b3156\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.\"},\"tunes\":{}},{\"id\":\"44420ab625\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.\"},\"tunes\":{}},{\"id\":\"e9d226f1a7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"b00fa83ef5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Another common confusion is to treat every AI graphics feature as frame generation.\"},\"tunes\":{}},{\"id\":\"99cc93d952\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.\"},\"tunes\":{}},{\"id\":\"2b6a865e73\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.\"},\"tunes\":{}},{\"id\":\"ded0f6ff1a\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.\",\"ctaLabel\":\"Read the generated-FPS guide\"},\"tunes\":{}},{\"id\":\"3d57d70a2d\",\"type\":\"header\",\"data\":{\"text\":\"The Resolution–Frame–Latency Separation\",\"level\":2},\"tunes\":{}},{\"id\":\"debd5d04b8\",\"type\":\"comparison\",\"data\":{\"title\":\"Three graphics improvements that should not be mixed together\",\"layout\":\"table\",\"columns\":[{\"id\":\"changes\",\"label\":\"What changes\"},{\"id\":\"example\",\"label\":\"Example technology\"},{\"id\":\"measure\",\"label\":\"Primary metric\"}],\"rows\":[{\"id\":\"resolution\",\"label\":\"Super resolution\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"frames\",\"label\":\"Frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Low-latency technology\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5a178ce282\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots are not enough to judge Auto SR\",\"level\":2},\"tunes\":{}},{\"id\":\"e4c5f08045\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super-resolution quality is temporal.\"},\"tunes\":{}},{\"id\":\"1437761741\",\"type\":\"paragraph\",\"data\":{\"text\":\"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.\"},\"tunes\":{}},{\"id\":\"ac7aa2f742\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"add780d6ba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not Microsoft's version of putting DLSS into every game.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That gives Windows a way to improve supported existing games that were never built for modern super resolution.\"},\"tunes\":{}},{\"id\":\"675aecee06\",\"type\":\"paragraph\",\"data\":{\"text\":\"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Windows Auto SR in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Windows Auto SR?\",\"answer\":\"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.\"},{\"id\":\"faq2\",\"question\":\"Is Auto SR the same as DLSS, FSR or XeSS?\",\"answer\":\"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.\"},{\"id\":\"faq3\",\"question\":\"Does Auto SR use the GPU for AI upscaling?\",\"answer\":\"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.\"},{\"id\":\"faq4\",\"question\":\"Does Auto SR add latency?\",\"answer\":\"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.\"},{\"id\":\"faq5\",\"question\":\"Should I use Auto SR when a game already has DLSS, FSR or XeSS?\",\"answer\":\"Microsoft recommends the game's integrated super-resolution option when it is available and working well.\"},{\"id\":\"faq6\",\"question\":\"Is Auto SR frame generation?\",\"answer\":\"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.\"},{\"id\":\"faq7\",\"question\":\"Does Auto SR work with Vulkan or OpenGL games?\",\"answer\":\"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key Auto SR terms\",\"entries\":[{\"term\":\"Auto SR\",\"definition\":\"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.\",\"anchor\":\"auto-sr\"},{\"term\":\"NPU\",\"definition\":\"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.\",\"anchor\":\"npu\"},{\"term\":\"Game-integrated super resolution\",\"definition\":\"An upscaler built directly into a game's renderer with access to internal engine data.\",\"anchor\":\"game-integrated-super-resolution\"},{\"term\":\"Input resolution\",\"definition\":\"The lower resolution at which the game renders before Auto SR reconstructs the image.\",\"anchor\":\"input-resolution\"},{\"term\":\"Output resolution\",\"definition\":\"The higher effective resolution shown after reconstruction.