[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:es":3,"public-menus:all":45,"post:intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained:es":531,"related:post:intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained:es:1":1934},{"statusCode":4,"data":5,"message":44},200,{"tenantId":6,"lang":7,"defaultLang":8,"siteUrl":9,"contactEmail":10,"brandName":11,"logoUrl":12,"siteName":11,"siteDescription":13,"ogImage":14,"robotsIndex":15,"socialLinks":14,"reservedSlugs":14,"seoPolicy":16},"figure","es","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":17,"relatedContent":18,"crossDomainLinks":19},{"logoUrl":12},{"enabled":15},[20,23,26,29,32,35,38,41],{"url":21,"label":22,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":24,"label":25,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fstajic.de","stajic.de",{"url":27,"label":28,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.com","bazify.com",{"url":30,"label":31,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.de","bazify.de",{"url":33,"label":34,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":36,"label":37,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":39,"label":40,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.at","bazify.at",{"url":42,"label":43,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",[46],{"id":47,"name":48,"location":49,"isActive":15,"isDefault":15,"items":50},2,"Main Menu","sidebar",[51,65,189,282,358,424],{"id":52,"title":53,"url":61,"target":62,"icon":63,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":64},"1",{"de":54,"en":55,"es":56,"fr":57,"it":55,"ru":58,"sr":59,"zh":60},"Startseite","Home","Inicio","Accueil","Главная","Početna","首页","\u002F","_self","i-lucide-home",[],{"id":66,"title":67,"url":76,"target":62,"icon":77,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":78},"3",{"de":68,"en":69,"es":70,"fr":71,"it":72,"ru":73,"sr":74,"zh":75},"Spiele","Games","Juegos","Jeux","Giochi","Игры","Igre","游戏","\u002Fgames","i-lucide-gamepad-2",[79,92,107,121,135,148,162,176],{"id":80,"title":81,"url":76,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":91},"3-1",{"de":82,"en":83,"es":84,"fr":85,"it":86,"ru":87,"sr":88,"zh":89},"Spiele-Hub","Games Hub","Centro de juegos","Hub de jeux","Hub Giochi","Игровой центр","Centar za igre","游戏中心","i-lucide-layout-grid",[],{"id":93,"title":94,"url":103,"target":62,"icon":104,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":106},"1-1",{"de":95,"en":96,"es":97,"fr":98,"it":99,"ru":100,"sr":101,"zh":102},"Neu & Angesagt","New & Trending","Novedades & Tendencias","Nouveautés & Tendances","Novità & Tendenze","Новинки & тренды","Novo & Popularno","新品 & 热门","\u002Fnews\u002Fgaming-news","i-lucide-sparkles","custom",[],{"id":108,"title":109,"url":118,"target":62,"icon":119,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":120},"1-2",{"de":110,"en":111,"es":112,"fr":113,"it":114,"ru":115,"sr":116,"zh":117},"Angebote","Deals","Ofertas","Offres","Offerte","Акции","Ponude","优惠","\u002Fdeals","i-lucide-badge-percent",[],{"id":122,"title":123,"url":132,"target":62,"icon":133,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":134},"1-3",{"de":124,"en":125,"es":126,"fr":127,"it":128,"ru":129,"sr":130,"zh":131},"Release-Kalender","Release Calendar","Calendario de lanzamientos","Calendrier des sorties","Calendario delle uscite","Календарь релизов","Kalendar izdanja","发布日历","\u002Freleases","i-lucide-calendar-days",[],{"id":136,"title":137,"url":145,"target":62,"icon":146,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":147},"3-2",{"de":138,"en":139,"es":140,"fr":141,"it":142,"sr":143,"zh":144},"amiibo-kompatible Spiele","amiibo-Compatible Games","Juegos compatibles con Amiibo","Jeux compatibles Amiibo","Giochi compatibili con amiibo","Amiibo kompatibilne igre","Amiibo 兼容游戏","\u002Freference\u002Fcompatibility","i-lucide-check-circle-2",[],{"id":149,"title":150,"url":159,"target":62,"icon":160,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":161},"3-3",{"de":151,"en":152,"es":153,"fr":154,"it":155,"ru":156,"sr":157,"zh":158},"Wie amiibo funktionieren","How amiibo work","Cómo funcionan los Amiibo","Comment fonctionnent les Amiibo","Come funzionano gli Amiibo","Как работают Amiibo","Kako Amiibo rade","Amiibo 如何运作","\u002Fgames\u002Fhow-amiibo-unlocks-work","i-lucide-puzzle",[],{"id":163,"title":164,"url":173,"target":62,"icon":174,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":175},"3-4",{"de":165,"en":166,"es":167,"fr":168,"it":169,"ru":170,"sr":171,"zh":172},"Beste Amiibo pro Spiel","Best amiibo per Game","Mejores Amiibo por juego","Meilleurs Amiibo par jeu","Migliori Amiibo per gioco","Лучшие Amiibo по играм","Najbolji Amiibo po igri","各游戏最佳 Amiibo","\u002Fgames\u002Fbest-amiibo-per-game","i-lucide-award",[],{"id":177,"title":178,"url":186,"target":62,"icon":187,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":188},"3-5",{"de":179,"en":180,"es":181,"fr":182,"it":183,"ru":184,"sr":185},"Freischaltbares & Belohnungen","Unlockables & Rewards","Desbloqueables & Recompensas","Déblocables & Récompenses","Sbloccabili & Ricompense","Разблокировки & награды","Otključavanja & nagrade","\u002Fgames\u002Funlocks-and-benefits","i-lucide-gift",[],{"id":190,"title":191,"url":199,"target":62,"icon":200,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":201},"4",{"de":192,"en":193,"es":194,"it":195,"ru":196,"sr":197,"zh":198},"Sammeln","Collecting","Coleccionismo","Collezionismo","Коллекционирование","Kolekcionarstvo","收藏","\u002Fcollecting","i-lucide-gem",[202,213,227,240,254,268],{"id":203,"title":204,"url":211,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":212},"4-1",{"de":205,"en":206,"fr":207,"it":208,"ru":209,"zh":210},"Sammel-Hub","Collecting Hub","Hub de collecte","Hub di raccolta","Центр сбора","收藏中心","\u002Famiibo\u002Fcollecting",[],{"id":214,"title":215,"url":224,"target":62,"icon":225,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":226},"4-2",{"de":216,"en":217,"es":218,"fr":219,"it":220,"ru":221,"sr":222,"zh":223},"Kaufberatung","Buying Guide","Guía de compra","Guide d'achat","Guida all'acquisto","Гид покупателя","Vodič za kupovinu","购买指南","\u002Famiibo-library\u002Famiibo-buying-smart","i-lucide-shopping-bag",[],{"id":228,"title":229,"url":237,"target":62,"icon":238,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":239},"4-3",{"de":230,"en":230,"es":231,"fr":232,"it":233,"ru":234,"sr":235,"zh":236},"Fake vs Real","Falso vs. Real","Faux vs Vrai","Falso vs Vero","Фейк vs Оригинал","Lažno vs Pravo","真假对比","\u002Famiibo-library\u002Famiibo-buying-smart\u002Favoid-fake-listings","i-lucide-scan",[],{"id":241,"title":242,"url":251,"target":62,"icon":252,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":253},"4-4",{"de":243,"en":244,"es":245,"fr":246,"it":247,"ru":248,"sr":249,"zh":250},"Aufbewahrung & Präsentation","Storage & Display","Almacenamiento & exhibición","Rangement & Présentation","Contenitori & Esposizione","Хранение & витрины","Odlaganje & izlaganje","存储 & 展示","\u002Famiibo-library\u002Famiibo-care-and-storage","i-lucide-box",[],{"id":255,"title":256,"url":265,"target":62,"icon":266,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":267},"4-5",{"de":257,"en":258,"es":259,"fr":260,"it":261,"ru":262,"sr":263,"zh":264},"Preisübersicht","Price Guide","Guía de precios","Guide des prix","Guida ai prezzi","Гид по ценам","Cenovnik","价格指南","\u002Fcollections\u002Fprice-guide","i-lucide-bar-chart-3",[],{"id":269,"title":270,"url":279,"target":62,"icon":280,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":281},"4-6",{"de":271,"en":272,"es":273,"fr":274,"it":275,"ru":276,"sr":277,"zh":278},"Raritäten","Rare Finds","Hallazgos únicos","Trouvailles rares","Pezzi rari","Редкие находки","Retki nalazi","稀有发现","\u002Fcollections\u002Frare-and-notable","i-lucide-trophy",[],{"id":283,"title":284,"url":292,"target":62,"icon":293,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":294},"5",{"de":285,"en":286,"es":287,"fr":286,"it":288,"ru":289,"sr":290,"zh":291},"Technik","Tech","Tecnología","Tecnologia","Технологии","Tehnologija","科技","\u002Ftech","i-lucide-cpu",[295,306,318,331,344],{"id":296,"title":297,"url":292,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":305},"5-1",{"de":298,"en":298,"es":299,"fr":300,"it":301,"ru":302,"sr":303,"zh":304},"Tech Hub","Centro tecnológico","Hub Tech","Hub Tecnologico","Технохаб","Tehnološki centar","科技中心",[],{"id":307,"title":308,"url":315,"target":62,"icon":316,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":317},"5-2",{"de":309,"en":310,"fr":311,"it":312,"ru":313,"zh":314},"Audio- & Mikrofonqualität","Audio & Mic Quality","Qualité audio & micro","Qualità audio & mic","Качество звука & микрофона","音频 & 麦克风质量","\u002Fgear\u002Faudio","i-lucide-mic",[],{"id":319,"title":320,"url":328,"target":62,"icon":329,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":330},"5-3",{"de":321,"en":322,"es":323,"fr":324,"it":325,"sr":326,"zh":327},"Controller & Zubehör","Controllers & Accessories","Mandos & accesorios","Manettes & accessoires","Controller & Accessori","Kontroleri & dodatna oprema","控制器 & 配件","\u002Fgear\u002Fcontrols","i-lucide-joystick",[],{"id":332,"title":333,"url":341,"target":62,"icon":342,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":343},"5-4",{"de":334,"en":335,"es":336,"fr":337,"it":338,"ru":339,"sr":340},"Displays & Aufnahme","Displays & Capture","Pantallas & Captura","Écrans & Capture","Display & Acquisizione","Дисплеи & Захват","Ekrani & snimanje","\u002Fgear\u002Fdisplays","i-lucide-monitor",[],{"id":345,"title":346,"url":355,"target":62,"icon":356,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":357},"5-5",{"de":347,"en":348,"es":349,"fr":350,"it":351,"ru":352,"sr":353,"zh":354},"Netzwerkstabilität","Network Stability","Estabilidad de la red","Stabilité du réseau","Stabilità della rete","Стабильность сети","Stabilnost mreže","网络稳定性","\u002Fplaybooks\u002Fnetwork-stability","i-lucide-wifi",[],{"id":359,"title":360,"url":368,"target":62,"icon":369,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":370},"6",{"de":361,"en":361,"es":362,"fr":363,"it":364,"ru":365,"sr":366,"zh":367},"Shop","Tienda","Boutique","Negozio","Магазин","Prodavnica","商店","\u002Fshop","i-lucide-shopping-cart",[371,383,391,399,412],{"id":372,"title":373,"url":368,"target":62,"icon":381,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":382},"6-1",{"de":374,"en":375,"es":376,"fr":377,"ru":378,"sr":379,"zh":380},"Shop-Hub","Shop Hub","Centro de compras","Espace Boutique","Центр магазина","Centar za kupovinu","购物中心","i-lucide-store",[],{"id":384,"title":385,"url":388,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":390},"6-2",{"de":386,"en":386,"es":387,"fr":387,"it":387,"sr":387,"zh":387},"amiibo","Amiibo","\u002Famiibo-shop","i-lucide-scan-line",[],{"id":392,"title":393,"url":396,"target":62,"icon":397,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":398},"6-3",{"de":394,"en":394,"es":394,"fr":394,"it":394,"ru":394,"sr":394,"zh":395},"LEGO","乐高","\u002Flego-shop","i-lucide-blocks",[],{"id":400,"title":401,"url":409,"target":62,"icon":410,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":411},"6-4",{"de":402,"en":403,"es":404,"fr":405,"it":406,"sr":407,"zh":408},"Figuren & Sammlerstücke","Figures & Collectibles","Figuras & Coleccionables","Figurines & Objets de collection","Figure & Collezionismo","Figure & kolekcionarstvo","手办 & 收藏品","\u002Fshop\u002Ffigures","i-lucide-package",[],{"id":413,"title":414,"url":421,"target":62,"icon":422,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":423},"6-5",{"de":415,"en":415,"fr":416,"it":417,"ru":418,"sr":419,"zh":420},"Gaming Gear","Équipement gaming","Accessori gaming","Игровое снаряжение","Gejming oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"id":425,"title":426,"url":427,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":428},"2",{"de":386,"en":386,"es":386,"fr":386,"it":386,"ru":386,"sr":386,"zh":386},"\u002Famiibo",[429,440,447,461,475,489,503,517],{"id":430,"title":431,"url":427,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":439},"2-1",{"de":432,"en":433,"es":434,"fr":435,"it":435,"ru":436,"sr":437,"zh":438},"amiibo-Hub","amiibo Hub","Centro amiibo","Hub amiibo","Хаб amiibo","amiibo centar","amiibo 中心",[],{"id":441,"title":442,"url":444,"target":62,"icon":445,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":446},"1772724791061",{"de":443,"en":443},"Franchise","\u002Famiibo\u002Ffranchise","i-lucide-star",[],{"id":448,"title":449,"url":458,"target":62,"icon":459,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":460},"2-3",{"de":450,"en":451,"es":452,"fr":453,"it":454,"ru":455,"sr":456,"zh":457},"Region & Verpackung (EU\u002FUS\u002FJP)","Region & Packaging (EU\u002FUS\u002FJP)","Región y embalaje (UE\u002FEE. UU.