[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:es":3,"public-menus:all":45,"post:windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration:es":531,"related:post:windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration:es:1":2418},{"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":2417},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1329,"featuredImage":1330,"featuredImageAlt":1331,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":1332,"status":1333,"publishedAt":1334,"createdAt":1335,"updatedAt":1336,"seoLocalePaths":1337,"categories":1346,"author":1370,"translations":1374},"451","Windows Auto SR no es DLSS: cómo funciona el escalado por NPU sin integración en el juego","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u003Cp>Es fácil confundir Windows Auto SR con DLSS, FSR o XeSS porque todos ellos pueden transformar un renderizado de menor resolución en una imagen de mayor resolución. La diferencia importante radica en dónde reside la tecnología. Auto SR está integrado en Windows, ejecuta su modelo de IA en la NPU y puede mejorar los juegos compatibles sin que el desarrollador tenga que integrar un SDK de superresolución en el juego.\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>Auto SR es un reescalado por IA a nivel de Windows.\u003C\u002Fstrong> El juego se renderiza a una resolución menor, Windows captura esa salida, un modelo de IA se ejecuta en la NPU para reconstruir una imagen de mayor resolución y el resultado se envía a la pantalla. El propio juego no necesita saber cómo funciona el modelo de IA.\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\">La diferencia más simple\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normalmente integrados dentro del motor del juego.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrado en Windows y en el pipeline de visualización.\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\">Primero: ¿qué problema intenta resolver Auto SR?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">El pipeline de Auto SR en palabras sencillas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">¿Por qué usar la NPU en lugar de la GPU?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">La división del trabajo entre GPU y NPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Auto SR no es DLSS, FSR ni XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Por qué los escaladores integrados en el juego pueden disponer de mejor información\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Por qué Auto SR utiliza un modelo más grande\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">El precio es la latencia\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Por qué la NPU todavía puede afectar indirectamente el rendimiento de la GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">El límite de energía compartida\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Por qué el texto y los elementos del HUD pueden verse peor\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Por qué el granulado de película puede confundir al modelo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">La prueba de idoneidad de Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">¿Con qué juegos puede funcionar Auto SR?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">El soporte de hardware actual se está expandiendo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">La resolución de entrada importa más de lo que muchos usuarios esperan\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Por qué Auto SR es especialmente interesante para juegos antiguos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Pero la SR integrada en el juego sigue siendo la preferida\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Auto SR no es generación de fotogramas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">La separación entre resolución, fotogramas y latencia\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Por qué las capturas de pantalla no bastan para juzgar Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-92\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-96\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-101\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-103\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-105\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Primero: ¿qué problema intenta resolver Auto SR?\u003C\u002Fh2>\n\u003Cp>Una mayor resolución de renderizado mejora el detalle de la imagen, pero hace que la GPU trabaje más. Una menor resolución de renderizado es más fácil de procesar y puede aumentar los FPS, pero la imagen se vuelve más borrosa.\u003C\u002Fp>\n\u003Cp>La superresolución intenta mantener el renderizado más ligero a menor resolución mientras reconstruye una salida con un aspecto más cercano a una imagen de mayor resolución.\u003C\u002Fp>\n\u003Cp>Auto SR hace esto a nivel de sistema operativo en lugar de exigir que cada juego antiguo implemente un reescalador moderno.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">El pipeline de Auto SR en palabras sencillas\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qué ocurre cuando Auto SR está activo\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. El juego se renderiza a una resolución menor\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La GPU tiene menos píxeles que sombrear, por lo que la carga de trabajo de renderizado base puede volverse más ligera.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Windows recibe el fotograma de menor resolución\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR está integrado en el pipeline de gráficos y visualización de Windows.\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. La NPU ejecuta el modelo de Auto SR\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una red neuronal reconstruye una versión de mayor resolución del fotograma.\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. Se presenta la imagen reconstruida\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La pantalla recibe una salida de mayor resolución a pesar de que el juego renderizó menos píxeles.\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. La GPU puede continuar renderizando\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Dado que el reescalador se ejecuta en la NPU, la GPU puede centrarse en producir el siguiente fotograma del juego.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">El modelo mental\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>GPU = renderiza el juego.