\",\"anchor\":\"output-resolution\"},{\"term\":\"GPU–NPU Work Split\",\"definition\":\"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.\",\"anchor\":\"gpu-npu-work-split\"},{\"term\":\"Shared-Power Boundary\",\"definition\":\"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.\",\"anchor\":\"shared-power-boundary\"},{\"term\":\"Auto SR Suitability Test\",\"definition\":\"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.\",\"anchor\":\"auto-sr-suitability-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors\",\"description\":\"Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Support — Automatic Super Resolution\",\"description\":\"Official current requirements and configuration documentation for Windows Auto SR.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Automatic Super Resolution\",\"description\":\"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR on ROG Xbox Ally X\",\"description\":\"Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1798,"blocks":1799,"version":2412},1790406943197,[1800,1804,1809,1814,1818,1822,1826,1830,1834,1838,1858,1863,1867,1871,1875,1879,1883,1887,1907,1911,1915,1938,1943,1950,1957,1961,1965,1969,1973,1977,1981,1985,1989,1993,1997,2001,2005,2010,2014,2018,2022,2026,2030,2052,2056,2060,2064,2068,2072,2076,2080,2084,2088,2092,2118,2122,2126,2130,2134,2138,2142,2146,2150,2154,2158,2162,2166,2170,2174,2178,2182,2186,2190,2194,2198,2202,2206,2210,2214,2218,2222,2229,2233,2254,2258,2262,2266,2270,2274,2278,2282,2286,2290,2294,2298,2302,2306,2310,2314,2318,2322,2325,2351,2355,2382,2386,2393,2399,2405],{"id":541,"data":1801,"type":544,"tunes":1803},{"text":1802},"Windows Auto SR is easy to confuse with DLSS, FSR or XeSS because all of them can turn a lower-resolution render into a higher-resolution image. The important difference is where the technology lives. Auto SR is built into Windows, runs its AI model on the NPU, and can improve supported games without the developer integrating a super-resolution SDK into the game.",{},{"id":547,"data":1805,"type":552,"tunes":1808},{"body":1806,"title":1807,"variant":551},"\u003Cstrong>Auto SR is Windows-level AI upscaling.\u003C\u002Fstrong> The game renders at a lower resolution, Windows captures that output, an AI model runs on the NPU to reconstruct a higher-resolution image, and the result is sent to the display. The game itself does not need to know how the AI model works.","Direct answer",{},{"id":555,"data":1810,"type":552,"tunes":1813},{"body":1811,"title":1812,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normally integrated inside the game engine.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrated into Windows and the display pipeline.","The simplest difference",{},{"id":562,"data":1815,"type":566,"tunes":1817},{"title":1816,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1819,"type":572,"tunes":1821},{"text":1820,"level":47},"First: what problem is Auto SR trying to solve?",{},{"id":575,"data":1823,"type":544,"tunes":1825},{"text":1824},"Higher rendering resolution improves image detail but makes the GPU do more work. Lower rendering resolution is easier to render and can increase FPS, but the image becomes softer.",{},{"id":580,"data":1827,"type":544,"tunes":1829},{"text":1828},"Super resolution tries to keep the cheaper lower-resolution render while reconstructing an output that looks closer to a higher-resolution image.",{},{"id":585,"data":1831,"type":544,"tunes":1833},{"text":1832},"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.",{},{"id":590,"data":1835,"type":572,"tunes":1837},{"text":1836,"level":47},"The Auto SR pipeline in plain English",{},{"id":595,"data":1839,"type":615,"tunes":1857},{"steps":1840,"title":1856,"orientation":614},[1841,1844,1847,1850,1853],{"label":1842,"description":1843},"1. The game renders at a lower resolution","The GPU has fewer pixels to shade, so the base rendering workload can become lighter.",{"label":1845,"description":1846},"2. Windows receives the lower-resolution frame","Auto SR is integrated into the Windows graphics and display pipeline.",{"label":1848,"description":1849},"3. The