\u002FJP)","Région & Emballage (UE\u002FUS\u002FJP)","Regione & Confezione (EU\u002FUS\u002FJP)","Регион & упаковка (EU\u002FUS\u002FJP)","Region & pakovanje (EU\u002FUS\u002FJP)","地区 & 包装 (EU\u002FUS\u002FJP)","\u002Famiibo-library\u002Famiibo-editions-and-regions","i-lucide-globe",[],{"id":462,"title":463,"url":472,"target":62,"icon":473,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":474},"2-4",{"de":464,"en":465,"es":466,"fr":467,"it":468,"ru":469,"sr":470,"zh":471},"Schnellidentifikations-Checkliste","Fast Identification Checklist","Lista de identificación rápida","Liste d'identification rapide","Checklist identificazione rapida","Чек-лист быстрой идентификации","Kontrolna lista za brzu identifikaciju","快速识别清单","\u002Famiibo\u002Fidentify-checklist","i-lucide-list-checks",[],{"id":476,"title":477,"url":486,"target":62,"icon":487,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":488},"2-6",{"de":478,"en":479,"es":480,"fr":481,"it":482,"ru":483,"sr":484,"zh":485},"Tipps für Sealed-Sammlungen","Sealed Collection Tips","Consejos de colección sellada","Conseils collection scellée","Consigli collezione sigillata","Советы по коллекции Sealed","Saveti za zapečaćene kolekcije","密封收藏贴士","\u002Famiibo\u002Fsealed-tips","i-lucide-shield-check",[],{"id":490,"title":491,"url":500,"target":62,"icon":501,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":502},"2-5",{"de":492,"en":493,"es":494,"fr":495,"it":496,"ru":497,"sr":498,"zh":499},"Zustand & Bewertung","Condition & Grading","Estado & Graduación","État & Évaluation","Condizioni & Valutazione","Состояние & Оценка","Stanje & ocenjivanje","品相与分级","\u002Famiibo-library\u002Famiibo-condition-and-grading","i-lucide-badge-check",[],{"id":504,"title":505,"url":514,"target":62,"icon":515,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":516},"2-2",{"de":506,"en":507,"es":508,"fr":509,"it":510,"ru":511,"sr":512,"zh":513},"Ausgaben & Nachdrucke","Editions & Reprints","Ediciones & Reimpresiones","Éditions & Réimpressions","Edizioni & ristampe","Издания & переиздания","Izdanja & reizdanja","版本 & 重印","\u002Famiibo\u002Fcollecting\u002F","i-lucide-layers",[],{"id":518,"title":519,"url":528,"target":62,"icon":529,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":530},"2-7",{"de":520,"en":521,"es":522,"fr":523,"it":524,"ru":525,"sr":526,"zh":527},"Nachdruck-Timeline","Reprint Timeline","Cronología de reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":1933},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1131,"featuredImage":1132,"featuredImageAlt":1133,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":886,"status":1134,"publishedAt":1135,"createdAt":1136,"updatedAt":1137,"seoLocalePaths":1138,"categories":1147,"author":1160,"translations":1164},"447","Intel XeSS 3 es más que reescalado: explicación de la generación de múltiples fotogramas y Xe Low Latency","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u003Cp>XeSS 3 es fácil de malinterpretar si piensas en XeSS solo como el escalador de Intel. En 2026, la pila de XeSS de Intel incluye Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency. Esas funciones resuelven diferentes partes del problema de renderizado y capacidad de respuesta.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>XeSS 3 es una suite gráfica, no una sola función.\u003C\u002Fstrong> XeSS Super Resolution reconstruye una imagen de mayor resolución, XeSS Frame Generation inserta fotogramas generados por IA, XeSS 3 Multi Frame Generation puede añadir hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible, y Xe Low Latency reduce el retraso entre el trabajo de la CPU y lo que llega a la pantalla.\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\">Por qué esto importa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Una vez que la generación de fotogramas está habilitada, \u003Cstrong>los FPS mostrados ya no son lo mismo que los FPS renderizados tradicionalmente\u003C\u002Fstrong>. Y una vez que la tecnología de baja latencia forma parte de la pila, la capacidad de respuesta debe medirse por separado de la salida bruta de fotogramas.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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\">XeSS ya no es solo escalado\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">La pila de cuatro capas de XeSS 3\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-11\" class=\"editorjs-toc__link\">Qué significa realmente “hasta 4× los fotogramas”\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">XeSS Super Resolution sigue haciendo un trabajo diferente\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">La división entre salida y respuesta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Qué hace Xe Low Latency\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Por qué Multi Frame Generation ayuda más cuando el pipeline base ya es saludable\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">La prueba de renderizado, generado y capacidad de respuesta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Por qué la interfaz y la desoclusión son difíciles para la generación de fotogramas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">La aceleración por hardware de Intel importa\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">El mapa de funciones de XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Por qué XeSS 3 debe compararse capa por capa, no marca por marca\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Por qué 4× fotogramas no significa 4× capacidad de respuesta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Cuándo es más útil la generación de múltiples fotogramas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Qué cambiaría esta respuesta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">XeSS ya no es solo escalado\u003C\u002Fh2>\n\u003Cp>La historia original de XeSS era sencilla: renderizar a una resolución interna más baja y reconstruir una imagen de mayor resolución con técnicas temporales basadas en IA.\u003C\u002Fp>\n\u003Cp>XeSS 2 añadió más que la reconstrucción de imagen al combinar Super Resolution, Frame Generation y Xe Low Latency.\u003C\u002Fp>\n\u003Cp>XeSS 3 amplía esa pila con Multi Frame Generation, que según Intel puede generar hasta tres fotogramas de IA por cada fotograma renderizado tradicionalmente en hardware Intel compatible.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">La pila de cuatro capas de XeSS 3\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cuatro trabajos diferentes dentro de XeSS 3\u003C\u002Fh3>\u003Cdiv class=\"flex flex-col sm:flex-row gap-3\">\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 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. XeSS Super Resolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reconstruye una imagen de mayor resolución a partir de un renderizado de menor resolución utilizando información temporal y basada en IA.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 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. XeSS Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Genera fotogramas adicionales entre fotogramas renderizados para aumentar el flujo de fotogramas mostrados.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 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. XeSS Multi Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">XeSS 3 puede generar hasta tres fotogramas de IA por cada fotograma renderizado en hardware Intel compatible, produciendo hasta cuatro fotogramas mostrados a partir de un fotograma renderizado tradicionalmente.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 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. Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Optimiza la ruta de CPU a pantalla para que una mayor salida de fotogramas no conlleve automáticamente una latencia adicional innecesaria.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-11\">Qué significa realmente “hasta 4× los fotogramas”\u003C\u002Fh2>\n\u003Cp>Intel describe XeSS 3 Multi Frame Generation como la producción de hasta tres fotogramas generados por IA por cada fotograma renderizado.\u003C\u002Fp>\n\u003Cp>Conceptualmente, un fotograma renderizado tradicionalmente más tres fotogramas generados pueden producir cuatro fotogramas mostrados.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Fotogramas renderizados vs generados\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\">Fotogramas renderizados tradicionalmente\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\">Fotogramas generados por IA\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\">Fotogramas mostrados potenciales\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\">Sin generación de fotogramas\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\">Generación de fotogramas estándar\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\">XeSS 3 Multi 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>\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\">No leas el contador final de FPS como la tasa de renderizado nativa del motor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un valor mostrado de 240 FPS con Multi Frame Generation \u003Cstrong>no\u003C\u002Fstrong> significa que el motor del juego haya simulado y renderizado convencionalmente 240 fotogramas completamente nuevos cada segundo.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">XeSS Super Resolution sigue haciendo un trabajo diferente\u003C\u002Fh2>\n\u003Cp>XeSS Super Resolution opera antes de la salida final a pantalla. Intel lo describe como supermuestreo temporal y antialiasing basados en IA que toman un búfer de color con jitter de menor resolución junto con vectores de movimiento y profundidad, y luego reconstruyen una imagen con antialiasing a la resolución objetivo.\u003C\u002Fp>\n\u003Cp>Eso significa que Super Resolution reduce la cantidad de trabajo de renderizado de píxeles convencional. Frame Generation no reemplaza esa función; cambia el número de fotogramas presentados después de que ya existen fotogramas renderizados.\u003C\u002Fp>\n\u003Cp>Por eso un benchmark de XeSS debería indicar si está midiendo Super Resolution, Frame Generation, Multi Frame Generation o una combinación.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">La división entre salida y respuesta\u003C\u002Fh2>\n\u003Cp>La forma más importante de entender XeSS 3 es separar la tasa de salida de la latencia de respuesta.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Dos preguntas diferentes sobre rendimiento\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\">Pregunta\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\">Qué importa\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\">¿Qué tan fluido se ve el movimiento?\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\">¿Qué tan rápido reacciona el juego?\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\u003Cp>Unos FPS mostrados más altos pueden mejorar la fluidez visual. No demuestran automáticamente que la entrada del jugador se procese a la misma velocidad.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Qué hace Xe Low Latency\u003C\u002Fh2>\n\u003Cp>La tecnología Xe Low Latency de Intel está diseñada para reducir la latencia entre la entrada y la pantalla optimizando el tiempo entre el procesamiento de la CPU y la visualización final del fotograma.\u003C\u002Fp>\n\u003Cp>Ese papel es especialmente importante una vez que la generación de fotogramas está activa, porque la interpolación de fotogramas añade más trabajo al pipeline de presentación.\u003C\u002Fp>\n\u003Cp>Por lo tanto, la forma correcta de juzgar el conjunto no es “XeSS 3 muestra más FPS, así que la latencia debe ser mejor”. La fluidez y la capacidad de respuesta necesitan mediciones separadas.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">Por qué Multi Frame Generation ayuda más cuando el pipeline base ya es saludable\u003C\u002Fh2>\n\u003Cp>Los fotogramas generados se construyen a partir de la información proporcionada por fotogramas renderizados reales y el historial de movimiento.\u003C\u002Fp>\n\u003Cp>Si el juego base ya está entregando tiempos de fotograma inestables, bloqueos graves de CPU o información de movimiento irregular, generar más fotogramas no elimina la causa raíz original.\u003C\u002Fp>\n\u003Cp>La pantalla puede volverse más densa mientras la simulación subyacente o la cadencia de renderizado sigue siendo débil.\u003C\u002Fp>\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\">La regla útil\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La generación de fotogramas funciona mejor como un \u003Cstrong>multiplicador de un pipeline base saludable\u003C\u002Fstrong>, no como un reemplazo para diagnosticar un rendimiento base deficiente.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-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\">Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1% y stutter explicados\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Por qué el FPS promedio puede ocultar una entrega inestable de fotogramas y cómo diagnosticar fotogramas lentos en lugar de confiar en un solo número.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía sobre tiempo de fotograma →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-34\">La prueba de renderizado, generado y capacidad de respuesta\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo probar XeSS 3 sin mezclar diferentes métricas\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. Medir el juego base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ejecutar con la generación de fotogramas desactivada y registrar FPS convencionales, tiempos de fotograma y latencia si están disponibles.\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. Activar Super Resolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Medir cuánto se reduce la carga de renderizado convencional de la GPU y si la calidad de imagen se mantiene estable.\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. Activar Frame Generation o MFG\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Medir los FPS finales mostrados y el frame pacing por separado del rendimiento de renderizado base.\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. Activar Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Medir la capacidad de respuesta en lugar de asumir que una tasa de salida más alta garantiza una latencia menor.\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. Comprobar artefactos\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Inspeccionar la interfaz, el movimiento rápido de cámara, las partículas, la transparencia y las áreas de desoclusión donde los fotogramas generados pueden fallar.