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstruye la imagen.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordina el proceso.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Pantalla = muestra el resultado de mayor resolución.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">¿Por qué usar la NPU en lugar de la GPU?\u003C\u002Fh2>\n\u003Cp>Las tecnologías de superresolución integradas en los juegos suelen ejecutar parte de su carga de trabajo de reconstrucción en la GPU.\u003C\u002Fp>\n\u003Cp>Eso es eficiente porque tienen acceso directo a datos detallados del motor, pero el reescalador sigue consumiendo parte del presupuesto de tiempo de fotograma de la GPU.\u003C\u002Fp>\n\u003Cp>Auto SR toma otro camino. Microsoft ejecuta un modelo neuronal más grande en la NPU para que la GPU pueda dedicar más tiempo a renderizar el juego.\u003C\u002Fp>\n\u003Cp>La explicación de Microsoft sobre la ROG Xbox Ally X describe que el modelo de la NPU se ejecuta en paralelo con el renderizado de la GPU, lo que le da al modelo aproximadamente un fotograma extra de tiempo en lugar de obligar a la GPU a finalizar el trabajo de reescalado dentro del mismo presupuesto de renderizado.\u003C\u002Fp>\n\u003Ch2 id=\"section-17\">La división del trabajo entre GPU y NPU\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">¿Quién hace qué?\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">NPU\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Renderizado del 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>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Reconstrucción con Auto SR\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\">Beneficio previsto\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\">Coste\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-19\">Auto SR no es DLSS, FSR ni XeSS\u003C\u002Fh2>\n\u003Cp>Puede que estas tecnologías compartan el objetivo de reconstruir una imagen de mayor resolución, pero sus límites de información e integración son diferentes.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR frente a la superresolución integrada en el juego\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Windows Auto SR\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Integración en el juego al estilo de DLSS \u002F FSR \u002F XeSS\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Integración\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\">Información disponible\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\">Ejecución de IA\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\">Cobertura de juegos\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\">Orientación de Microsoft\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">No superponga escaladores a ciegas\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Microsoft recomienda utilizar la propia tecnología de superresolución integrada del juego cuando esté disponible. Activar Auto SR sobre otro escalador puede alterar la calidad de imagen y el rendimiento de forma impredecible.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Intel XeSS 3 es más que reescalado: Multi Frame Generation y Xe Low Latency explicados\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Un análisis detallado de la reconstrucción XeSS integrada en juegos, fotogramas generados y tecnología de baja latencia.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía de XeSS 3 →\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: reescalado, generación de fotogramas, regeneración de rayos y Radiance Caching explicados\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Por qué AMD ahora separa el reescalado, la generación de fotogramas, la reconstrucción de rayos y la iluminación neural en diferentes tecnologías.\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-25\">Por qué los escaladores integrados en el juego pueden disponer de mejor información\u003C\u002Fh2>\n\u003Cp>Un escalador dentro del juego puede recibir datos de los que Windows no dispone automáticamente una vez que el juego ya ha compuesto su imagen.\u003C\u002Fp>\n\u003Cp>Esto puede incluir vectores de movimiento, información de fluctuación (jitter), profundidad e historial interno de renderizado.\u003C\u002Fp>\n\u003Cp>Microsoft describe explícitamente Auto SR como una solución al problema sin requerir esa información adicional proporcionada por el juego. La contrapartida es que el modelo de Windows tiene que inferir más a partir de la propia imagen.\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Por qué Auto SR utiliza un modelo más grande\u003C\u002Fh2>\n\u003Cp>Si un escalador dispone de menos información del motor, el propio modelo tiene que realizar más trabajo de reconstrucción.\u003C\u002Fp>\n\u003Cp>El diseño de Microsoft utiliza la NPU para que un modelo más grande resulte viable sin cargar todo el coste de inferencia en la GPU.\u003C\u002Fp>\n\u003Cp>Esta es una de las principales diferencias arquitectónicas entre Auto SR y un escalador por GPU integrado en el motor.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">El precio es la latencia\u003C\u002Fh2>\n\u003Cp>Ejecutar el modelo Auto SR en paralelo le da más tiempo, pero la imagen reconstruida no está exenta de consecuencias en la sincronización.\u003C\u002Fp>\n\u003Cp>Microsoft ha documentado una latencia adicional promedio de aproximadamente un fotograma para Auto SR.\u003C\u002Fp>\n\u003Cp>Esto significa que Auto SR puede mejorar la fluidez visual o la calidad de imagen, a la vez que añade cierto retraso de entrada a pantalla.\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\">Los FPS y la latencia son métricas diferentes\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Una mayor tasa de cuadros no demuestra una menor latencia. Auto SR puede mejorar el equilibrio entre renderizado y salida, añadiendo al mismo tiempo aproximadamente un cuadro de latencia de reconstrucción.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-38\">Por qué la NPU todavía puede afectar indirectamente el rendimiento de la GPU\u003C\u002Fh2>\n\u003Cp>Un hardware independiente no significa una potencia independiente ilimitada.\u003C\u002Fp>\n\u003Cp>En sistemas móviles e integrados, la CPU, la GPU y la NPU a menudo comparten el presupuesto térmico y de energía total del dispositivo.