NPU runs the Auto SR model","A neural network reconstructs a higher-resolution version of the frame.",{"label":1851,"description":1852},"4. The reconstructed image is presented","The display receives a higher-resolution output even though the game rendered fewer pixels.",{"label":1854,"description":1855},"5. The GPU can continue rendering","Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.","What happens when Auto SR is active",{},{"id":618,"data":1859,"type":552,"tunes":1862},{"body":1860,"title":1861,"variant":622},"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>","The mental model",{},{"id":625,"data":1864,"type":572,"tunes":1866},{"text":1865,"level":47},"Why use the NPU instead of the GPU?",{},{"id":630,"data":1868,"type":544,"tunes":1870},{"text":1869},"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.",{},{"id":635,"data":1872,"type":544,"tunes":1874},{"text":1873},"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.",{},{"id":640,"data":1876,"type":544,"tunes":1878},{"text":1877},"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.",{},{"id":645,"data":1880,"type":544,"tunes":1882},{"text":1881},"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.",{},{"id":650,"data":1884,"type":572,"tunes":1886},{"text":1885,"level":47},"The GPU–NPU Work Split",{},{"id":655,"data":1888,"type":683,"tunes":1906},{"rows":1889,"title":1902,"layout":675,"columns":1903},[1890,1893,1896,1899],{"id":659,"label":1891,"values":1892},"Game rendering",[13,13],{"id":663,"label":1894,"values":1895},"Auto SR reconstruction",[13,13],{"id":667,"label":1897,"values":1898},"Intended benefit",[13,13],{"id":671,"label":1900,"values":1901},"Cost",[13,13],"Who does what?",[1904,1905],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1908,"type":572,"tunes":1910},{"text":1909,"level":47},"Auto SR is not DLSS, FSR or XeSS",{},{"id":691,"data":1912,"type":544,"tunes":1914},{"text":1913},"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.",{},{"id":696,"data":1916,"type":683,"tunes":1937},{"rows":1917,"title":1932,"layout":675,"columns":1933},[1918,1920,1923,1926,1929],{"id":700,"label":701,"values":1919},[13,13],{"id":704,"label":1921,"values":1922},"Information available",[13,13],{"id":708,"label":1924,"values":1925},"AI execution",[13,13],{"id":712,"label":1927,"values":1928},"Game coverage",[13,13],{"id":716,"label":1930,"values":1931},"Microsoft guidance",[13,13],"Windows Auto SR vs game-integrated super resolution",[1934,1935],{"id":722,"label":723},{"id":725,"label":1936},"DLSS \u002F FSR \u002F XeSS-style game integration",{},{"id":729,"data":1939,"type":552,"tunes":1942},{"body":1940,"title":1941,"variant":733},"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.","Do not stack upscalers blindly",{},{"id":736,"data":1944,"type":742,"tunes":1949},{"url":1945,"title":1946,"excerpt":1947,"ctaLabel":1948},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.","Read the XeSS 3 guide",{},{"id":745,"data":1951,"type":742,"tunes":1956},{"url":1952,"title":1953,"excerpt":1954,"ctaLabel":1955},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.","Read the FSR Redstone guide",{},{"id":753,"data":1958,"type":572,"tunes":1960},{"text":1959,"level":47},"Why game-integrated upscalers can have better information",{},{"id":758,"data":1962,"type":544,"tunes":1964},{"text":1963},"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.",{},{"id":763,"data":1966,"type":544,"tunes":1968},{"text":1967},"That can include motion vectors, jitter information, depth and internal rendering history.",{},{"id":768,"data":1970,"type":544,"tunes":1972},{"text":1971},"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.",{},{"id":773,"data":1974,"type":572,"tunes":1976},{"text":1975,"level":47},"Why Auto SR uses a larger model",{},{"id":778,"data":1978,"type":544,"tunes":1980},{"text":1979},"If an upscaler has less engine information, the model itself has to do more reconstruction work.",{},{"id":783,"data":1982,"type":544,"tunes":1984},{"text":1983},"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.",{},{"id":788,"data":1986,"type":544,"tunes":1988},{"text":1987},"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.",{},{"id":793,"data":1990,"type":572,"tunes":1992},{"text":1991,"level":47},"The