\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. Repetir la misma carga de trabajo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usar escenas o secuencias de benchmark idénticas para que cada capa pueda compararse de forma justa.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-36\">Por qué la interfaz y la desoclusión son difíciles para la generación de fotogramas\u003C\u002Fh2>\n\u003Cp>La generación de fotogramas predice información visual entre dos estados renderizados. Eso es más fácil cuando el movimiento es fluido y la escena visible sigue siendo predecible.\u003C\u002Fp>\n\u003Cp>Los giros rápidos de cámara, los objetos recién revelados, las partículas, la transparencia y los elementos estáticos de la interfaz crean casos más difíciles porque el fotograma generado tiene que inferir información que puede no existir de forma clara en la imagen anterior.\u003C\u002Fp>\n\u003Cp>Por eso la calidad de los fotogramas generados debe juzgarse en movimiento y no a partir de capturas de pantalla.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">La aceleración por hardware de Intel importa\u003C\u002Fh2>\n\u003Cp>Las tecnologías XeSS de Intel están diseñadas para utilizar las capacidades dedicadas de IA disponibles en el hardware Intel Arc en sus rutas de máximo rendimiento.\u003C\u002Fp>\n\u003Cp>XeSS Super Resolution también tiene un soporte más amplio entre distintos fabricantes, lo cual es una razón por la que el nombre XeSS puede referirse a diferentes rutas de ejecución según la GPU.\u003C\u002Fp>\n\u003Cp>Sin embargo, XeSS 3 Multi Frame Generation actualmente es descrito por Intel como una función introducida en hardware Intel.\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\">No asumas que todas las funciones de XeSS tienen un soporte de GPU idéntico\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency pueden tener diferentes requisitos de hardware e integración.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-45\">El mapa de funciones de XeSS\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Función\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Tarea principal\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Aspecto principal que medir\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Super Resolution\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Reconstruir una imagen de mayor resolución\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Calidad de imagen + FPS convencionales\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Añadir uno o más fotogramas generados\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS mostrados + artefactos + ritmo\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Multi Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Generar hasta tres fotogramas de IA por fotograma renderizado en hardware Intel compatible\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rendimiento mostrado + artefactos + ritmo\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Xe Low Latency\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Reducir el retraso entre entrada y visualización\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latencia\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Renderizador base\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Producir fotogramas impulsados por la simulación\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS nativos\u002Frenderizados + tiempo de fotograma\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-47\">Por qué XeSS 3 debe compararse capa por capa, no marca por marca\u003C\u002Fh2>\n\u003Cp>Una simple tabla de “XeSS vs DLSS vs FSR” a menudo oculta más de lo que explica.\u003C\u002Fp>\n\u003Cp>La comparación útil es función contra función: escalado contra escalado, calidad de fotogramas generados contra calidad de fotogramas generados, comportamiento de baja latencia contra comportamiento de baja latencia.\u003C\u002Fp>\n\u003Cp>De lo contrario, un producto puede juzgarse por los FPS mostrados mientras que otro se juzga por la calidad de renderizado nativa.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\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: por qué 300 FPS no significa que el juego esté renderizando 300 fotogramas\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Una guía complementaria que explica los FPS renderizados, los FPS generados y por qué la latencia debe medirse por separado cuando Multi Frame Generation está activo.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía de FPS generados de DLSS →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\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 no es solo FSR 4: escalado, generación de fotogramas, regeneración de rayos y caché de radiancia explicados\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Cómo AMD dividió FSR en tecnologías separadas de renderizado neuronal y por qué cada función necesita su propia métrica de rendimiento.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía de FSR Redstone →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-53\">Por qué 4× fotogramas no significa 4× capacidad de respuesta\u003C\u002Fh2>\n\u003Cp>Un fotograma generado mejora lo que muestra la pantalla entre fotogramas renderizados de forma tradicional. No crea un nuevo paso de simulación de CPU para cada imagen generada.\u003C\u002Fp>\n\u003Cp>Por lo tanto, cuatro fotogramas mostrados derivados de un fotograma renderizado no significan que el jugador reciba cuatro actualizaciones de simulación independientes.\u003C\u002Fp>\n\u003Cp>Esto no es un defecto de la tecnología. Es simplemente un tipo diferente de mejora de rendimiento.\u003C\u002Fp>\n\u003Ch2 id=\"section-57\">Cuándo es más útil la generación de múltiples fotogramas\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Escenario\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Por qué MFG puede ayudar\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pantalla de alta frecuencia de actualización\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Más fotogramas presentados pueden aprovechar mejor los paneles de 144 Hz, 240 Hz y superiores\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Carga gráfica pesada\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Los fotogramas generados pueden aumentar la tasa de presentación sin renderizar convencionalmente cada fotograma mostrado\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Suavidad visual para un jugador\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">El movimiento de cámara puede verse sustancialmente más suave cuando el ritmo se mantiene estable\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Renderizado limitado por CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Los FPS mostrados pueden superar la cadencia de renderizado convencional, aunque el límite de simulación de la CPU sigue existiendo\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Tiempos de fotograma base ya inestables\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Menos ideal: los fotogramas generados no eliminan la fuente original de tartamudeo\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-59\">Qué cambiaría esta respuesta\u003C\u002Fh2>\n\u003Cp>Intel puede ampliar la compatibilidad de hardware de XeSS 3, cambiar versiones del modelo y mejorar la calidad de los fotogramas generados mediante futuras versiones del SDK y controladores.\u003C\u002Fp>\n\u003Cp>La distinción arquitectónica actual seguirá importando: la reconstrucción, los fotogramas generados y la optimización de latencia resuelven problemas diferentes incluso si la implementación específica cambia.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Las páginas públicas de Intel sobre XeSS describen las capacidades compatibles y el comportamiento previsto, pero no son pruebas independientes. La calidad de imagen real, los artefactos de generación de fotogramas, la latencia y el escalado varían según el juego, la GPU, la resolución y la calidad de la integración.\u003C\u002Fp>\n\u003Cp>La explicación de “hasta cuatro fotogramas mostrados” es un máximo conceptual basado en el soporte declarado por Intel de hasta tres fotogramas generados por fotograma renderizado. La salida real y el ritmo dependen del juego en ejecución y de la implementación.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Conclusión\u003C\u002Fh2>\n\u003Cp>XeSS 3 hace que el nombre XeSS sea más amplio de lo que muchos jugadores creen.\u003C\u002Fp>\n\u003Cp>Super Resolution reconstruye la imagen. Frame Generation aumenta la salida de fotogramas mostrados. Multi Frame Generation puede añadir hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible. Xe Low Latency trabaja en el lado de la capacidad de respuesta.\u003C\u002Fp>\n\u003Cp>La forma clara de juzgar XeSS 3 es, por lo tanto, separar tres preguntas: ¿qué tan buena es la imagen reconstruida, qué tan fluido es el flujo de fotogramas generados y qué tan receptivo es el juego subyacente?\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Preguntas frecuentes\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\">Intel XeSS 3 en lenguaje sencillo\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\">¿Qué es XeSS 3?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">XeSS 3 es la suite XeSS actual de Intel que combina Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency.\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\">¿Cuántos fotogramas puede crear la generación de múltiples fotogramas de XeSS 3?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Intel afirma que XeSS 3 puede generar hasta tres fotogramas generados por IA por fotograma renderizado en hardware Intel compatible, produciendo hasta cuatro fotogramas mostrados a partir de un fotograma renderizado de forma tradicional.\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\">¿XeSS 3 es lo mismo que XeSS Super Resolution?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Super Resolution es solo una parte del conjunto XeSS 3.\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\">¿4× FPS mostrados significa que el juego se ejecuta 4× más rápido internamente?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Los fotogramas generados aumentan la salida de presentación, pero no crean cuatro actualizaciones de simulación de CPU independientes por cada fotograma base renderizado.\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\">¿Qué hace Xe Low Latency?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Está diseñado para reducir la latencia entre la entrada y la pantalla optimizando la ruta de CPU a pantalla.\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\">¿Deberían compararse XeSS, DLSS y FSR solo por los FPS finales?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Compare por separado la calidad de escalado, el rendimiento de renderizado base, la calidad de los fotogramas generados, el ritmo de fotogramas y la latencia.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Glosario\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\">Términos clave de XeSS 3\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"xess-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\">XeSS Super Resolution\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnología de escalado temporal y antialiasing basada en IA de Intel que reconstruye una salida de mayor resolución a partir de entradas de renderizado de menor resolución.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-frame-generation\" 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\">XeSS Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnología de Intel que genera fotogramas intermedios para aumentar el flujo de fotogramas mostrados.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-multi-frame-generation\" 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\">XeSS Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Función de XeSS 3 que puede generar hasta tres fotogramas por IA por cada fotograma renderizado de forma tradicional en hardware Intel compatible.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xe-low-latency\" 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\">Xe Low Latency\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnología de Intel diseñada para reducir el retraso entre el trabajo de la CPU y el fotograma visible en la pantalla.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-four-layer-stack\" 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\">Four-Layer Stack\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que separa XeSS Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency por función.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"rendered-generated-responsive-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\">Rendered-Generated-Responsive Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flujo de trabajo de Figure Rocks para medir el rendimiento de renderizado base, la salida de fotogramas generados y la latencia como métricas separadas.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-73\">Fuentes primarias\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\" 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\">Intel Developer — XeSS 3 para desarrolladores\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial para desarrolladores de Intel que cubre XeSS Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\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\">Intel Gaming Access — XeSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Descripción general oficial de Intel Gaming sobre XeSS 3 y sus tecnologías de rendimiento y capacidad de respuesta impulsadas por IA.