\u003C\u002Fp>\n\u003Cp>Microsoft señala que la actividad de la NPU puede consumir parte de la energía disponible para la CPU y la GPU. Por lo tanto, en algunos casos, Auto SR puede provocar una ligera reducción en la tasa de cuadros, a pesar de que la GPU esté renderizando menos píxeles.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">El límite de energía compartida\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Por qué una menor carga en la GPU no garantiza mayores FPS\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\">Ganancia potencial\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\">Límite posible\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\">Menor resolución de entrada\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\">Reconstrucción por NPU\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\">Memoria del sistema\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\">Envolvente térmica\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Por qué el texto y los elementos del HUD pueden verse peor\u003C\u002Fh2>\n\u003Cp>Auto SR recibe la imagen compuesta del juego, lo que significa que el texto y los elementos del HUD ya pueden formar parte del cuadro de menor resolución.\u003C\u002Fp>\n\u003Cp>Cuando esos elementos se reconstruyen junto con la escena 3D, las fuentes finas, los iconos y las líneas delgadas de la interfaz pueden volverse más borrosos o menos estables.\u003C\u002Fp>\n\u003Cp>La documentación de soporte de Microsoft advierte explícitamente que el texto y los detalles finos de la interfaz de usuario podrían no verse de forma óptima en algunos juegos.\u003C\u002Fp>\n\u003Cp>Un escalador profundamente integrado en el juego a veces puede evitar esto reconstruyendo la escena 3D antes de componer la interfaz de usuario final.\u003C\u002Fp>\n\u003Ch2 id=\"section-49\">Por qué el granulado de película puede confundir al modelo\u003C\u002Fh2>\n\u003Cp>Los efectos de posprocesamiento como el granulado de película añaden deliberadamente ruido visual de alta frecuencia.\u003C\u002Fp>\n\u003Cp>El modelo de Auto SR puede interpretar ese ruido como detalle de la imagen y dedicar esfuerzo de reconstrucción a intentar preservarlo o amplificarlo.\u003C\u002Fp>\n\u003Cp>Por lo tanto, Microsoft recomienda desactivar el granulado de película cuando esto produzca un resultado más limpio.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">La prueba de idoneidad de Auto SR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cuándo es más probable que Auto SR sea de ayuda\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. Compruebe si el juego tiene una limitación de GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR es más útil cuando reducir la resolución de renderizado realmente disminuye el cuello de botella principal.\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. Compruebe si existe superresolución integrada\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si el juego ya cuenta con una buena implementación de DLSS, FSR o XeSS, pruébela primero.\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. Utilice una resolución de entrada compatible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR está entrenado y configurado en torno a rangos específicos de menor resolución que varían según el dispositivo.\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. Inspeccione la calidad del texto y del HUD\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los elementos sutiles de la interfaz de usuario pueden revelar las limitaciones de la reconstrucción posterior al renderizado a nivel de sistema operativo.\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. Desactive el posprocesamiento conflictivo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El granulado de película y efectos similares pueden reducir la calidad de la reconstrucción.\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. Mida los FPS y la latencia por separado\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">No asuma que un contador de FPS más alto signifique un juego con mejor respuesta.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Compare el comportamiento energético\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">En hardware móvil, la actividad de la NPU puede alterar el equilibrio de energía compartido entre CPU, GPU y NPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">¿Con qué juegos puede funcionar Auto SR?\u003C\u002Fh2>\n\u003Cp>La documentación de soporte actual de Microsoft requiere DirectX 10 o posterior y una ruta de juego x64, emulada en x64 o Arm64 compatible.\u003C\u002Fp>\n\u003Cp>DirectX 9, Vulkan y OpenGL no son compatibles actualmente, y Microsoft también incluye los juegos solo para x86 y ciertos formatos de 10 bits como no compatibles.\u003C\u002Fp>\n\u003Cp>Esta es otra diferencia importante respecto a los escaladores de controladores específicos de cada fabricante: Auto SR no es un filtro universal que se pueda aplicar simplemente a cualquier aplicación renderizada.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">El soporte de hardware actual se está expandiendo\u003C\u002Fh2>\n\u003Cp>Auto SR comenzó en determinados equipos Copilot+ basados en Snapdragon y desde entonces se ha expandido.\u003C\u002Fp>\n\u003Cp>En septiembre de 2026, Microsoft anunció el soporte de Auto SR para los equipos Copilot+ con Intel Core Ultra Series 3.\u003C\u002Fp>\n\u003Cp>La página de soporte actual de Microsoft también documenta la ruta de vista previa para ROG Xbox Ally X y los paquetes de Auto SR específicos para cada plataforma en sistemas Snapdragon, AMD Ryzen e Intel Core Ultra Series 3.\u003C\u002Fp>\n\u003Cp>La lista exacta de dispositivos, los requisitos de controladores y los rangos de resolución aún están evolucionando, por lo que se debe verificar la compatibilidad en la página de soporte actual de Microsoft en lugar de asumirla por la presencia de cualquier NPU.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">La resolución de entrada importa más de lo que muchos usuarios esperan\u003C\u002Fh2>\n\u003Cp>Auto SR no es simplemente un interruptor genérico para 'escalar cualquier resolución a lo que sea'.\u003C\u002Fp>\n\u003Cp>El modelo está entrenado y ajustado en torno a rangos específicos de resolución de entrada.\u003C\u002Fp>\n\u003Cp>Actualmente, Microsoft recomienda alrededor de 800p para los equipos Copilot+ basados en Snapdragon, admite entradas de aproximadamente 800p a 1080p en sistemas Intel Core Ultra Series 3 y utiliza una entrada objetivo de 720p para la ruta de vista previa de ROG Xbox Ally X.