price is latency",{},{"id":798,"data":1994,"type":544,"tunes":1996},{"text":1995},"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.",{},{"id":803,"data":1998,"type":544,"tunes":2000},{"text":1999},"Microsoft has documented an average additional latency of roughly one frame for Auto SR.",{},{"id":808,"data":2002,"type":544,"tunes":2004},{"text":2003},"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.",{},{"id":813,"data":2006,"type":552,"tunes":2009},{"body":2007,"title":2008,"variant":559},"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.","FPS and latency are different metrics",{},{"id":819,"data":2011,"type":572,"tunes":2013},{"text":2012,"level":47},"Why the NPU can still affect GPU performance indirectly",{},{"id":824,"data":2015,"type":544,"tunes":2017},{"text":2016},"Separate hardware does not mean unlimited independent power.",{},{"id":829,"data":2019,"type":544,"tunes":2021},{"text":2020},"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.",{},{"id":834,"data":2023,"type":544,"tunes":2025},{"text":2024},"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.",{},{"id":839,"data":2027,"type":572,"tunes":2029},{"text":2028,"level":47},"The Shared-Power Boundary",{},{"id":844,"data":2031,"type":683,"tunes":2051},{"rows":2032,"title":2045,"layout":675,"columns":2046},[2033,2036,2039,2042],{"id":848,"label":2034,"values":2035},"Lower input resolution",[13,13],{"id":681,"label":2037,"values":2038},"NPU reconstruction",[13,13],{"id":855,"label":2040,"values":2041},"System memory",[13,13],{"id":859,"label":2043,"values":2044},"Thermal envelope",[13,13],"Why lower GPU work does not guarantee higher FPS",[2047,2049],{"id":865,"label":2048},"Potential gain",{"id":868,"label":2050},"Possible limit",{},{"id":872,"data":2053,"type":572,"tunes":2055},{"text":2054,"level":47},"Why text and HUD elements can look worse",{},{"id":877,"data":2057,"type":544,"tunes":2059},{"text":2058},"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.",{},{"id":882,"data":2061,"type":544,"tunes":2063},{"text":2062},"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.",{},{"id":887,"data":2065,"type":544,"tunes":2067},{"text":2066},"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.",{},{"id":892,"data":2069,"type":544,"tunes":2071},{"text":2070},"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.",{},{"id":897,"data":2073,"type":572,"tunes":2075},{"text":2074,"level":47},"Why film grain can confuse the model",{},{"id":902,"data":2077,"type":544,"tunes":2079},{"text":2078},"Post-processing effects such as film grain deliberately add high-frequency visual noise.",{},{"id":907,"data":2081,"type":544,"tunes":2083},{"text":2082},"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.",{},{"id":912,"data":2085,"type":544,"tunes":2087},{"text":2086},"Microsoft therefore recommends disabling film grain when it produces a cleaner result.",{},{"id":917,"data":2089,"type":572,"tunes":2091},{"text":2090,"level":47},"The Auto SR Suitability Test",{},{"id":922,"data":2093,"type":615,"tunes":2117},{"steps":2094,"title":2116,"orientation":614},[2095,2098,2101,2104,2107,2110,2113],{"label":2096,"description":2097},"1. Check whether the game is GPU-limited","Auto SR helps most when lowering render resolution actually reduces the main bottleneck.",{"label":2099,"description":2100},"2. Check for integrated super resolution","If the game already has a good DLSS, FSR or XeSS implementation, test that first.",{"label":2102,"description":2103},"3. Use a supported input resolution","Auto SR is trained and configured around specific lower-resolution ranges that vary by device.",{"label":2105,"description":2106},"4. Inspect text and HUD quality","Fine UI can reveal the limitations of OS-level post-render reconstruction.",{"label":2108,"description":2109},"5. Disable conflicting post-processing","Film grain and similar effects can reduce reconstruction quality.",{"label":2111,"description":2112},"6. Measure FPS and latency separately","Do not assume that a higher