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\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\">Intel Gaming Access — Juegos compatibles con XeSS\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Página oficial de compatibilidad de Intel que muestra el desglose de características entre XeSS, XeSS 2 y XeSS 3, incluida Multi Frame Generation.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\" 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\">Intel Developer — Guía para desarrolladores de XeSS Super Resolution\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guía técnica oficial que explica las entradas de XeSS Super Resolution, la reconstrucción temporal y los modos de calidad.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1130},1790378626851,[540,546,554,561,568,574,579,584,589,594,614,619,624,629,659,666,671,676,681,686,691,696,717,722,727,732,737,742,747,752,757,762,769,778,783,807,812,817,822,827,832,837,842,847,853,858,888,893,898,903,908,916,924,929,934,939,944,949,972,977,982,987,992,997,1002,1007,1012,1017,1022,1027,1057,1062,1088,1093,1103,1112,1121],{"id":541,"data":542,"type":544,"tunes":545},"intro",{"text":543},"XeSS 3 es fácil de malinterpretar si piensas en XeSS solo como el escalador de Intel. En 2026, la pila de XeSS de Intel incluye Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency. Esas funciones resuelven diferentes partes del problema de renderizado y capacidad de respuesta.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"direct",{"body":549,"title":550,"variant":551},"\u003Cstrong>XeSS 3 es una suite gráfica, no una sola función.\u003C\u002Fstrong> XeSS Super Resolution reconstruye una imagen de mayor resolución, XeSS Frame Generation inserta fotogramas generados por IA, XeSS 3 Multi Frame Generation puede añadir hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible, y Xe Low Latency reduce el retraso entre el trabajo de la CPU y lo que llega a la pantalla.","Respuesta directa","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"why-note",{"body":557,"title":558,"variant":559},"Una vez que la generación de fotogramas está habilitada, \u003Cstrong>los FPS mostrados ya no son lo mismo que los FPS renderizados tradicionalmente\u003C\u002Fstrong>. Y una vez que la tecnología de baja latencia forma parte de la pila, la capacidad de respuesta debe medirse por separado de la salida bruta de fotogramas.","Por qué esto importa","note",{},{"id":562,"data":563,"type":566,"tunes":567},"toc",{"title":564,"maxLevel":565,"minLevel":47},"Contenido",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"h-notjust",{"text":571,"level":47},"XeSS ya no es solo escalado","header",{},{"id":575,"data":576,"type":544,"tunes":578},"p-notjust-1",{"text":577},"La historia original de XeSS era sencilla: renderizar a una resolución interna más baja y reconstruir una imagen de mayor resolución con técnicas temporales basadas en IA.",{},{"id":580,"data":581,"type":544,"tunes":583},"p-notjust-2",{"text":582},"XeSS 2 añadió más que la reconstrucción de imagen al combinar Super Resolution, Frame Generation y Xe Low Latency.",{},{"id":585,"data":586,"type":544,"tunes":588},"p-notjust-3",{"text":587},"XeSS 3 amplía esa pila con Multi Frame Generation, que según Intel puede generar hasta tres fotogramas de IA por cada fotograma renderizado tradicionalmente en hardware Intel compatible.",{},{"id":590,"data":591,"type":572,"tunes":593},"h-stack",{"text":592,"level":47},"La pila de cuatro capas de XeSS 3",{},{"id":595,"data":596,"type":612,"tunes":613},"stack-flow",{"steps":597,"title":610,"orientation":611},[598,601,604,607],{"label":599,"description":600},"1. XeSS Super Resolution","Reconstruye una imagen de mayor resolución a partir de un renderizado de menor resolución utilizando información temporal y basada en IA.",{"label":602,"description":603},"2. XeSS Frame Generation","Genera fotogramas adicionales entre fotogramas renderizados para aumentar el flujo de fotogramas mostrados.",{"label":605,"description":606},"3. XeSS Multi Frame Generation","XeSS 3 puede generar hasta tres fotogramas de IA por cada fotograma renderizado en hardware Intel compatible, produciendo hasta cuatro fotogramas mostrados a partir de un fotograma renderizado tradicionalmente.",{"label":608,"description":609},"4. Xe Low Latency","Optimiza la ruta de CPU a pantalla para que una mayor salida de fotogramas no conlleve automáticamente una latencia adicional innecesaria.","Cuatro trabajos diferentes dentro de XeSS 3","auto","processFlow",{},{"id":615,"data":616,"type":572,"tunes":618},"h-4x",{"text":617,"level":47},"Qué significa realmente “hasta 4× los fotogramas”",{},{"id":620,"data":621,"type":544,"tunes":623},"p-4x-1",{"text":622},"Intel describe XeSS 3 Multi Frame Generation como la producción de hasta tres fotogramas generados por IA por cada fotograma renderizado.",{},{"id":625,"data":626,"type":544,"tunes":628},"p-4x-2",{"text":627},"Conceptualmente, un fotograma renderizado tradicionalmente más tres fotogramas generados pueden producir cuatro fotogramas mostrados.",{},{"id":630,"data":631,"type":657,"tunes":658},"frames-table",{"rows":632,"title":645,"layout":646,"columns":647},[633,637,641],{"id":634,"label":635,"values":636},"normal","Sin generación de fotogramas",[13,13,13],{"id":638,"label":639,"values":640},"fg","Generación de fotogramas estándar",[13,13,13],{"id":642,"label":643,"values":644},"mfg","XeSS 3 Multi Frame Generation",[13,13,13],"Fotogramas renderizados vs generados","table",[648,651,654],{"id":649,"label":650},"rendered","Fotogramas renderizados tradicionalmente",{"id":652,"label":653},"generated","Fotogramas generados por IA",{"id":655,"label":656},"displayed","Fotogramas mostrados potenciales","comparison",{},{"id":660,"data":661,"type":552,"tunes":665},"fps-warning",{"body":662,"title":663,"variant":664},"Un valor mostrado de 240 FPS con Multi Frame Generation \u003Cstrong>no\u003C\u002Fstrong> significa que el motor del juego haya simulado y renderizado convencionalmente 240 fotogramas completamente nuevos cada segundo.","No leas el contador final de FPS como la tasa de renderizado nativa del motor","warning",{},{"id":667,"data":668,"type":572,"tunes":670},"h-sr",{"text":669,"level":47},"XeSS Super Resolution sigue haciendo un trabajo diferente",{},{"id":672,"data":673,"type":544,"tunes":675},"p-sr-1",{"text":674},"XeSS Super Resolution opera antes de la salida final a pantalla. Intel lo describe como supermuestreo temporal y antialiasing basados en IA que toman un búfer de color con jitter de menor resolución junto con vectores de movimiento y profundidad, y luego reconstruyen una imagen con antialiasing a la resolución objetivo.",{},{"id":677,"data":678,"type":544,"tunes":680},"p-sr-2",{"text":679},"Eso significa que Super Resolution reduce la cantidad de trabajo de renderizado de píxeles convencional. Frame Generation no reemplaza esa función; cambia el número de fotogramas presentados después de que ya existen fotogramas renderizados.",{},{"id":682,"data":683,"type":544,"tunes":685},"p-sr-3",{"text":684},"Por eso un benchmark de XeSS debería indicar si está midiendo Super Resolution, Frame Generation, Multi Frame Generation o una combinación.",{},{"id":687,"data":688,"type":572,"tunes":690},"h-output-response",{"text":689,"level":47},"La división entre salida y respuesta",{},{"id":692,"data":693,"type":544,"tunes":695},"p-or-1",{"text":694},"La forma más importante de entender XeSS 3 es separar la tasa de salida de la latencia de respuesta.",{},{"id":697,"data":698,"type":657,"tunes":716},"response-table",{"rows":699,"title":708,"layout":646,"columns":709},[700,704],{"id":701,"label":702,"values":703},"smoothness","¿Qué tan fluido se ve el movimiento?",[13,13],{"id":705,"label":706,"values":707},"response","¿Qué tan rápido reacciona el juego?",[13,13],"Dos preguntas diferentes sobre rendimiento",[710,713],{"id":711,"label":712},"question","Pregunta",{"id":714,"label":715},"metric","Qué importa",{},{"id":718,"data":719,"type":544,"tunes":721},"p-or-2",{"text":720},"Unos FPS mostrados más altos pueden mejorar la fluidez visual. No demuestran automáticamente que la entrada del jugador se procese a la misma velocidad.",{},{"id":723,"data":724,"type":572,"tunes":726},"h-xell",{"text":725,"level":47},"Qué hace Xe Low Latency",{},{"id":728,"data":729,"type":544,"tunes":731},"p-xell-1",{"text":730},"La tecnología Xe Low Latency de Intel está diseñada para reducir la latencia entre la entrada y la pantalla optimizando el tiempo entre el procesamiento de la CPU y la visualización final del fotograma.",{},{"id":733,"data":734,"type":544,"tunes":736},"p-xell-2",{"text":735},"Ese papel es especialmente importante una vez que la generación de fotogramas está activa, porque la interpolación de fotogramas añade más trabajo al pipeline de presentación.",{},{"id":738,"data":739,"type":544,"tunes":741},"p-xell-3",{"text":740},"Por lo tanto, la forma correcta de juzgar el conjunto no es “XeSS 3 muestra más FPS, así que la latencia debe ser mejor”. La fluidez y la capacidad de respuesta necesitan mediciones separadas.",{},{"id":743,"data":744,"type":572,"tunes":746},"h-base",{"text":745,"level":47},"Por qué Multi Frame Generation ayuda más cuando el pipeline base ya es saludable",{},{"id":748,"data":749,"type":544,"tunes":751},"p-base-1",{"text":750},"Los fotogramas generados se construyen a partir de la información proporcionada por fotogramas renderizados reales y el historial de movimiento.",{},{"id":753,"data":754,"type":544,"tunes":756},"p-base-2",{"text":755},"Si el juego base ya está entregando tiempos de fotograma inestables, bloqueos graves de CPU o información de movimiento irregular, generar más fotogramas no elimina la causa raíz original.",{},{"id":758,"data":759,"type":544,"tunes":761},"p-base-3",{"text":760},"La pantalla puede volverse más densa mientras la simulación subyacente o la cadencia de renderizado sigue siendo débil.",{},{"id":763,"data":764,"type":552,"tunes":768},"healthy-base",{"body":765,"title":766,"variant":767},"La generación de fotogramas funciona mejor como un \u003Cstrong>multiplicador de un pipeline base saludable\u003C\u002Fstrong>, no como un reemplazo para diagnosticar un rendimiento base deficiente.","La regla útil","success",{},{"id":770,"data":771,"type":776,"tunes":777},"ref-frametime",{"url":772,"title":773,"excerpt":774,"ctaLabel":775},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1% y stutter explicados","Por qué el FPS promedio puede ocultar una entrega inestable de fotogramas y cómo diagnosticar fotogramas lentos en lugar de confiar en un solo número.","Leer la guía sobre tiempo de fotograma","referralArticle",{},{"id":779,"data":780,"type":572,"tunes":782},"h-test",{"text":781,"level":47},"La prueba de renderizado, generado y capacidad de respuesta",{},{"id":784,"data":785,"type":612,"tunes":806},"test-flow",{"steps":786,"title":805,"orientation":611},[787,790,793,796,799,802],{"label":788,"description":789},"1. Medir el juego base","Ejecutar con la generación de fotogramas desactivada y registrar FPS convencionales, tiempos de fotograma y latencia si están disponibles.",{"label":791,"description":792},"2. Activar Super Resolution","Medir cuánto se reduce la carga de renderizado convencional de la GPU y si la calidad de imagen se mantiene estable.",{"label":794,"description":795},"3. Activar Frame Generation o MFG","Medir los FPS finales mostrados y el frame pacing por separado del rendimiento de renderizado base.",{"label":797,"description":798},"4. Activar Xe Low Latency","Medir la capacidad de respuesta en lugar de asumir que una tasa de salida más alta garantiza una latencia menor.",{"label":800,"description":801},"5. Comprobar artefactos","Inspeccionar la interfaz, el movimiento rápido de cámara, las partículas, la transparencia y las áreas de desoclusión donde los fotogramas generados pueden fallar.",{"label":803,"description":804},"6. Repetir la misma carga de trabajo","Usar escenas o secuencias de benchmark idénticas para que cada capa pueda compararse de forma justa.","Cómo probar XeSS 3 sin mezclar diferentes métricas",{},{"id":808,"data":809,"type":572,"tunes":811},"h-artifacts",{"text":810,"level":47},"Por qué la interfaz y la desoclusión son difíciles para la generación de fotogramas",{},{"id":813,"data":814,"type":544,"tunes":816},"p-art-1",{"text":815},"La generación de fotogramas predice información visual entre dos estados renderizados. Eso es más fácil cuando el movimiento es fluido y la escena visible sigue siendo predecible.",{},{"id":818,"data":819,"type":544,"tunes":821},"p-art-2",{"text":820},"Los giros rápidos de cámara, los objetos recién revelados, las partículas, la transparencia y los elementos estáticos de la interfaz crean casos más difíciles porque el fotograma generado tiene que inferir información que puede no existir de forma clara en la imagen anterior.",{},{"id":823,"data":824,"type":544,"tunes":826},"p-art-3",{"text":825},"Por eso la calidad de los fotogramas generados debe juzgarse en movimiento y no a partir de capturas de pantalla.",{},{"id":828,"data":829,"type":572,"tunes":831},"h-hardware",{"text":830,"level":47},"La aceleración por hardware de Intel importa",{},{"id":833,"data":834,"type":544,"tunes":836},"p-hw-1",{"text":835},"Las tecnologías XeSS de Intel están diseñadas para utilizar las capacidades dedicadas de IA disponibles en el hardware Intel Arc en sus rutas de máximo rendimiento.",{},{"id":838,"data":839,"type":544,"tunes":841},"p-hw-2",{"text":840},"XeSS Super Resolution también tiene un soporte más amplio entre distintos fabricantes, lo cual es una razón por la que el nombre XeSS puede referirse a diferentes rutas de ejecución según la GPU.",{},{"id":843,"data":844,"type":544,"tunes":846},"p-hw-3",{"text":845},"Sin embargo, XeSS 3 Multi Frame Generation actualmente es descrito por Intel como una función introducida en hardware