\u003C\u002Fp>\n\u003Cp>Los modos admitidos exactos se muestran a través de Windows y Game Bar para que los usuarios no tengan que adivinarlos.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Por qué Auto SR es especialmente interesante para juegos antiguos\u003C\u002Fh2>\n\u003Cp>Un juego lanzado hace años nunca obtendrá DLSS, FSR o XeSS a menos que el desarrollador lance un parche o una modificación de terceros cambie el renderizador.\u003C\u002Fp>\n\u003Cp>Auto SR puede mejorar determinados títulos existentes desde fuera del juego porque el sistema operativo gestiona la etapa de reconstrucción.\u003C\u002Fp>\n\u003Cp>Esa es su mayor ventaja arquitectónica: la cobertura no depende completamente de la hoja de ruta de desarrollo del juego original.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Pero la SR integrada en el juego sigue siendo la preferida\u003C\u002Fh2>\n\u003Cp>Microsoft dice explícitamente que la superresolución integrada en el juego sigue siendo la opción preferida cuando un estudio la admite.\u003C\u002Fp>\n\u003Cp>Técnicamente tiene sentido. Una solución integrada en el juego tiene mejor acceso al pipeline de renderizado y puede reconstruir antes de que se apliquen ciertos efectos finales y la interfaz de usuario.\u003C\u002Fp>\n\u003Cp>Auto SR resulta más valioso cuando esa integración no existe, cuando el juego es más antiguo o cuando el equilibrio del hardware hace útil la reconstrucción mediante NPU.\u003C\u002Fp>\n\u003Ch2 id=\"section-77\">Auto SR no es generación de fotogramas\u003C\u002Fh2>\n\u003Cp>Otra confusión común es tratar cada función gráfica de IA como generación de fotogramas.\u003C\u002Fp>\n\u003Cp>Auto SR no crea fotogramas intermedios adicionales entre los fotogramas renderizados. Reconstruye la resolución de cada fotograma existente.\u003C\u002Fp>\n\u003Cp>La generación de fotogramas cambia la cantidad de fotogramas que llegan a la pantalla. Auto SR cambia la resolución y el detalle de los fotogramas que ya existen.\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 explicación aparte sobre fotogramas generados, fotogramas renderizados y por qué el contador final de FPS puede representar cosas diferentes.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía sobre FPS generados →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-82\">La separación entre resolución, fotogramas y latencia\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Tres mejoras gráficas que no deben confundirse\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\">Qué cambia\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\">Tecnología de ejemplo\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\">Métrica principal\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\">Superresolución\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\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\">Tecnología de baja latencia\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Por qué las capturas de pantalla no bastan para juzgar Auto SR\u003C\u002Fh2>\n\u003Cp>La calidad de la superresolución es temporal.\u003C\u002Fp>\n\u003Cp>Una imagen estática puede verse nítida mientras que el movimiento revela bordes inestables, parpadeo, una interfaz borrosa, errores de reconstrucción o artefactos de ghosting.\u003C\u002Fp>\n\u003Cp>Por lo tanto, una prueba útil de Auto SR debería examinar el movimiento de la cámara, la vegetación, la geometría fina, las partículas, el texto, los elementos del HUD y el movimiento repetido, en lugar de limitarse a comparar una sola captura de pantalla.\u003C\u002Fp>\n\u003Ch2 id=\"section-88\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>Auto SR se está expandiendo activamente. Microsoft está añadiendo familias de procesadores, modificando los rangos de resolución compatibles y explorando escenarios de mayores FPS.\u003C\u002Fp>\n\u003Cp>La expansión a Intel en septiembre de 2026 ya demuestra que la tecnología ya no está vinculada al modelo original de lanzamiento exclusivo para Snapdragon.\u003C\u002Fp>\n\u003Cp>Las versiones futuras podrían ampliar las combinaciones de GPU\u002FNPU, la compatibilidad con HDR, los objetivos de frecuencia de actualización, la compatibilidad con entornos de ejecución y la forma en que se gestiona la interfaz de usuario.\u003C\u002Fp>\n\u003Ch2 id=\"section-92\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Este artículo describe la arquitectura documentada de Auto SR de Microsoft y la compatibilidad actual a fecha de septiembre de 2026.\u003C\u002Fp>\n\u003Cp>Los ejemplos de FPS y calidad de imagen de Microsoft son mediciones de proveedores a partir de hardware, juegos y configuraciones específicas. Son útiles para comprender la tecnología, pero no deben considerarse garantías de rendimiento universales.\u003C\u002Fp>\n\u003Cp>El comportamiento de Auto SR varía según la resolución del juego, el modo de pantalla, el postprocesamiento, la composición de la interfaz de usuario, el perfil de energía y la implementación específica de la NPU en el hardware.\u003C\u002Fp>\n\u003Ch2 id=\"section-96\">Conclusión\u003C\u002Fh2>\n\u003Cp>Auto SR no es la versión de Microsoft de incorporar DLSS en todos los juegos.\u003C\u002Fp>\n\u003Cp>Se trata de una arquitectura diferente: el juego renderiza menos píxeles, Windows intercepta el resultado, la NPU ejecuta un modelo de reconstrucción por IA de mayor tamaño y la imagen de mayor resolución entra en el canal de visualización sin requerir una integración profunda en el renderizador del juego.\u003C\u002Fp>\n\u003Cp>Esto proporciona a Windows una vía para mejorar juegos compatibles existentes que nunca fueron diseñados para la superresolución moderna.\u003C\u002Fp>\n\u003Cp>Las contrapartidas siguen siendo reales: aproximadamente un fotograma de latencia añadida, posible pérdida de nitidez en la interfaz de usuario, límites de resolución específicos del dispositivo y limitaciones energéticas compartidas. El valor no radica en que Auto SR reemplace a los escaladores integrados. Cubre el gran vacío que queda donde estos no existen.\u003C\u002Fp>\n\u003Ch2 id=\"section-101\">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\">Windows Auto SR en términos sencillos\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 Windows Auto SR?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Un sistema de superresolución por IA a nivel de sistema operativo que permite que los juegos compatibles se rendericen a menor resolución y utiliza la NPU para reconstruir una imagen de mayor resolución.