FPS counter means a more responsive game.",{"label":2114,"description":2115},"7. Compare power behavior","On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.","When Auto SR is most likely to help",{},{"id":949,"data":2119,"type":572,"tunes":2121},{"text":2120,"level":47},"Which games can Auto SR work with?",{},{"id":954,"data":2123,"type":544,"tunes":2125},{"text":2124},"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.",{},{"id":959,"data":2127,"type":544,"tunes":2129},{"text":2128},"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.",{},{"id":964,"data":2131,"type":544,"tunes":2133},{"text":2132},"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.",{},{"id":969,"data":2135,"type":572,"tunes":2137},{"text":2136,"level":47},"Current hardware support is expanding",{},{"id":974,"data":2139,"type":544,"tunes":2141},{"text":2140},"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.",{},{"id":979,"data":2143,"type":544,"tunes":2145},{"text":2144},"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.",{},{"id":984,"data":2147,"type":544,"tunes":2149},{"text":2148},"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.",{},{"id":989,"data":2151,"type":544,"tunes":2153},{"text":2152},"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.",{},{"id":994,"data":2155,"type":572,"tunes":2157},{"text":2156,"level":47},"Input resolution matters more than many users expect",{},{"id":999,"data":2159,"type":544,"tunes":2161},{"text":2160},"Auto SR is not simply a generic 'scale any resolution to anything' switch.",{},{"id":1004,"data":2163,"type":544,"tunes":2165},{"text":2164},"The model is trained and tuned around specific input-resolution ranges.",{},{"id":1009,"data":2167,"type":544,"tunes":2169},{"text":2168},"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.",{},{"id":1014,"data":2171,"type":544,"tunes":2173},{"text":2172},"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.",{},{"id":1019,"data":2175,"type":572,"tunes":2177},{"text":2176,"level":47},"Why Auto SR is especially interesting for older games",{},{"id":1024,"data":2179,"type":544,"tunes":2181},{"text":2180},"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.",{},{"id":1029,"data":2183,"type":544,"tunes":2185},{"text":2184},"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.",{},{"id":1034,"data":2187,"type":544,"tunes":2189},{"text":2188},"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.",{},{"id":1039,"data":2191,"type":572,"tunes":2193},{"text":2192,"level":47},"But game-integrated SR is still preferred",{},{"id":1044,"data":2195,"type":544,"tunes":2197},{"text":2196},"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.",{},{"id":1049,"data":2199,"type":544,"tunes":2201},{"text":2200},"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.",{},{"id":1054,"data":2203,"type":544,"tunes":2205},{"text":2204},"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.",{},{"id":1059,"data":2207,"type":572,"tunes":2209},{"text":2208,"level":47},"Auto SR is not frame generation",{},{"id":1064,"data":2211,"type":544,"tunes":2213},{"text":2212},"Another common confusion is to treat every AI graphics feature as frame generation.",{},{"id":1069,"data":2215,"type":544,"tunes":2217},{"text":2216},"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.",{},{"id":1074,"data":2219,"type":544,"tunes":2221},{"text":2220},"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.",{},{"id":1079,"data":2223,"type":742,"tunes":2228},{"url":2224,"title":2225,"excerpt":2226,"ctaLabel":2227},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.","Read the generated-FPS guide",{},{"id":1087,"data":2230,"type":572,"tunes":2232},{"text":2231,"level":47},"The Resolution–Frame–Latency Separation",{},{"id":1092,"data":2234,"type":683,"tunes":2253},{"rows":2235,"title":2245,"layout":675,"columns":2246},[2236,2239,2242],{"id":1096,"label":2237,"values":2238},"Super resolution",[13,13,13],{"id":1100,"label":2240,"values":2241},"Frame generation",[13,13,13],{"id":1104,"label":2243,"values":2244},"Low-latency technology",[13,13,13],"Three graphics improvements that should not be mixed