Intel.",{},{"id":848,"data":849,"type":552,"tunes":852},"support-note",{"body":850,"title":851,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency pueden tener diferentes requisitos de hardware e integración.","No asumas que todas las funciones de XeSS tienen un soporte de GPU idéntico",{},{"id":854,"data":855,"type":572,"tunes":857},"h-map",{"text":856,"level":47},"El mapa de funciones de XeSS",{},{"id":859,"data":860,"type":646,"tunes":887},"feature-map",{"content":861,"stretched":886,"withHeadings":15},[862,866,870,874,878,882],[863,864,865],"Función","Tarea principal","Aspecto principal que medir",[867,868,869],"XeSS Super Resolution","Reconstruir una imagen de mayor resolución","Calidad de imagen + FPS convencionales",[871,872,873],"XeSS Frame Generation","Añadir uno o más fotogramas generados","FPS mostrados + artefactos + ritmo",[875,876,877],"XeSS Multi Frame Generation","Generar hasta tres fotogramas de IA por fotograma renderizado en hardware Intel compatible","Rendimiento mostrado + artefactos + ritmo",[879,880,881],"Xe Low Latency","Reducir el retraso entre entrada y visualización","Latencia",[883,884,885],"Renderizador base","Producir fotogramas impulsados por la simulación","FPS nativos\u002Frenderizados + tiempo de fotograma",false,{},{"id":889,"data":890,"type":572,"tunes":892},"h-compare",{"text":891,"level":47},"Por qué XeSS 3 debe compararse capa por capa, no marca por marca",{},{"id":894,"data":895,"type":544,"tunes":897},"p-compare-1",{"text":896},"Una simple tabla de “XeSS vs DLSS vs FSR” a menudo oculta más de lo que explica.",{},{"id":899,"data":900,"type":544,"tunes":902},"p-compare-2",{"text":901},"La comparación útil es función contra función: escalado contra escalado, calidad de fotogramas generados contra calidad de fotogramas generados, comportamiento de baja latencia contra comportamiento de baja latencia.",{},{"id":904,"data":905,"type":544,"tunes":907},"p-compare-3",{"text":906},"De lo contrario, un producto puede juzgarse por los FPS mostrados mientras que otro se juzga por la calidad de renderizado nativa.",{},{"id":909,"data":910,"type":776,"tunes":915},"ref-dlss",{"url":911,"title":912,"excerpt":913,"ctaLabel":914},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: por qué 300 FPS no significa que el juego esté renderizando 300 fotogramas","Una guía complementaria que explica los FPS renderizados, los FPS generados y por qué la latencia debe medirse por separado cuando Multi Frame Generation está activo.","Leer la guía de FPS generados de DLSS",{},{"id":917,"data":918,"type":776,"tunes":923},"ref-fsr",{"url":919,"title":920,"excerpt":921,"ctaLabel":922},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone no es solo FSR 4: escalado, generación de fotogramas, regeneración de rayos y caché de radiancia explicados","Cómo AMD dividió FSR en tecnologías separadas de renderizado neuronal y por qué cada función necesita su propia métrica de rendimiento.","Leer la guía de FSR Redstone",{},{"id":925,"data":926,"type":572,"tunes":928},"h-not4x",{"text":927,"level":47},"Por qué 4× fotogramas no significa 4× capacidad de respuesta",{},{"id":930,"data":931,"type":544,"tunes":933},"p-not4x-1",{"text":932},"Un fotograma generado mejora lo que muestra la pantalla entre fotogramas renderizados de forma tradicional. No crea un nuevo paso de simulación de CPU para cada imagen generada.",{},{"id":935,"data":936,"type":544,"tunes":938},"p-not4x-2",{"text":937},"Por lo tanto, cuatro fotogramas mostrados derivados de un fotograma renderizado no significan que el jugador reciba cuatro actualizaciones de simulación independientes.",{},{"id":940,"data":941,"type":544,"tunes":943},"p-not4x-3",{"text":942},"Esto no es un defecto de la tecnología. Es simplemente un tipo diferente de mejora de rendimiento.",{},{"id":945,"data":946,"type":572,"tunes":948},"h-useful",{"text":947,"level":47},"Cuándo es más útil la generación de múltiples fotogramas",{},{"id":950,"data":951,"type":646,"tunes":971},"useful-table",{"content":952,"stretched":886,"withHeadings":15},[953,956,959,962,965,968],[954,955],"Escenario","Por qué MFG puede ayudar",[957,958],"Pantalla de alta frecuencia de actualización","Más fotogramas presentados pueden aprovechar mejor los paneles de 144 Hz, 240 Hz y superiores",[960,961],"Carga gráfica pesada","Los fotogramas generados pueden aumentar la tasa de presentación sin renderizar convencionalmente cada fotograma mostrado",[963,964],"Suavidad visual para un jugador","El movimiento de cámara puede verse sustancialmente más suave cuando el ritmo se mantiene estable",[966,967],"Renderizado limitado por CPU","Los FPS mostrados pueden superar la cadencia de renderizado convencional, aunque el límite de simulación de la CPU sigue existiendo",[969,970],"Tiempos de fotograma base ya inestables","Menos ideal: los fotogramas generados no eliminan la fuente original de tartamudeo",{},{"id":973,"data":974,"type":572,"tunes":976},"h-change",{"text":975,"level":47},"Qué cambiaría esta respuesta",{},{"id":978,"data":979,"type":544,"tunes":981},"p-change-1",{"text":980},"Intel puede ampliar la compatibilidad de hardware de XeSS 3, cambiar versiones del modelo y mejorar la calidad de los fotogramas generados mediante futuras versiones del SDK y controladores.",{},{"id":983,"data":984,"type":544,"tunes":986},"p-change-2",{"text":985},"La distinción arquitectónica actual seguirá importando: la reconstrucción, los fotogramas generados y la optimización de latencia resuelven problemas diferentes incluso si la implementación específica cambia.",{},{"id":988,"data":989,"type":572,"tunes":991},"h-limit",{"text":990,"level":47},"Limitaciones",{},{"id":993,"data":994,"type":544,"tunes":996},"p-limit-1",{"text":995},"Las páginas públicas de Intel sobre XeSS describen las capacidades compatibles y el comportamiento previsto, pero no son pruebas independientes. La calidad de imagen real, los artefactos de generación de fotogramas, la latencia y el escalado varían según el juego, la GPU, la resolución y la calidad de la integración.",{},{"id":998,"data":999,"type":544,"tunes":1001},"p-limit-2",{"text":1000},"La explicación de “hasta cuatro fotogramas mostrados” es un máximo conceptual basado en el soporte declarado por Intel de hasta tres fotogramas generados por fotograma renderizado. La salida real y el ritmo dependen del juego en ejecución y de la implementación.",{},{"id":1003,"data":1004,"type":572,"tunes":1006},"h-conclusion",{"text":1005,"level":47},"Conclusión",{},{"id":1008,"data":1009,"type":544,"tunes":1011},"p-conc-1",{"text":1010},"XeSS 3 hace que el nombre XeSS sea más amplio de lo que muchos jugadores creen.",{},{"id":1013,"data":1014,"type":544,"tunes":1016},"p-conc-2",{"text":1015},"Super Resolution reconstruye la imagen. Frame Generation aumenta la salida de fotogramas mostrados. Multi Frame Generation puede añadir hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible. Xe Low Latency trabaja en el lado de la capacidad de respuesta.",{},{"id":1018,"data":1019,"type":544,"tunes":1021},"p-conc-3",{"text":1020},"La forma clara de juzgar XeSS 3 es, por lo tanto, separar tres preguntas: ¿qué tan buena es la imagen reconstruida, qué tan fluido es el flujo de fotogramas generados y qué tan receptivo es el juego subyacente?",{},{"id":1023,"data":1024,"type":572,"tunes":1026},"h-faq",{"text":1025,"level":47},"Preguntas frecuentes",{},{"id":1028,"data":1029,"type":1028,"tunes":1056},"faq",{"items":1030,"title":1055},[1031,1035,1039,1043,1047,1051],{"id":1032,"answer":1033,"question":1034},"faq1","XeSS 3 es la suite XeSS actual de Intel que combina Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency.","¿Qué es XeSS 3?",{"id":1036,"answer":1037,"question":1038},"faq2","Intel afirma que XeSS 3 puede generar hasta tres fotogramas generados por IA por fotograma renderizado en hardware Intel compatible, produciendo hasta cuatro fotogramas mostrados a partir de un fotograma renderizado de forma tradicional.","¿Cuántos fotogramas puede crear la generación de múltiples fotogramas de XeSS 3?",{"id":1040,"answer":1041,"question":1042},"faq3","No. Super Resolution es solo una parte del conjunto XeSS 3.","¿XeSS 3 es lo mismo que XeSS Super Resolution?",{"id":1044,"answer":1045,"question":1046},"faq4","No. Los fotogramas generados aumentan la salida de presentación, pero no crean cuatro actualizaciones de simulación de CPU independientes por cada fotograma base renderizado.","¿4× FPS mostrados significa que el juego se ejecuta 4× más rápido internamente?",{"id":1048,"answer":1049,"question":1050},"faq5","Está diseñado para reducir la latencia entre la entrada y la pantalla optimizando la ruta de CPU a pantalla.","¿Qué hace Xe Low Latency?",{"id":1052,"answer":1053,"question":1054},"faq6","No. Compare por separado la calidad de escalado, el rendimiento de renderizado base, la calidad de los fotogramas generados, el ritmo de fotogramas y la latencia.","¿Deberían compararse XeSS, DLSS y FSR solo por los FPS finales?","Intel XeSS 3 en lenguaje sencillo",{},{"id":1058,"data":1059,"type":572,"tunes":1061},"h-glossary",{"text":1060,"level":47},"Glosario",{},{"id":1063,"data":1064,"type":1063,"tunes":1087},"glossary",{"title":1065,"entries":1066},"Términos clave de XeSS 3",[1067,1070,1073,1076,1079,1083],{"term":867,"anchor":1068,"definition":1069},"xess-super-resolution","Tecnología de escalado temporal y antialiasing basada en IA de Intel que reconstruye una salida de mayor resolución a partir de entradas de renderizado de menor resolución.",{"term":871,"anchor":1071,"definition":1072},"xess-frame-generation","Tecnología de Intel que genera fotogramas intermedios para aumentar el flujo de fotogramas mostrados.",{"term":875,"anchor":1074,"definition":1075},"xess-multi-frame-generation","Función de XeSS 3 que puede generar hasta tres fotogramas por IA por cada fotograma renderizado de forma tradicional en hardware Intel compatible.",{"term":879,"anchor":1077,"definition":1078},"xe-low-latency","Tecnología de Intel diseñada para reducir el retraso entre el trabajo de la CPU y el fotograma visible en la pantalla.",{"term":1080,"anchor":1081,"definition":1082},"Four-Layer Stack","xess-four-layer-stack","Un modelo de Figure Rocks que separa XeSS Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency por función.",{"term":1084,"anchor":1085,"definition":1086},"Rendered-Generated-Responsive Test","rendered-generated-responsive-test","Un flujo de trabajo de Figure Rocks para medir el rendimiento de renderizado base, la salida de fotogramas generados y la latencia como métricas separadas.",{},{"id":1089,"data":1090,"type":572,"tunes":1092},"h-sources",{"text":1091,"level":47},"Fuentes primarias",{},{"id":1094,"data":1095,"type":1101,"tunes":1102},"src-intel-xess3-dev",{"link":1096,"meta":1097},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html",{"image":1098,"title":1099,"description":1100},{"url":13},"Intel Developer — XeSS 3 para desarrolladores","Documentación oficial para desarrolladores de Intel que cubre XeSS Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency.","linkTool",{},{"id":1104,"data":1105,"type":1101,"tunes":1111},"src-intel-xess-gaming",{"link":1106,"meta":1107},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F",{"image":1108,"title":1109,"description":1110},{"url":13},"Intel Gaming Access — XeSS 3","Descripción general oficial de Intel Gaming sobre XeSS 3 y sus tecnologías de rendimiento y capacidad de respuesta impulsadas por IA.",{},{"id":1113,"data":1114,"type":1101,"tunes":1120},"src-intel-games",{"link":1115,"meta":1116},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F",{"image":1117,"title":1118,"description":1119},{"url":13},"Intel Gaming Access — Juegos compatibles con XeSS","Página oficial de compatibilidad de Intel que muestra el desglose de características entre XeSS, XeSS 2 y XeSS 3, incluida Multi Frame Generation.",{},{"id":1122,"data":1123,"type":1101,"tunes":1129},"src-intel-sr-guide",{"link":1124,"meta":1125},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html",{"image":1126,"title":1127,"description":1128},{"url":13},"Intel Developer — Guía para desarrolladores de XeSS Super Resolution","Guía técnica oficial que explica las entradas de XeSS Super Resolution, la reconstrucción temporal y los modos de calidad.",{},"2.31","XeSS 3 ya no es solo el escalador de Intel. Ahora combina Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency, con hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43","PUBLISHED","2026-09-25T19:20:00.000Z","2026-09-25T23:20:58.726Z","2026-09-25T23:26:01.705Z",{"en":1139,"de":1140,"sr":1141,"es":1142,"fr":1143,"it":1144,"ru":1145,"zh":1146},"\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fde\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fsr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fes\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Ffr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fit\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fru\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fzh\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained",[1148,1152,1156],{"id":1149,"name":1150,"slug":1151},147,"Generación de fotogramas","frame-generation",{"id":1153,"name":1154,"slug":1155},146,"Escalado","upscaling",{"id":1157,"name":1158,"slug":1159},45,"Latencia de entrada","input-latency",{"id":283,"login":1161,"email":1162,"displayName":1163},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1165,1632],{"lang":8,"title":1166,"content":1167,"contentJson":1168,"excerpt":1631},"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","{\"time\":1790378534476,\"blocks\":[{\"id\":\"intro\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.