\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\">¿Es Auto SR lo mismo que DLSS, FSR o XeSS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Esos normalmente están integrados en el renderizador del juego. Auto SR está integrado en Windows y puede funcionar sin una implementación de superresolución específica en el juego.\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\">¿Auto SR utiliza la GPU para el reescalado por IA?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Su modelo de reconstrucción por IA se ejecuta en la NPU, mientras que la GPU sigue renderizando el juego.\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\">¿Auto SR añade latencia?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sí. Microsoft documenta aproximadamente un fotograma adicional de latencia en promedio como parte de su enfoque de reconstrucción basado en la NPU.\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\">¿Debería usar Auto SR cuando un juego ya dispone de DLSS, FSR o XeSS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Microsoft recomienda la opción de superresolución integrada del juego cuando esté disponible y funcione bien.\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\">¿Es Auto SR una tecnología de generación de fotogramas?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Reconstruye una versión de mayor resolución de cada fotograma; no inserta fotogramas intermedios adicionales.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq7\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">¿Funciona Auto SR con juegos de Vulkan u OpenGL?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Actualmente no. La página de soporte de Microsoft indica que DirectX 10 o posterior es compatible, y que Vulkan, OpenGL y DirectX 9 no lo son.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-103\">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 Auto SR\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"auto-sr\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Automatic Super Resolution (superresolución automática), la tecnología de reescalado por IA integrada en Windows de Microsoft para juegos compatibles.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"npu\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Unidad de Procesamiento Neuronal (Neural Processing Unit), hardware especializado diseñado para ejecutar cargas de trabajo matriciales y de IA de manera eficiente.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"game-integrated-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Superresolución integrada en el juego\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un escalador incorporado directamente en el renderizador de un juego con acceso a los datos internos del motor.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"input-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Resolución de entrada\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La resolución más baja a la que se renderiza el juego antes de que Auto SR reconstruya la imagen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"output-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Resolución de salida\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La resolución efectiva más alta que se muestra tras la reconstrucción.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-npu-work-split\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">División de trabajo GPU-NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que separa el trabajo de renderizado del juego en la GPU del trabajo de reconstrucción de Auto SR en la NPU.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shared-power-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Límite de energía compartida\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que describe cómo las cargas de trabajo de la CPU, la GPU y la NPU pueden competir entre sí dentro de la misma envolvente térmica y de consumo energético de un dispositivo.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"auto-sr-suitability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Prueba de idoneidad de Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flujo de trabajo de Figure Rocks para determinar cuándo es probable que Windows Auto SR mejore un juego y un dispositivo específicos.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-105\">Fuentes primarias\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR llega a los procesadores Intel Core Ultra Series 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Actualización oficial de septiembre de 2026 que cubre la expansión a Intel, la ejecución en NPU, las resoluciones de entrada admitidas, las consideraciones sobre interfaz de usuario y postprocesamiento, los efectos del perfil de energía y las recomendaciones de Microsoft de preferir la superresolución integrada en el juego cuando esté disponible.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Soporte técnico de Microsoft — Superresolución automática\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial sobre requisitos actuales y configuración para Windows Auto SR.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Superresolución automática\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explicación oficial de la arquitectura que cubre la integración con el SO, el modelo de NPU, la reconstrucción independiente del juego y la compensación documentada de un fotograma de latencia.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR en ROG Xbox Ally X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explicación oficial de 2026 sobre el paralelismo NPU\u002FGPU, las limitaciones de los dispositivos portátiles y por qué la superresolución integrada sigue siendo la opción preferida cuando está disponible.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1328},1790407247317,[540,546,554,561,568,574,579,584,589,594,617,624,629,634,639,644,649,654,685,690,695,728,735,744,752,757,762,767,772,777,782,787,792,797,802,807,812,818,823,828,833,838,843,871,876,881,886,891,896,901,906,911,916,921,948,953,958,963,968,973,978,983,988,993,998,1003,1008,1013,1018,1023,1028,1033,1038,1043,1048,1053,1058,1063,1068,1073,1078,1086,1091,1119,1124,1129,1134,1139,1144,1149,1154,1159,1164,1169,1174,1179,1184,1189,1194,1199,1204,1209,1244,1249,1286,1291,1301,1310,1319],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"Es fácil confundir Windows Auto SR con DLSS, FSR o XeSS porque todos ellos pueden transformar un renderizado de menor resolución en una imagen de mayor resolución. La diferencia importante radica en dónde reside la tecnología. Auto SR está integrado en Windows, ejecuta su modelo de IA en la NPU y puede mejorar los juegos compatibles sin que el desarrollador tenga que integrar un SDK de superresolución en el juego.