together",[2247,2249,2251],{"id":1110,"label":2248},"What changes",{"id":1113,"label":2250},"Example technology",{"id":1116,"label":2252},"Primary metric",{},{"id":1120,"data":2255,"type":572,"tunes":2257},{"text":2256,"level":47},"Why screenshots are not enough to judge Auto SR",{},{"id":1125,"data":2259,"type":544,"tunes":2261},{"text":2260},"Super-resolution quality is temporal.",{},{"id":1130,"data":2263,"type":544,"tunes":2265},{"text":2264},"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.",{},{"id":1135,"data":2267,"type":544,"tunes":2269},{"text":2268},"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.",{},{"id":1140,"data":2271,"type":572,"tunes":2273},{"text":2272,"level":47},"What would change this answer?",{},{"id":1145,"data":2275,"type":544,"tunes":2277},{"text":2276},"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.",{},{"id":1150,"data":2279,"type":544,"tunes":2281},{"text":2280},"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.",{},{"id":1155,"data":2283,"type":544,"tunes":2285},{"text":2284},"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.",{},{"id":1160,"data":2287,"type":572,"tunes":2289},{"text":2288,"level":47},"Limitations",{},{"id":1165,"data":2291,"type":544,"tunes":2293},{"text":2292},"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.",{},{"id":1170,"data":2295,"type":544,"tunes":2297},{"text":2296},"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.",{},{"id":1175,"data":2299,"type":544,"tunes":2301},{"text":2300},"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.",{},{"id":1180,"data":2303,"type":572,"tunes":2305},{"text":2304,"level":47},"Conclusion",{},{"id":1185,"data":2307,"type":544,"tunes":2309},{"text":2308},"Auto SR is not Microsoft's version of putting DLSS into every game.",{},{"id":1190,"data":2311,"type":544,"tunes":2313},{"text":2312},"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.",{},{"id":1195,"data":2315,"type":544,"tunes":2317},{"text":2316},"That gives Windows a way to improve supported existing games that were never built for modern super resolution.",{},{"id":1200,"data":2319,"type":544,"tunes":2321},{"text":2320},"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.",{},{"id":1205,"data":2323,"type":572,"tunes":2324},{"text":1207,"level":47},{},{"id":1210,"data":2326,"type":1242,"tunes":2350},{"items":2327,"title":2349},[2328,2331,2334,2337,2340,2343,2346],{"id":1214,"answer":2329,"question":2330},"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.","What is Windows Auto SR?",{"id":1218,"answer":2332,"question":2333},"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.","Is Auto SR the same as DLSS, FSR or XeSS?",{"id":1222,"answer":2335,"question":2336},"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.","Does Auto SR use the GPU for AI upscaling?",{"id":1226,"answer":2338,"question":2339},"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.","Does Auto SR add latency?",{"id":1230,"answer":2341,"question":2342},"Microsoft recommends the game's integrated super-resolution option when it is available and working well.","Should I use Auto SR when a game already has DLSS, FSR or XeSS?",{"id":1234,"answer":2344,"question":2345},"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.","Is Auto SR frame generation?",{"id":1238,"answer":2347,"question":2348},"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.","Does Auto SR work with Vulkan or OpenGL games?","Windows Auto SR in plain English",{},{"id":1245,"data":2352,"type":572,"tunes":2354},{"text":2353,"level":47},"Glossary",{},{"id":1250,"data":2356,"type":1284,"tunes":2381},{"title":2357,"entries":2358},"Key Auto SR terms",[2359,2361,2363,2366,2369,2372,2375,2378],{"term":1255,"anchor":1256,"definition":2360},"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.",{"term":682,"anchor":681,"definition":2362},"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.",{"term":2364,"anchor":1262,"definition":2365},"Game-integrated super resolution","An upscaler built directly into a game's renderer with access to internal engine data.",{"term":2367,"anchor":1266,"definition":2368},"Input resolution","The lower resolution at which the