\"},\"tunes\":{}},{\"id\":\"why-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Why this matters\",\"body\":\"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-notjust\",\"type\":\"header\",\"data\":{\"text\":\"XeSS is no longer just upscaling\",\"level\":2},\"tunes\":{}},{\"id\":\"p-notjust-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.\"},\"tunes\":{}},{\"id\":\"p-notjust-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.\"},\"tunes\":{}},{\"id\":\"p-notjust-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\"},\"tunes\":{}},{\"id\":\"h-stack\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS 3 Four-Layer Stack\",\"level\":2},\"tunes\":{}},{\"id\":\"stack-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"Four different jobs inside XeSS 3\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. XeSS Super Resolution\",\"description\":\"Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.\"},{\"label\":\"2. XeSS Frame Generation\",\"description\":\"Generates additional frames between rendered frames to increase the displayed frame stream.\"},{\"label\":\"3. XeSS Multi Frame Generation\",\"description\":\"XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"label\":\"4. Xe Low Latency\",\"description\":\"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.\"}]},\"tunes\":{}},{\"id\":\"h-4x\",\"type\":\"header\",\"data\":{\"text\":\"What “up to 4× the frames” actually means\",\"level\":2},\"tunes\":{}},{\"id\":\"p-4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.\"},\"tunes\":{}},{\"id\":\"p-4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.\"},\"tunes\":{}},{\"id\":\"frames-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Rendered vs generated frames\",\"layout\":\"table\",\"columns\":[{\"id\":\"rendered\",\"label\":\"Traditionally rendered frames\"},{\"id\":\"generated\",\"label\":\"AI-generated frames\"},{\"id\":\"displayed\",\"label\":\"Potential displayed frames\"}],\"rows\":[{\"id\":\"normal\",\"label\":\"No frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"fg\",\"label\":\"Standard frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"mfg\",\"label\":\"XeSS 3 Multi Frame Generation\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"fps-warning\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not read the final FPS counter as the engine's native render rate\",\"body\":\"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.\"},\"tunes\":{}},{\"id\":\"h-sr\",\"type\":\"header\",\"data\":{\"text\":\"XeSS Super Resolution still does a different job\",\"level\":2},\"tunes\":{}},{\"id\":\"p-sr-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.\"},\"tunes\":{}},{\"id\":\"p-sr-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.\"},\"tunes\":{}},{\"id\":\"p-sr-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.\"},\"tunes\":{}},{\"id\":\"h-output-response\",\"type\":\"header\",\"data\":{\"text\":\"The Output vs Response Split\",\"level\":2},\"tunes\":{}},{\"id\":\"p-or-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The most important way to understand XeSS 3 is to separate output rate from response latency.\"},\"tunes\":{}},{\"id\":\"response-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Two different performance questions\",\"layout\":\"table\",\"columns\":[{\"id\":\"question\",\"label\":\"Question\"},{\"id\":\"metric\",\"label\":\"What matters\"}],\"rows\":[{\"id\":\"smoothness\",\"label\":\"How smooth does motion look?\",\"values\":[\"\",\"\"]},{\"id\":\"response\",\"label\":\"How fast does the game react?\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"p-or-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.\"},\"tunes\":{}},{\"id\":\"h-xell\",\"type\":\"header\",\"data\":{\"text\":\"What Xe Low Latency does\",\"level\":2},\"tunes\":{}},{\"id\":\"p-xell-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.\"},\"tunes\":{}},{\"id\":\"p-xell-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.\"},\"tunes\":{}},{\"id\":\"p-xell-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.\"},\"tunes\":{}},{\"id\":\"h-base\",\"type\":\"header\",\"data\":{\"text\":\"Why Multi Frame Generation helps most when the base pipeline is already healthy\",\"level\":2},\"tunes\":{}},{\"id\":\"p-base-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Generated frames are built from information provided by real rendered frames and motion history.\"},\"tunes\":{}},{\"id\":\"p-base-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.\"},\"tunes\":{}},{\"id\":\"p-base-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The display can become denser while the underlying simulation or rendering cadence remains weak.\"},\"tunes\":{}},{\"id\":\"healthy-base\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The useful rule\",\"body\":\"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.\"},\"tunes\":{}},{\"id\":\"ref-frametime\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\",\"title\":\"Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained\",\"excerpt\":\"Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.\",\"ctaLabel\":\"Read the frame-time guide\"},\"tunes\":{}},{\"id\":\"h-test\",\"type\":\"header\",\"data\":{\"text\":\"The Rendered-Generated-Responsive Test\",\"level\":2},\"tunes\":{}},{\"id\":\"test-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to test XeSS 3 without mixing different metrics\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Measure the base game\",\"description\":\"Run with frame generation disabled and record conventional FPS, frame times and latency if available.\"},{\"label\":\"2. Enable Super Resolution\",\"description\":\"Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.\"},{\"label\":\"3. Enable Frame Generation or MFG\",\"description\":\"Measure final displayed FPS and frame pacing separately from base rendered performance.\"},{\"label\":\"4. Enable Xe Low Latency\",\"description\":\"Measure responsiveness rather than assuming the higher output rate guarantees lower latency.\"},{\"label\":\"5. Check artifacts\",\"description\":\"Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.\"},{\"label\":\"6. Repeat the same workload\",\"description\":\"Use identical scenes or benchmark sequences so each layer can be compared fairly.\"}]},\"tunes\":{}},{\"id\":\"h-artifacts\",\"type\":\"header\",\"data\":{\"text\":\"Why UI and disocclusion are difficult for frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"p-art-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.\"},\"tunes\":{}},{\"id\":\"p-art-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.\"},\"tunes\":{}},{\"id\":\"p-art-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why generated-frame quality must be judged in motion rather than from screenshots.\"},\"tunes\":{}},{\"id\":\"h-hardware\",\"type\":\"header\",\"data\":{\"text\":\"Intel hardware acceleration matters\",\"level\":2},\"tunes\":{}},{\"id\":\"p-hw-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.\"},\"tunes\":{}},{\"id\":\"p-hw-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.\"},\"tunes\":{}},{\"id\":\"p-hw-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.\"},\"tunes\":{}},{\"id\":\"support-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Do not assume every XeSS feature has identical GPU support\",\"body\":\"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.\"},\"tunes\":{}},{\"id\":\"h-map\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS Feature Map\",\"level\":2},\"tunes\":{}},{\"id\":\"feature-map\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Feature\",\"Main job\",\"Primary thing to measure\"],[\"XeSS Super Resolution\",\"Reconstruct higher-resolution image\",\"Image quality + conventional FPS\"],[\"XeSS Frame Generation\",\"Add one or more generated frames\",\"Displayed FPS + artifacts + pacing\"],[\"XeSS Multi Frame Generation\",\"Generate up to three AI frames per rendered frame on supported Intel hardware\",\"Displayed throughput + artifacts + pacing\"],[\"Xe Low Latency\",\"Reduce input-to-display delay\",\"Latency\"],[\"Base renderer\",\"Produce simulation-driven frames\",\"Native\u002Frendered FPS + frame time\"]]},\"tunes\":{}},{\"id\":\"h-compare\",\"type\":\"header\",\"data\":{\"text\":\"Why XeSS 3 should be compared layer by layer, not brand by brand\",\"level\":2},\"tunes\":{}},{\"id\":\"p-compare-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.\"},\"tunes\":{}},{\"id\":\"p-compare-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.\"},\"tunes\":{}},{\"id\":\"p-compare-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.\"},\"tunes\":{}},{\"id\":\"ref-dlss\",\"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 companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.\",\"ctaLabel\":\"Read the DLSS generated-FPS guide\"},\"tunes\":{}},{\"id\":\"ref-fsr\",\"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\":\"How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"h-not4x\",\"type\":\"header\",\"data\":{\"text\":\"Why 4× frames does not mean 4× responsiveness\",\"level\":2},\"tunes\":{}},{\"id\":\"p-not4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.\"},\"tunes\":{}},{\"id\":\"p-not4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.\"},\"tunes\":{}},{\"id\":\"p-not4x-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is not a flaw in the technology. It is simply a different type of performance improvement.\"},\"tunes\":{}},{\"id\":\"h-useful\",\"type\":\"header\",\"data\":{\"text\":\"When Multi Frame Generation is most useful\",\"level\":2},\"tunes\":{}},{\"id\":\"useful-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Scenario\",\"Why MFG can help\"],[\"High-refresh display\",\"More presented frames can better use 144 Hz, 240 Hz and higher panels\"],[\"Heavy graphics workload\",\"Generated frames can increase presentation rate without conventionally rendering every displayed frame\"],[\"Single-player visual smoothness\",\"Camera motion can look substantially smoother when pacing remains stable\"],[\"CPU-limited rendering\",\"Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists\"],[\"Already unstable base frame times\",\"Less ideal — generated frames do not remove the original stutter source\"]]},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.\"},\"tunes\":{}},{\"id\":\"h-limit\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conc-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 makes the XeSS name broader than many gamers realize.\"},\"tunes\":{}},{\"id\":\"p-conc-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.\"},\"tunes\":{}},{\"id\":\"p-conc-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"Intel XeSS 3 in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is XeSS 3?\",\"answer\":\"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"},{\"id\":\"faq2\",\"question\":\"How many frames can XeSS 3 Multi Frame Generation create?\",\"answer\":\"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"id\":\"faq3\",\"question\":\"Is XeSS 3 the same as XeSS Super Resolution?\",\"answer\":\"No. Super Resolution is only one part of the XeSS 3 stack.\"},{\"id\":\"faq4\",\"question\":\"Does 4× displayed FPS mean the game is running 4× faster internally?\",\"answer\":\"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.\"},{\"id\":\"faq5\",\"question\":\"What does Xe Low Latency do?\",\"answer\":\"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.\"},{\"id\":\"faq6\",\"question\":\"Should XeSS, DLSS and FSR be compared only by final FPS?\",\"answer\":\"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key XeSS 3 terms\",\"entries\":[{\"term\":\"XeSS Super Resolution\",\"definition\":\"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.\",\"anchor\":\"xess-super-resolution\"},{\"term\":\"XeSS Frame Generation\",\"definition\":\"Intel technology that generates intermediate frames to increase the displayed frame stream.\",\"anchor\":\"xess-frame-generation\"},{\"term\":\"XeSS Multi Frame Generation\",\"definition\":\"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\",\"anchor\":\"xess-multi-frame-generation\"},{\"term\":\"Xe Low Latency\",\"definition\":\"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.\",\"anchor\":\"xe-low-latency\"},{\"term\":\"Four-Layer Stack\",\"definition\":\"A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.\",\"anchor\":\"xess-four-layer-stack\"},{\"term\":\"Rendered-Generated-Responsive Test\",\"definition\":\"A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.\",\"anchor\":\"rendered-generated-responsive-test\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-intel-xess3-dev\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS 3 for Developers\",\"description\":\"Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"}},\"tunes\":{}},{\"id\":\"src-intel-xess-gaming\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS 3\",\"description\":\"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.\"}},\"tunes\":{}},{\"id\":\"src-intel-games\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS Enabled Games\",\"description\":\"Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.