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"f0e8e3eeaf",{"body":549,"title":550,"variant":551},"\u003Cstrong>Auto SR es un reescalado por IA a nivel de Windows.\u003C\u002Fstrong> El juego se renderiza a una resolución menor, Windows captura esa salida, un modelo de IA se ejecuta en la NPU para reconstruir una imagen de mayor resolución y el resultado se envía a la pantalla. El propio juego no necesita saber cómo funciona el modelo de IA.","Respuesta directa","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"0bef4d072d",{"body":557,"title":558,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normalmente integrados dentro del motor del juego.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrado en Windows y en el pipeline de visualización.","La diferencia más simple","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Contenido",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"ad0d4ac26b",{"text":571,"level":47},"Primero: ¿qué problema intenta resolver Auto SR?","header",{},{"id":575,"data":576,"type":544,"tunes":578},"37b5f93864",{"text":577},"Una mayor resolución de renderizado mejora el detalle de la imagen, pero hace que la GPU trabaje más. Una menor resolución de renderizado es más fácil de procesar y puede aumentar los FPS, pero la imagen se vuelve más borrosa.",{},{"id":580,"data":581,"type":544,"tunes":583},"7e0b0b30fb",{"text":582},"La superresolución intenta mantener el renderizado más ligero a menor resolución mientras reconstruye una salida con un aspecto más cercano a una imagen de mayor resolución.",{},{"id":585,"data":586,"type":544,"tunes":588},"bb603f67fd",{"text":587},"Auto SR hace esto a nivel de sistema operativo en lugar de exigir que cada juego antiguo implemente un reescalador moderno.",{},{"id":590,"data":591,"type":572,"tunes":593},"9ce7e91c28",{"text":592,"level":47},"El pipeline de Auto SR en palabras sencillas",{},{"id":595,"data":596,"type":615,"tunes":616},"6cbee50199",{"steps":597,"title":613,"orientation":614},[598,601,604,607,610],{"label":599,"description":600},"1. El juego se renderiza a una resolución menor","La GPU tiene menos píxeles que sombrear, por lo que la carga de trabajo de renderizado base puede volverse más ligera.",{"label":602,"description":603},"2. Windows recibe el fotograma de menor resolución","Auto SR está integrado en el pipeline de gráficos y visualización de Windows.",{"label":605,"description":606},"3. La NPU ejecuta el modelo de Auto SR","Una red neuronal reconstruye una versión de mayor resolución del fotograma.",{"label":608,"description":609},"4. Se presenta la imagen reconstruida","La pantalla recibe una salida de mayor resolución a pesar de que el juego renderizó menos píxeles.",{"label":611,"description":612},"5. La GPU puede continuar renderizando","Dado que el reescalador se ejecuta en la NPU, la GPU puede centrarse en producir el siguiente fotograma del juego.","Qué ocurre cuando Auto SR está activo","auto","processFlow",{},{"id":618,"data":619,"type":552,"tunes":623},"ba677ce51a",{"body":620,"title":621,"variant":622},"\u003Cstrong>GPU = renderiza el juego.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstruye la imagen.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordina el proceso.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Pantalla = muestra el resultado de mayor resolución.\u003C\u002Fstrong>","El modelo mental","success",{},{"id":625,"data":626,"type":572,"tunes":628},"85ac4379a7",{"text":627,"level":47},"¿Por qué usar la NPU en lugar de la GPU?",{},{"id":630,"data":631,"type":544,"tunes":633},"4b5bc56dda",{"text":632},"Las tecnologías de superresolución integradas en los juegos suelen ejecutar parte de su carga de trabajo de reconstrucción en la GPU.",{},{"id":635,"data":636,"type":544,"tunes":638},"7f18ef91b3",{"text":637},"Eso es eficiente porque tienen acceso directo a datos detallados del motor, pero el reescalador sigue consumiendo parte del presupuesto de tiempo de fotograma de la GPU.",{},{"id":640,"data":641,"type":544,"tunes":643},"b797ff9780",{"text":642},"Auto SR toma otro camino. Microsoft ejecuta un modelo neuronal más grande en la NPU para que la GPU pueda dedicar más tiempo a renderizar el juego.",{},{"id":645,"data":646,"type":544,"tunes":648},"c84f5eccba",{"text":647},"La explicación de Microsoft sobre la ROG Xbox Ally X describe que el modelo de la NPU se ejecuta en paralelo con el renderizado de la GPU, lo que le da al modelo aproximadamente un fotograma extra de tiempo en lugar de obligar a la GPU a finalizar el trabajo de reescalado dentro del mismo presupuesto de renderizado.",{},{"id":650,"data":651,"type":572,"tunes":653},"1483104be8",{"text":652,"level":47},"La división del trabajo entre GPU y NPU",{},{"id":655,"data":656,"type":683,"tunes":684},"963a590531",{"rows":657,"title":674,"layout":675,"columns":676},[658,662,666,670],{"id":659,"label":660,"values":661},"render","Renderizado del juego",[13,13],{"id":663,"label":664,"values":665},"upscale","Reconstrucción con Auto SR",[13,13],{"id":667,"label":668,"values":669},"benefit","Beneficio previsto",[13,13],{"id":671,"label":672,"values":673},"cost","Coste",[13,13],"¿Quién hace qué?","table",[677,680],{"id":678,"label":679},"gpu","GPU",{"id":681,"label":682},"npu","NPU","comparison",{},{"id":686,"data":687,"type":572,"tunes":689},"ad87d167f7",{"text":688,"level":47},"Auto SR no es DLSS, FSR ni XeSS",{},{"id":691,"data":692,"type":544,"tunes":694},"48c4d79694",{"text":693},"Puede que estas tecnologías compartan el objetivo de reconstruir una imagen de mayor resolución, pero sus límites de información e integración son diferentes.",{},{"id":696,"data":697,"type":683,"tunes":727},"b0d2c82690",{"rows":698,"title":719,"layout":675,"columns":720},[699,703,707,711,715],{"id":700,"label":701,"values":702},"integration","Integración",[13,13],{"id":704,"label":705,"values":706},"information","Información disponible",[13,13],{"id":708,"label":709,"values":710},"hardware","Ejecución de IA",[13,13],{"id":712,"label":713,"values":714},"games","Cobertura de juegos",[13,13],{"id":716,"label":717,"values":718},"preference","Orientación de Microsoft",[13,13],"Windows Auto SR frente