game renders before Auto SR reconstructs the image.",{"term":2370,"anchor":1270,"definition":2371},"Output resolution","The higher effective resolution shown after reconstruction.",{"term":2373,"anchor":1274,"definition":2374},"GPU–NPU Work Split","A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.",{"term":2376,"anchor":1278,"definition":2377},"Shared-Power Boundary","A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.",{"term":2379,"anchor":1282,"definition":2380},"Auto SR Suitability Test","A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.",{},{"id":1287,"data":2383,"type":572,"tunes":2385},{"text":2384,"level":47},"Primary sources",{},{"id":1292,"data":2387,"type":1299,"tunes":2392},{"link":1294,"meta":2388},{"image":2389,"title":2390,"description":2391},{"url":13},"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors","Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.",{},{"id":1302,"data":2394,"type":1299,"tunes":2398},{"link":1304,"meta":2395},{"image":2396,"title":1307,"description":2397},{"url":13},"Official current requirements and configuration documentation for Windows Auto SR.",{},{"id":1311,"data":2400,"type":1299,"tunes":2404},{"link":1313,"meta":2401},{"image":2402,"title":1316,"description":2403},{"url":13},"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.",{},{"id":1320,"data":2406,"type":1299,"tunes":2411},{"link":1322,"meta":2407},{"image":2408,"title":2409,"description":2410},{"url":13},"Microsoft DirectX — Auto SR on ROG Xbox Ally X","Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.",{},"2.31.6","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","Post erfolgreich abgerufen",{"items":2416,"source":2495,"manualIds":2496,"manualMatchedIds":2497},[2417,2424,2430,2437,2443,2449,2456,2462,2469,2476,2483,2489],{"id":2418,"slug":2419,"title":2420,"excerpt":2421,"featuredImage":2422,"publishedAt":2423},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Warum PC-Spiele beim Kompilieren von Shadern ruckeln – und wie Advanced Shader Delivery das ändert","Shader-Stottern tritt auf, wenn ein PC-Spiel GPU-Programme zum falschen Zeitpunkt kompilieren muss. Microsoft Advanced Shader Delivery verlagert einen Großteil dieser Arbeit vom PC des Spielers weg, indem hardwarespezifische Shader im Voraus vorbereitet und mit dem Spiel ausgeliefert werden.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":2425,"slug":2426,"title":2427,"excerpt":2428,"featuredImage":14,"publishedAt":2429},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Bewegungsschärfe: Warum Unschärfe entsteht und die Lösungen, die wirklich funktionieren","Bewegungsunschärfe ist nicht nur eine Einstellung — sie ist Timing plus Persistenz. Lerne die praktische Reihenfolge: richtiger Modus, richtige Bildwiederholrate, dann die wenigen Klarheits-Fixes, auf die es ankommt.","2026-02-20T11:00:00.000Z",{"id":2431,"slug":2432,"title":2433,"excerpt":2434,"featuredImage":2435,"publishedAt":2436},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX wird zu einer ML-Plattform: Was lineare Algebra und neuronale Shader für zukünftige Spiele bedeuten","DirectX geht über traditionelle Grafik-Shader hinaus. Microsoft fügt hardwarebeschleunigte lineare Algebra direkt zu HLSL hinzu sowie einen separaten Pfad für größere ML-Modelle, wodurch das Fundament für neuronale Texturen, erlernte Materialien, neuronale Beleuchtung und andere KI-gesteuerte Rendering-Techniken gelegt wird.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T15:12:00.000Z",{"id":2438,"slug":2439,"title":748,"excerpt":2440,"featuredImage":2441,"publishedAt":2442},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMDs FSR-Namensgebung hat sich geändert, weil FSR nicht länger eine einzelne Funktion ist. Redstone ist jetzt eine Neural-Rendering-Suite mit separaten Technologien für Upscaling, Frame-Generierung, Raytracing-Rekonstruktion und gelernte globale Beleuchtung.