\"}},\"tunes\":{}},{\"id\":\"src-intel-sr-guide\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS Super Resolution Developer Guide\",\"description\":\"Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1169,"blocks":1170,"version":1630},1790378534476,[1171,1175,1180,1185,1189,1193,1197,1201,1205,1209,1222,1226,1230,1234,1254,1259,1263,1267,1271,1275,1279,1283,1299,1303,1307,1311,1315,1319,1323,1327,1331,1335,1340,1347,1351,1374,1378,1382,1386,1390,1394,1398,1402,1406,1411,1415,1439,1443,1447,1451,1455,1462,1469,1473,1477,1481,1485,1489,1511,1515,1519,1523,1527,1531,1535,1539,1543,1547,1551,1555,1578,1582,1599,1603,1610,1616,1623],{"id":541,"data":1172,"type":544,"tunes":1174},{"text":1173},"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.",{},{"id":547,"data":1176,"type":552,"tunes":1179},{"body":1177,"title":1178,"variant":551},"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.","Direct answer",{},{"id":555,"data":1181,"type":552,"tunes":1184},{"body":1182,"title":1183,"variant":559},"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.","Why this matters",{},{"id":562,"data":1186,"type":566,"tunes":1188},{"title":1187,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1190,"type":572,"tunes":1192},{"text":1191,"level":47},"XeSS is no longer just upscaling",{},{"id":575,"data":1194,"type":544,"tunes":1196},{"text":1195},"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.",{},{"id":580,"data":1198,"type":544,"tunes":1200},{"text":1199},"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.",{},{"id":585,"data":1202,"type":544,"tunes":1204},{"text":1203},"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{},{"id":590,"data":1206,"type":572,"tunes":1208},{"text":1207,"level":47},"The XeSS 3 Four-Layer Stack",{},{"id":595,"data":1210,"type":612,"tunes":1221},{"steps":1211,"title":1220,"orientation":611},[1212,1214,1216,1218],{"label":599,"description":1213},"Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.",{"label":602,"description":1215},"Generates additional frames between rendered frames to increase the displayed frame stream.",{"label":605,"description":1217},"XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.",{"label":608,"description":1219},"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.","Four different jobs inside XeSS 3",{},{"id":615,"data":1223,"type":572,"tunes":1225},{"text":1224,"level":47},"What “up to 4× the frames” actually means",{},{"id":620,"data":1227,"type":544,"tunes":1229},{"text":1228},"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.",{},{"id":625,"data":1231,"type":544,"tunes":1233},{"text":1232},"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.",{},{"id":630,"data":1235,"type":657,"tunes":1253},{"rows":1236,"title":1245,"layout":646,"columns":1246},[1237,1240,1243],{"id":634,"label":1238,"values":1239},"No frame generation",[13,13,13],{"id":638,"label":1241,"values":1242},"Standard frame generation",[13,13,13],{"id":642,"label":643,"values":1244},[13,13,13],"Rendered vs generated frames",[1247,1249,1251],{"id":649,"label":1248},"Traditionally rendered frames",{"id":652,"label":1250},"AI-generated frames",{"id":655,"label":1252},"Potential displayed frames",{},{"id":660,"data":1255,"type":552,"tunes":1258},{"body":1256,"title":1257,"variant":664},"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.","Do not read the final FPS counter as the engine's native render rate",{},{"id":667,"data":1260,"type":572,"tunes":1262},{"text":1261,"level":47},"XeSS Super Resolution still does a different job",{},{"id":672,"data":1264,"type":544,"tunes":1266},{"text":1265},"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.",{},{"id":677,"data":1268,"type":544,"tunes":1270},{"text":1269},"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.",{},{"id":682,"data":1272,"type":544,"tunes":1274},{"text":1273},"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.",{},{"id":687,"data":1276,"type":572,"tunes":1278},{"text":1277,"level":47},"The Output vs Response Split",{},{"id":692,"data":1280,"type":544,"tunes":1282},{"text":1281},"The most important way to understand XeSS 3 is to separate output rate from response latency.",{},{"id":697,"data":1284,"type":657,"tunes":1298},{"rows":1285,"title":1292,"layout":646,"columns":1293},[1286,1289],{"id":701,"label":1287,"values":1288},"How smooth does motion look?",[13,13],{"id":705,"label":1290,"values":1291},"How fast does the game react?",[13,13],"Two different performance questions",[1294,1296],{"id":711,"label":1295},"Question",{"id":714,"label":1297},"What matters",{},{"id":718,"data":1300,"type":544,"tunes":1302},{"text":1301},"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.",{},{"id":723,"data":1304,"type":572,"tunes":1306},{"text":1305,"level":47},"What Xe Low Latency does",{},{"id":728,"data":1308,"type":544,"tunes":1310},{"text":1309},"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.",{},{"id":733,"data":1312,"type":544,"tunes":1314},{"text":1313},"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.",{},{"id":738,"data":1316,"type":544,"tunes":1318},{"text":1317},"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.",{},{"id":743,"data":1320,"type":572,"tunes":1322},{"text":1321,"level":47},"Why Multi Frame Generation helps most when the base pipeline is already healthy",{},{"id":748,"data":1324,"type":544,"tunes":1326},{"text":1325},"Generated frames are built from information provided by real rendered frames and motion history.",{},{"id":753,"data":1328,"type":544,"tunes":1330},{"text":1329},"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.",{},{"id":758,"data":1332,"type":544,"tunes":1334},{"text":1333},"The display can become denser while the underlying simulation or rendering cadence remains weak.",{},{"id":763,"data":1336,"type":552,"tunes":1339},{"body":1337,"title":1338,"variant":767},"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.","The useful rule",{},{"id":770,"data":1341,"type":776,"tunes":1346},{"url":1342,"title":1343,"excerpt":1344,"ctaLabel":1345},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.","Read the frame-time guide",{},{"id":779,"data":1348,"type":572,"tunes":1350},{"text":1349,"level":47},"The Rendered-Generated-Responsive Test",{},{"id":784,"data":1352,"type":612,"tunes":1373},{"steps":1353,"title":1372,"orientation":611},[1354,1357,1360,1363,1366,1369],{"label":1355,"description":1356},"1. Measure the base game","Run with frame generation disabled and record conventional FPS, frame times and latency if available.",{"label":1358,"description":1359},"2. Enable Super Resolution","Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.",{"label":1361,"description":1362},"3. Enable Frame Generation or MFG","Measure final displayed FPS and frame pacing separately from base rendered performance.",{"label":1364,"description":1365},"4. Enable Xe Low Latency","Measure responsiveness rather than assuming the higher output rate guarantees lower latency.",{"label":1367,"description":1368},"5. Check artifacts","Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.",{"label":1370,"description":1371},"6. Repeat the same workload","Use identical scenes or benchmark sequences so each layer can be compared fairly.","How to test XeSS 3 without mixing different metrics",{},{"id":808,"data":1375,"type":572,"tunes":1377},{"text":1376,"level":47},"Why UI and disocclusion are difficult for frame generation",{},{"id":813,"data":1379,"type":544,"tunes":1381},{"text":1380},"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.",{},{"id":818,"data":1383,"type":544,"tunes":1385},{"text":1384},"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.",{},{"id":823,"data":1387,"type":544,"tunes":1389},{"text":1388},"That is why generated-frame quality must be judged in motion rather than from screenshots.",{},{"id":828,"data":1391,"type":572,"tunes":1393},{"text":1392,"level":47},"Intel hardware acceleration matters",{},{"id":833,"data":1395,"type":544,"tunes":1397},{"text":1396},"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.",{},{"id":838,"data":1399,"type":544,"tunes":1401},{"text":1400},"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.",{},{"id":843,"data":1403,"type":544,"tunes":1405},{"text":1404},"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.",{},{"id":848,"data":1407,"type":552,"tunes":1410},{"body":1408,"title":1409,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.","Do not assume every XeSS feature has identical GPU support",{},{"id":854,"data":1412,"type":572,"tunes":1414},{"text":1413,"level":47},"The XeSS Feature Map",{},{"id":859,"data":1416,"type":646,"tunes":1438},{"content":1417,"stretched":886,"withHeadings":15},[1418,1422,1425,1428,1431,1434],[1419,1420,1421],"Feature","Main job","Primary thing to measure",[867,1423,1424],"Reconstruct higher-resolution image","Image quality + conventional FPS",[871,1426,1427],"Add one or more generated frames","Displayed FPS + artifacts + pacing",[875,1429,1430],"Generate up to three AI frames per rendered frame on supported Intel hardware","Displayed throughput + artifacts + pacing",[879,1432,1433],"Reduce input-to-display delay","Latency",[1435,1436,1437],"Base renderer","Produce simulation-driven frames","Native\u002Frendered FPS + frame time",{},{"id":889,"data":1440,"type":572,"tunes":1442},{"text":1441,"level":47},"Why XeSS 3 should be compared layer by layer, not brand by brand",{},{"id":894,"data":1444,"type":544,"tunes":1446},{"text":1445},"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.",{},{"id":899,"data":1448,"type":544,"tunes":1450},{"text":1449},"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.",{},{"id":904,"data":1452,"type":544,"tunes":1454},{"text":1453},"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.",{},{"id":909,"data":1456,"type":776,"tunes":1461},{"url":1457,"title":1458,"excerpt":1459,"ctaLabel":1460},"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 companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.","Read the DLSS generated-FPS guide",{},{"id":917,"data":1463,"type":776,"tunes":1468},{"url":1464,"title":1465,"excerpt":1466,"ctaLabel":1467},"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","How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.","Read the FSR Redstone guide",{},{"id":925,"data":1470,"type":572,"tunes":1472},{"text":1471,"level":47},"Why 4× frames does not mean 4× responsiveness",{},{"id":930,"data":1474,"type":544,"tunes":1476},{"text":1475},"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.",{},{"id":935,"data":1478,"type":544,"tunes":1480},{"text":1479},"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.",{},{"id":940,"data":1482,"type":544,"tunes":1484},{"text":1483},"This is not a flaw in the technology. It is simply a different type of performance improvement.",{},{"id":945,"data":1486,"type":572,"tunes":1488},{"text":1487,"level":47},"When Multi Frame Generation is most useful",{},{"id":950,"data":1490,"type":646,"tunes":1510},{"content":1491,"stretched":886,"withHeadings":15},[1492,1495,1498,1501,1504,1507],[1493,1494],"Scenario","Why MFG can help",[1496,1497],"High-refresh display","More presented frames can better use 144 Hz, 240 Hz and higher panels",[1499,1500],"Heavy graphics workload","Generated frames can increase presentation rate without conventionally rendering every displayed frame",[1502,1503],"Single-player visual smoothness","Camera motion can look substantially smoother when pacing remains stable",[1505,1506],"CPU-limited rendering","Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists",[1508,1509],"Already unstable base frame times","Less ideal — generated frames do not remove the original stutter source",{},{"id":973,"data":1512,"type":572,"tunes":1514},{"text":1513,"level":47},"What would change this answer?",{},{"id":978,"data":1516,"type":544,"tunes":1518},{"text":1517},"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.",{},{"id":983,"data":1520,"type":544,"tunes":1522},{"text":1521},"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.",{},{"id":988,"data":1524,"type":572,"tunes":1526},{"text":1525,"level":47},"Limitations",{},{"id":993,"data":1528,"type":544,"tunes":1530},{"text":1529},"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.",{},{"id":998,"data":1532,"type":544,"tunes":1534},{"text":1533},"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.",{},{"id":1003,"data":1536,"type":572,"tunes":1538},{"text":1537,"level":47},"Conclusion",{},{"id":1008,"data":1540,"type":544,"tunes":1542},{"text":1541},"XeSS 3 makes the XeSS name broader than many gamers realize.",{},{"id":1013,"data":1544,"type":544,"tunes":1546},{"text":1545},"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.",{},{"id":1018,"data":1548,"type":544,"tunes":1550},{"text":1549},"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?",{},{"id":1023,"data":1552,"type":572,"tunes":1554},{"text":1553,"level":47},"FAQ",{},{"id":1028,"data":1556,"type":1028,"tunes":1577},{"items":1557,"title":1576},[1558,1561,1564,1567,1570,1573],{"id":1032,"answer":1559,"question":1560},"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.","What is XeSS 3?",{"id":1036,"answer":1562,"question":1563},"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.","How many frames can XeSS 3 Multi Frame Generation create?",{"id":1040,"answer":1565,"question":1566},"No. Super Resolution is only one part of the XeSS 3 stack.","Is XeSS 3 the same as XeSS Super Resolution?",{"id":1044,"answer":1568,"question":1569},"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.","Does 4× displayed FPS mean the game is running 4× faster internally?",{"id":1048,"answer":1571,"question":1572},"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.","What does Xe Low Latency do?",{"id":1052,"answer":1574,"question":1575},"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.","Should XeSS, DLSS and FSR be compared only by final FPS?","Intel XeSS 3 in plain English",{},{"id":1058,"data":1579,"type":572,"tunes":1581},{"text":1580,"level":47},"Glossary",{},{"id":1063,"data":1583,"type":1063,"tunes":1598},{"title":1584,"entries":1585},"Key XeSS 3 terms",[1586,1588,1590,1592,1594,1596],{"term":867,"anchor":1068,"definition":1587},"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.",{"term":871,"anchor":1071,"definition":1589},"Intel technology that generates intermediate frames to increase the displayed frame