a la superresolución integrada en el juego",[721,724],{"id":722,"label":723},"autosr","Windows Auto SR",{"id":725,"label":726},"integrated","Integración en el juego al estilo de DLSS \u002F FSR \u002F XeSS",{},{"id":729,"data":730,"type":552,"tunes":734},"6900302b02",{"body":731,"title":732,"variant":733},"Microsoft recomienda utilizar la propia tecnología de superresolución integrada del juego cuando esté disponible. Activar Auto SR sobre otro escalador puede alterar la calidad de imagen y el rendimiento de forma impredecible.","No superponga escaladores a ciegas","warning",{},{"id":736,"data":737,"type":742,"tunes":743},"1ad1ec1f90",{"url":738,"title":739,"excerpt":740,"ctaLabel":741},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 es más que reescalado: Multi Frame Generation y Xe Low Latency explicados","Un análisis detallado de la reconstrucción XeSS integrada en juegos, fotogramas generados y tecnología de baja latencia.","Leer la guía de XeSS 3","referralArticle",{},{"id":745,"data":746,"type":742,"tunes":751},"10104644c3",{"url":747,"title":748,"excerpt":749,"ctaLabel":750},"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: reescalado, generación de fotogramas, regeneración de rayos y Radiance Caching explicados","Por qué AMD ahora separa el reescalado, la generación de fotogramas, la reconstrucción de rayos y la iluminación neural en diferentes tecnologías.","Leer la guía de FSR Redstone",{},{"id":753,"data":754,"type":572,"tunes":756},"d662b057f7",{"text":755,"level":47},"Por qué los escaladores integrados en el juego pueden disponer de mejor información",{},{"id":758,"data":759,"type":544,"tunes":761},"b04e7aab57",{"text":760},"Un escalador dentro del juego puede recibir datos de los que Windows no dispone automáticamente una vez que el juego ya ha compuesto su imagen.",{},{"id":763,"data":764,"type":544,"tunes":766},"f9579cc7d5",{"text":765},"Esto puede incluir vectores de movimiento, información de fluctuación (jitter), profundidad e historial interno de renderizado.",{},{"id":768,"data":769,"type":544,"tunes":771},"2c00b6940e",{"text":770},"Microsoft describe explícitamente Auto SR como una solución al problema sin requerir esa información adicional proporcionada por el juego. La contrapartida es que el modelo de Windows tiene que inferir más a partir de la propia imagen.",{},{"id":773,"data":774,"type":572,"tunes":776},"3566f9d539",{"text":775,"level":47},"Por qué Auto SR utiliza un modelo más grande",{},{"id":778,"data":779,"type":544,"tunes":781},"963431cd0a",{"text":780},"Si un escalador dispone de menos información del motor, el propio modelo tiene que realizar más trabajo de reconstrucción.",{},{"id":783,"data":784,"type":544,"tunes":786},"327edf4365",{"text":785},"El diseño de Microsoft utiliza la NPU para que un modelo más grande resulte viable sin cargar todo el coste de inferencia en la GPU.",{},{"id":788,"data":789,"type":544,"tunes":791},"69f5489bf5",{"text":790},"Esta es una de las principales diferencias arquitectónicas entre Auto SR y un escalador por GPU integrado en el motor.",{},{"id":793,"data":794,"type":572,"tunes":796},"b8595e84b4",{"text":795,"level":47},"El precio es la latencia",{},{"id":798,"data":799,"type":544,"tunes":801},"575449f6f0",{"text":800},"Ejecutar el modelo Auto SR en paralelo le da más tiempo, pero la imagen reconstruida no está exenta de consecuencias en la sincronización.",{},{"id":803,"data":804,"type":544,"tunes":806},"0bb987768f",{"text":805},"Microsoft ha documentado una latencia adicional promedio de aproximadamente un fotograma para Auto SR.",{},{"id":808,"data":809,"type":544,"tunes":811},"e292c6d914",{"text":810},"Esto significa que Auto SR puede mejorar la fluidez visual o la calidad de imagen, a la vez que añade cierto retraso de entrada a pantalla.",{},{"id":813,"data":814,"type":552,"tunes":817},"851c271be2",{"body":815,"title":816,"variant":559},"Una mayor tasa de cuadros no demuestra una menor latencia. Auto SR puede mejorar el equilibrio entre renderizado y salida, añadiendo al mismo tiempo aproximadamente un cuadro de latencia de reconstrucción.","Los FPS y la latencia son métricas diferentes",{},{"id":819,"data":820,"type":572,"tunes":822},"fc6ad665a3",{"text":821,"level":47},"Por qué la NPU todavía puede afectar indirectamente el rendimiento de la GPU",{},{"id":824,"data":825,"type":544,"tunes":827},"c19d91b7b9",{"text":826},"Un hardware independiente no significa una potencia independiente ilimitada.",{},{"id":829,"data":830,"type":544,"tunes":832},"5622c5e45f",{"text":831},"En sistemas móviles e integrados, la CPU, la GPU y la NPU a menudo comparten el presupuesto térmico y de energía total del dispositivo.",{},{"id":834,"data":835,"type":544,"tunes":837},"108d8fab76",{"text":836},"Microsoft señala que la actividad de la NPU puede consumir parte de la energía disponible para la CPU y la GPU. Por lo tanto, en algunos casos, Auto SR puede provocar una ligera reducción en la tasa de cuadros, a pesar de que la GPU esté renderizando menos píxeles.",{},{"id":839,"data":840,"type":572,"tunes":842},"fe09f46337",{"text":841,"level":47},"El límite de energía compartida",{},{"id":844,"data":845,"type":683,"tunes":870},"dcf79f1799",{"rows":846,"title":862,"layout":675,"columns":863},[847,851,854,858],{"id":848,"label":849,"values":850},"pixels","Menor resolución de entrada",[13,13],{"id":681,"label":852,"values":853},"Reconstrucción por NPU",[13,13],{"id":855,"label":856,"values":857},"memory","Memoria del sistema",[13,13],{"id":859,"label":860,"values":861},"thermal","Envolvente térmica",[13,13],"Por qué una menor carga en la GPU no garantiza mayores FPS",[864,867],{"id":865,"label":866},"gain","Ganancia potencial",{"id":868,"label":869},"limit","Límite posible",{},{"id":872,"data":873,"type":572,"tunes":875},"bb768dd81b",{"text":874,"level":47},"Por qué el texto y los elementos del HUD pueden verse peor",{},{"id":877,"data":878,"type":544,"tunes":880},"8dabea36a7",{"text":879},"Auto SR recibe la imagen compuesta del juego, lo que significa que el texto y los elementos del HUD ya pueden formar parte del cuadro de menor resolución.",{},{"id":882,"data":883,"type":544,"tunes":885},"07569b72eb",{"text":884},"Cuando esos elementos se reconstruyen junto con la escena 3D, las fuentes finas, los iconos y las líneas delgadas de la interfaz pueden volverse más borrosos o menos estables.",{},{"id":887,"data":888,"type":544,"tunes":890},"e2a564b736",{"text":889},"La documentación de soporte de Microsoft advierte explícitamente que