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T15:07:00.000Z",{"id":2444,"slug":2445,"title":2446,"excerpt":2447,"featuredImage":14,"publishedAt":2448},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz fühlen sich schlechter an? Diagnose-Checkliste (Falscher Modus, VRR-Bereich, Caps)","Eine höhere Bildwiederholrate kann Instabilitäten aufdecken. Nutze diese Checkliste, um zu diagnostizieren, warum sich 120 Hz schlechter anfühlen: falscher Modus, falscher Bildwiederholpfad, VRR-Bereichsprobleme oder fehlende Caps.","2026-02-20T20:30:00.000Z",{"id":2450,"slug":2451,"title":2452,"excerpt":2453,"featuredImage":2454,"publishedAt":2455},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 ist nicht nur Upscaling: Was 3D-geführtes neuronales Rendering tatsächlich verändert","DLSS 5 verlagert KI in einen neuen Teil der Grafikpipeline. Statt nur die Auflösung zu rekonstruieren oder zusätzliche Frames zu generieren, verwendet 3D-Guided Neural Rendering das eigene Frame der Spiel-Engine als Grundlage und verbessert Beleuchtung und Materialdetails unter Entwicklerkontrolle.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes-1790376457301-ytk4sx.webp","2026-09-25T18:46:00.000Z",{"id":2457,"slug":2458,"title":2459,"excerpt":2460,"featuredImage":14,"publishedAt":2461},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","Die Gaming-Feel-Kette: Warum ein Upgrade oft nichts bringt","Feel ist eine Kette: Eingabe, System, Frame Pacing, Sync, Display, Netzwerk. Wenn ein Glied instabil ist, zeigen Upgrades keine Wirkung.","2026-02-19T11:00:00.000Z",{"id":2463,"slug":2464,"title":2465,"excerpt":2466,"featuredImage":2467,"publishedAt":2468},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression ist kein Upscaling: Wie KI Texturspeicher gegen GPU-Rechenleistung eintauschen kann","NVIDIA RTX Neural Texture Compression verändert die Art und Weise, wie Spielmaterialien gespeichert werden können. Anstatt jeden Texturkanal nur als herkömmliche Texel zu speichern, kann ein Material in kompakte latente Daten und einen kleinen neuronalen Decoder komprimiert und bei Bedarf von der GPU rekonstruiert werden.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":2470,"slug":2471,"title":2472,"excerpt":2473,"featuredImage":2474,"publishedAt":2475},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally zeigt, warum KI-Teamkollegen zwei Gehirne brauchen: schnelle Reflexe und langsames Denken","Ein Sprachmodell kann Taktiken und Spielerabsichten verstehen, aber es sollte nicht jede Bewegung und Kampfreaktion direkt steuern. PUBG Ally zeigt eine praktischere Architektur: schnelle Verhaltensbaum-Steuerung für Reflexaktionen, kombiniert mit einem kleinen Sprachmodell für Planung, Koordination und natürliche Konversation.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T14:51:00.000Z",{"id":2477,"slug":2478,"title":2479,"excerpt":2480,"featuredImage":2481,"publishedAt":2482},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Warum 300 FPS nicht bedeuten, dass das Spiel 300 Bilder rendert","DLSS 4.5 kann auf unterstützten RTX 50 Series GPUs bis zu fünf zusätzliche Frames für jedes traditionell gerenderte Frame generieren. Diese Anleitung erklärt den Unterschied zwischen gerenderten FPS und angezeigten FPS, warum CPU-Engpässe auf der Präsentationsebene umgangen werden können und warum die Latenz dennoch separat gemessen werden muss.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames-1790376124236-e2j567.webp","2026-09-25T18:40:00.000Z",{"id":2484,"slug":2485,"title":2486,"excerpt":2487,"featuredImage":14,"publishedAt":2488},"302","amiibo-faq-the-20-questions-everyone-asks-and-the-straight-answers","amiibo FAQ: Die 20 Fragen, die jeder stellt (und die direkten Antworten)","Ein schnörkelloses Amiibo-FAQ: Kompatibilität, Scannen, Regionen, Neuauflagen, Wert und Sammelregeln — klar beantwortet, damit Anfänger aufhören, Geld zu verschwenden.","2026-02-21T17:00:00.000Z",{"id":2490,"slug":2491,"title":2492,"excerpt":2493,"featuredImage":14,"publishedAt":2494},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Overdrive-Tuning: Der saubere Weg, Unschärfe ohne Ghosting zu reduzieren","Overdrive kann die Klarheit verbessern oder hässliche Halos erzeugen. Nutzen Sie diese einfache Methode, um die saubere mittlere Einstellung zu wählen, die Unschärfe ohne Ghosting-Artefakte reduziert.","2026-02-21T03:30:00.000Z","fallback",[],[]]