stream.",{"term":875,"anchor":1074,"definition":1591},"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{"term":879,"anchor":1077,"definition":1593},"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.",{"term":1080,"anchor":1081,"definition":1595},"A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.",{"term":1084,"anchor":1085,"definition":1597},"A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.",{},{"id":1089,"data":1600,"type":572,"tunes":1602},{"text":1601,"level":47},"Primary sources",{},{"id":1094,"data":1604,"type":1101,"tunes":1609},{"link":1096,"meta":1605},{"image":1606,"title":1607,"description":1608},{"url":13},"Intel Developer — XeSS 3 for Developers","Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.",{},{"id":1104,"data":1611,"type":1101,"tunes":1615},{"link":1106,"meta":1612},{"image":1613,"title":1109,"description":1614},{"url":13},"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.",{},{"id":1113,"data":1617,"type":1101,"tunes":1622},{"link":1115,"meta":1618},{"image":1619,"title":1620,"description":1621},{"url":13},"Intel Gaming Access — XeSS Enabled Games","Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.",{},{"id":1122,"data":1624,"type":1101,"tunes":1629},{"link":1124,"meta":1625},{"image":1626,"title":1627,"description":1628},{"url":13},"Intel Developer — XeSS Super Resolution Developer Guide","Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.",{},"2.31.6","XeSS 3 is no longer just Intel’s upscaler. It now combines Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency, with up to three AI-generated frames per rendered frame on supported Intel hardware.",{"lang":7,"title":534,"content":536,"contentJson":1633,"excerpt":1131},{"time":538,"blocks":1634,"version":1130},[1635,1638,1641,1644,1647,1650,1653,1656,1659,1662,1670,1673,1676,1679,1693,1696,1699,1702,1705,1708,1711,1714,1725,1728,1731,1734,1737,1740,1743,1746,1749,1752,1755,1758,1761,1771,1774,1777,1780,1783,1786,1789,1792,1795,1798,1801,1811,1814,1817,1820,1823,1826,1829,1832,1835,1838,1841,1844,1854,1857,1860,1863,1866,1869,1872,1875,1878,1881,1884,1887,1897,1900,1910,1913,1918,1923,1928],{"id":541,"data":1636,"type":544,"tunes":1637},{"text":543},{},{"id":547,"data":1639,"type":552,"tunes":1640},{"body":549,"title":550,"variant":551},{},{"id":555,"data":1642,"type":552,"tunes":1643},{"body":557,"title":558,"variant":559},{},{"id":562,"data":1645,"type":566,"tunes":1646},{"title":564,"maxLevel":565,"minLevel":47},{},{"id":569,"data":1648,"type":572,"tunes":1649},{"text":571,"level":47},{},{"id":575,"data":1651,"type":544,"tunes":1652},{"text":577},{},{"id":580,"data":1654,"type":544,"tunes":1655},{"text":582},{},{"id":585,"data":1657,"type":544,"tunes":1658},{"text":587},{},{"id":590,"data":1660,"type":572,"tunes":1661},{"text":592,"level":47},{},{"id":595,"data":1663,"type":612,"tunes":1669},{"steps":1664,"title":610,"orientation":611},[1665,1666,1667,1668],{"label":599,"description":600},{"label":602,"description":603},{"label":605,"description":606},{"label":608,"description":609},{},{"id":615,"data":1671,"type":572,"tunes":1672},{"text":617,"level":47},{},{"id":620,"data":1674,"type":544,"tunes":1675},{"text":622},{},{"id":625,"data":1677,"type":544,"tunes":1678},{"text":627},{},{"id":630,"data":1680,"type":657,"tunes":1692},{"rows":1681,"title":645,"layout":646,"columns":1688},[1682,1684,1686],{"id":634,"label":635,"values":1683},[13,13,13],{"id":638,"label":639,"values":1685},[13,13,13],{"id":642,"label":643,"values":1687},[13,13,13],[1689,1690,1691],{"id":649,"label":650},{"id":652,"label":653},{"id":655,"label":656},{},{"id":660,"data":1694,"type":552,"tunes":1695},{"body":662,"title":663,"variant":664},{},{"id":667,"data":1697,"type":572,"tunes":1698},{"text":669,"level":47},{},{"id":672,"data":1700,"type":544,"tunes":1701},{"text":674},{},{"id":677,"data":1703,"type":544,"tunes":1704},{"text":679},{},{"id":682,"data":1706,"type":544,"tunes":1707},{"text":684},{},{"id":687,"data":1709,"type":572,"tunes":1710},{"text":689,"level":47},{},{"id":692,"data":1712,"type":544,"tunes":1713},{"text":694},{},{"id":697,"data":1715,"type":657,"tunes":1724},{"rows":1716,"title":708,"layout":646,"columns":1721},[1717,1719],{"id":701,"label":702,"values":1718},[13,13],{"id":705,"label":706,"values":1720},[13,13],[1722,1723],{"id":711,"label":712},{"id":714,"label":715},{},{"id":718,"data":1726,"type":544,"tunes":1727},{"text":720},{},{"id":723,"data":1729,"type":572,"tunes":1730},{"text":725,"level":47},{},{"id":728,"data":1732,"type":544,"tunes":1733},{"text":730},{},{"id":733,"data":1735,"type":544,"tunes":1736},{"text":735},{},{"id":738,"data":1738,"type":544,"tunes":1739},{"text":740},{},{"id":743,"data":1741,"type":572,"tunes":1742},{"text":745,"level":47},{},{"id":748,"data":1744,"type":544,"tunes":1745},{"text":750},{},{"id":753,"data":1747,"type":544,"tunes":1748},{"text":755},{},{"id":758,"data":1750,"type":544,"tunes":1751},{"text":760},{},{"id":763,"data":1753,"type":552,"tunes":1754},{"body":765,"title":766,"variant":767},{},{"id":770,"data":1756,"type":776,"tunes":1757},{"url":772,"title":773,"excerpt":774,"ctaLabel":775},{},{"id":779,"data":1759,"type":572,"tunes":1760},{"text":781,"level":47},{},{"id":784,"data":1762,"type":612,"tunes":1770},{"steps":1763,"title":805,"orientation":611},[1764,1765,1766,1767,1768,1769],{"label":788,"description":789},{"label":791,"description":792},{"label":794,"description":795},{"label":797,"description":798},{"label":800,"description":801},{"label":803,"description":804},{},{"id":808,"data":1772,"type":572,"tunes":1773},{"text":810,"level":47},{},{"id":813,"data":1775,"type":544,"tunes":1776},{"text":815},{},{"id":818,"data":1778,"type":544,"tunes":1779},{"text":820},{},{"id":823,"data":1781,"type":544,"tunes":1782},{"text":825},{},{"id":828,"data":1784,"type":572,"tunes":1785},{"text":830,"level":47},{},{"id":833,"data":1787,"type":544,"tunes":1788},{"text":835},{},{"id":838,"data":1790,"type":544,"tunes":1791},{"text":840},{},{"id":843,"data":1793,"type":544,"tunes":1794},{"text":845},{},{"id":848,"data":1796,"type":552,"tunes":1797},{"body":850,"title":851,"variant":559},{},{"id":854,"data":1799,"type":572,"tunes":1800},{"text":856,"level":47},{},{"id":859,"data":1802,"type":646,"tunes":1810},{"content":1803,"stretched":886,"withHeadings":15},[1804,1805,1806,1807,1808,1809],[863,864,865],[867,868,869],[871,872,873],[875,876,877],[879,880,881],[883,884,885],{},{"id":889,"data":1812,"type":572,"tunes":1813},{"text":891,"level":47},{},{"id":894,"data":1815,"type":544,"tunes":1816},{"text":896},{},{"id":899,"data":1818,"type":544,"tunes":1819},{"text":901},{},{"id":904,"data":1821,"type":544,"tunes":1822},{"text":906},{},{"id":909,"data":1824,"type":776,"tunes":1825},{"url":911,"title":912,"excerpt":913,"ctaLabel":914},{},{"id":917,"data":1827,"type":776,"tunes":1828},{"url":919,"title":920,"excerpt":921,"ctaLabel":922},{},{"id":925,"data":1830,"type":572,"tunes":1831},{"text":927,"level":47},{},{"id":930,"data":1833,"type":544,"tunes":1834},{"text":932},{},{"id":935,"data":1836,"type":544,"tunes":1837},{"text":937},{},{"id":940,"data":1839,"type":544,"tunes":1840},{"text":942},{},{"id":945,"data":1842,"type":572,"tunes":1843},{"text":947,"level":47},{},{"id":950,"data":1845,"type":646,"tunes":1853},{"content":1846,"stretched":886,"withHeadings":15},[1847,1848,1849,1850,1851,1852],[954,955],[957,958],[960,961],[963,964],[966,967],[969,970],{},{"id":973,"data":1855,"type":572,"tunes":1856},{"text":975,"level":47},{},{"id":978,"data":1858,"type":544,"tunes":1859},{"text":980},{},{"id":983,"data":1861,"type":544,"tunes":1862},{"text":985},{},{"id":988,"data":1864,"type":572,"tunes":1865},{"text":990,"level":47},{},{"id":993,"data":1867,"type":544,"tunes":1868},{"text":995},{},{"id":998,"data":1870,"type":544,"tunes":1871},{"text":1000},{},{"id":1003,"data":1873,"type":572,"tunes":1874},{"text":1005,"level":47},{},{"id":1008,"data":1876,"type":544,"tunes":1877},{"text":1010},{},{"id":1013,"data":1879,"type":544,"tunes":1880},{"text":1015},{},{"id":1018,"data":1882,"type":544,"tunes":1883},{"text":1020},{},{"id":1023,"data":1885,"type":572,"tunes":1886},{"text":1025,"level":47},{},{"id":1028,"data":1888,"type":1028,"tunes":1896},{"items":1889,"title":1055},[1890,1891,1892,1893,1894,1895],{"id":1032,"answer":1033,"question":1034},{"id":1036,"answer":1037,"question":1038},{"id":1040,"answer":1041,"question":1042},{"id":1044,"answer":1045,"question":1046},{"id":1048,"answer":1049,"question":1050},{"id":1052,"answer":1053,"question":1054},{},{"id":1058,"data":1898,"type":572,"tunes":1899},{"text":1060,"level":47},{},{"id":1063,"data":1901,"type":1063,"tunes":1909},{"title":1065,"entries":1902},[1903,1904,1905,1906,1907,1908],{"term":867,"anchor":1068,"definition":1069},{"term":871,"anchor":1071,"definition":1072},{"term":875,"anchor":1074,"definition":1075},{"term":879,"anchor":1077,"definition":1078},{"term":1080,"anchor":1081,"definition":1082},{"term":1084,"anchor":1085,"definition":1086},{},{"id":1089,"data":1911,"type":572,"tunes":1912},{"text":1091,"level":47},{},{"id":1094,"data":1914,"type":1101,"tunes":1917},{"link":1096,"meta":1915},{"image":1916,"title":1099,"description":1100},{"url":13},{},{"id":1104,"data":1919,"type":1101,"tunes":1922},{"link":1106,"meta":1920},{"image":1921,"title":1109,"description":1110},{"url":13},{},{"id":1113,"data":1924,"type":1101,"tunes":1927},{"link":1115,"meta":1925},{"image":1926,"title":1118,"description":1119},{"url":13},{},{"id":1122,"data":1929,"type":1101,"tunes":1932},{"link":1124,"meta":1930},{"image":1931,"title":1127,"description":1128},{"url":13},{},"Post erfolgreich abgerufen",{"items":1935,"source":1987,"manualIds":1988,"manualMatchedIds":1989},[1936,1943,1949,1955,1962,1969,1975,1980],{"id":1937,"slug":1938,"title":1939,"excerpt":1940,"featuredImage":1941,"publishedAt":1942},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally muestra por qué los compañeros de equipo de IA necesitan dos cerebros: reflejos rápidos y razonamiento lento","Un modelo de lenguaje puede entender tácticas y la intención del jugador, pero no debería controlar directamente cada movimiento y reacción de combate. PUBG Ally muestra una arquitectura más práctica: control rápido mediante árboles de comportamiento para acciones reflejas, combinado con un modelo de lenguaje pequeño para planificación, coordinación y conversación natural.","\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":1944,"slug":1945,"title":1946,"excerpt":1947,"featuredImage":14,"publishedAt":1948},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","Ahorro de energía USB: La causa oculta de los tirones y desconexiones del ratón","Si la sensación del ratón cambia aleatoriamente, el ahorro de energía USB puede ser el culpable. Usa esta lista de verificación para estabilizar la entrada USB y detener los tirones\u002Fdesconexiones.","2026-02-20T15:00:00.000Z",{"id":1950,"slug":1951,"title":1952,"excerpt":1953,"featuredImage":14,"publishedAt":1954},"200","bluetooth-latency-myths-why-wireless-can-feel-heavy-even-if-audio-is-fine","Mitos de la latencia de Bluetooth: Por qué lo inalámbrico puede sentirse ‘pesado’ (incluso si el audio está bien)","Bluetooth puede ser excelente para la música y, aun así, malo para la sensación competitiva. Aprende dónde el BT añade retraso, por qué los modos de voz empeoran y las alternativas limpias.","2026-02-20T18:00:00.000Z",{"id":1956,"slug":1957,"title":1958,"excerpt":1959,"featuredImage":1960,"publishedAt":1961},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 no es solo escalado: qué cambia realmente la renderización neuronal guiada por 3D","DLSS 5 lleva la IA a una nueva parte de la canalización de gráficos. En lugar de solo reconstruir la resolución o generar fotogramas adicionales, el renderizado neuronal guiado por 3D utiliza el propio fotograma del motor del juego como base y mejora la iluminación y el detalle de los materiales bajo el control del desarrollador.","\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":1963,"slug":1964,"title":1965,"excerpt":1966,"featuredImage":1967,"publishedAt":1968},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Por qué 300 FPS no significa que el juego esté renderizando 300 fotogramas","DLSS 4.5 puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado de forma tradicional en las GPU RTX Serie 50 compatibles. Esta guía explica la diferencia entre los FPS renderizados y los FPS mostrados, por qué se pueden evitar los cuellos de botella de la CPU en la capa de presentación y por qué la latencia aún debe medirse por separado.","\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":1970,"slug":1971,"title":1972,"excerpt":1973,"featuredImage":14,"publishedAt":1974},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","La cadena de la sensación de juego: Por qué una mejora a menudo no sirve de nada","La sensación es una cadena: entrada, sistema, ritmo de fotogramas, sincronización, pantalla, red. Si un eslabón es inestable, las mejoras no surten efecto.","2026-02-19T11:00:00.000Z",{"id":1976,"slug":1977,"title":1978,"excerpt":1979,"featuredImage":14,"publishedAt":1974},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latencia e Input Lag: De dónde viene realmente el retraso (La cadena completa)","El input lag no es un solo número. Conoce la cadena de latencia real desde tus manos hasta los píxeles, qué causa la pesadez en los controles y el orden práctico de solución.",{"id":1981,"slug":1982,"title":1983,"excerpt":1984,"featuredImage":1985,"publishedAt":1986},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR no es DLSS: cómo funciona el escalado por NPU sin integración en el juego","Windows Auto SR puede reescalar juegos compatibles sin integración de DLSS, FSR o XeSS. En lugar de ejecutar el modelo de reconstrucción dentro del juego en la GPU, Windows utiliza la NPU para reconstruir una imagen de mayor resolución a partir de un renderizado de menor resolución.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z","fallback",[],[]]