el texto y los detalles finos de la interfaz de usuario podrían no verse de forma óptima en algunos juegos.",{},{"id":892,"data":893,"type":544,"tunes":895},"fa5c21da32",{"text":894},"Un escalador profundamente integrado en el juego a veces puede evitar esto reconstruyendo la escena 3D antes de componer la interfaz de usuario final.",{},{"id":897,"data":898,"type":572,"tunes":900},"fc5c44a45a",{"text":899,"level":47},"Por qué el granulado de película puede confundir al modelo",{},{"id":902,"data":903,"type":544,"tunes":905},"abbb6b4251",{"text":904},"Los efectos de posprocesamiento como el granulado de película añaden deliberadamente ruido visual de alta frecuencia.",{},{"id":907,"data":908,"type":544,"tunes":910},"0b4329a469",{"text":909},"El modelo de Auto SR puede interpretar ese ruido como detalle de la imagen y dedicar esfuerzo de reconstrucción a intentar preservarlo o amplificarlo.",{},{"id":912,"data":913,"type":544,"tunes":915},"c3d70c1fe3",{"text":914},"Por lo tanto, Microsoft recomienda desactivar el granulado de película cuando esto produzca un resultado más limpio.",{},{"id":917,"data":918,"type":572,"tunes":920},"839c0e3988",{"text":919,"level":47},"La prueba de idoneidad de Auto SR",{},{"id":922,"data":923,"type":615,"tunes":947},"cba5dd109b",{"steps":924,"title":946,"orientation":614},[925,928,931,934,937,940,943],{"label":926,"description":927},"1. Compruebe si el juego tiene una limitación de GPU","Auto SR es más útil cuando reducir la resolución de renderizado realmente disminuye el cuello de botella principal.",{"label":929,"description":930},"2. Compruebe si existe superresolución integrada","Si el juego ya cuenta con una buena implementación de DLSS, FSR o XeSS, pruébela primero.",{"label":932,"description":933},"3. Utilice una resolución de entrada compatible","Auto SR está entrenado y configurado en torno a rangos específicos de menor resolución que varían según el dispositivo.",{"label":935,"description":936},"4. Inspeccione la calidad del texto y del HUD","Los elementos sutiles de la interfaz de usuario pueden revelar las limitaciones de la reconstrucción posterior al renderizado a nivel de sistema operativo.",{"label":938,"description":939},"5. Desactive el posprocesamiento conflictivo","El granulado de película y efectos similares pueden reducir la calidad de la reconstrucción.",{"label":941,"description":942},"6. Mida los FPS y la latencia por separado","No asuma que un contador de FPS más alto signifique un juego con mejor respuesta.",{"label":944,"description":945},"7. Compare el comportamiento energético","En hardware móvil, la actividad de la NPU puede alterar el equilibrio de energía compartido entre CPU, GPU y NPU.","Cuándo es más probable que Auto SR sea de ayuda",{},{"id":949,"data":950,"type":572,"tunes":952},"ad82f7172d",{"text":951,"level":47},"¿Con qué juegos puede funcionar Auto SR?",{},{"id":954,"data":955,"type":544,"tunes":957},"80a0fd1364",{"text":956},"La documentación de soporte actual de Microsoft requiere DirectX 10 o posterior y una ruta de juego x64, emulada en x64 o Arm64 compatible.",{},{"id":959,"data":960,"type":544,"tunes":962},"95bb0fb154",{"text":961},"DirectX 9, Vulkan y OpenGL no son compatibles actualmente, y Microsoft también incluye los juegos solo para x86 y ciertos formatos de 10 bits como no compatibles.",{},{"id":964,"data":965,"type":544,"tunes":967},"facfd85d5e",{"text":966},"Esta es otra diferencia importante respecto a los escaladores de controladores específicos de cada fabricante: Auto SR no es un filtro universal que se pueda aplicar simplemente a cualquier aplicación renderizada.",{},{"id":969,"data":970,"type":572,"tunes":972},"ec88eaac9f",{"text":971,"level":47},"El soporte de hardware actual se está expandiendo",{},{"id":974,"data":975,"type":544,"tunes":977},"e2e43ce998",{"text":976},"Auto SR comenzó en determinados equipos Copilot+ basados en Snapdragon y desde entonces se ha expandido.",{},{"id":979,"data":980,"type":544,"tunes":982},"7c82f021e1",{"text":981},"En septiembre de 2026, Microsoft anunció el soporte de Auto SR para los equipos Copilot+ con Intel Core Ultra Series 3.",{},{"id":984,"data":985,"type":544,"tunes":987},"9e9a02e41c",{"text":986},"La página de soporte actual de Microsoft también documenta la ruta de vista previa para ROG Xbox Ally X y los paquetes de Auto SR específicos para cada plataforma en sistemas Snapdragon, AMD Ryzen e Intel Core Ultra Series 3.",{},{"id":989,"data":990,"type":544,"tunes":992},"61927dbb25",{"text":991},"La lista exacta de dispositivos, los requisitos de controladores y los rangos de resolución aún están evolucionando, por lo que se debe verificar la compatibilidad en la página de soporte actual de Microsoft en lugar de asumirla por la presencia de cualquier NPU.",{},{"id":994,"data":995,"type":572,"tunes":997},"e3496e5343",{"text":996,"level":47},"La resolución de entrada importa más de lo que muchos usuarios esperan",{},{"id":999,"data":1000,"type":544,"tunes":1002},"eff0af15b1",{"text":1001},"Auto SR no es simplemente un interruptor genérico para 'escalar cualquier resolución a lo que sea'.",{},{"id":1004,"data":1005,"type":544,"tunes":1007},"5d1281c85a",{"text":1006},"El modelo está entrenado y ajustado en torno a rangos específicos de resolución de entrada.",{},{"id":1009,"data":1010,"type":544,"tunes":1012},"ec59f270e1",{"text":1011},"Actualmente, Microsoft recomienda alrededor de 800p para los equipos Copilot+ basados en Snapdragon, admite entradas de aproximadamente 800p a 1080p en sistemas Intel Core Ultra Series 3 y utiliza una entrada objetivo de 720p para la ruta de vista previa de ROG Xbox Ally X.",{},{"id":1014,"data":1015,"type":544,"tunes":1017},"16326dc780",{"text":1016},"Los modos admitidos exactos se muestran a través de Windows y Game Bar para que los usuarios no tengan que adivinarlos.",{},{"id":1019,"data":1020,"type":572,"tunes":1022},"e4731ed915",{"text":1021,"level":47},"Por qué Auto SR es especialmente interesante para juegos antiguos",{},{"id":1024,"data":1025,"type":544,"tunes":1027},"3220021f77",{"text":1026},"Un juego lanzado hace años nunca obtendrá DLSS, FSR o XeSS a menos que el desarrollador lance un parche o una modificación de terceros cambie el renderizador.",{},{"id":1029,"data":1030,"type":544,"tunes":1032},"190b983e1b",{"text":1031},"Auto SR puede mejorar determinados títulos existentes desde fuera del juego porque el sistema operativo gestiona la etapa de reconstrucción.",{},{"id":1034,"data":1035,"type":544,"tunes":1037},"455252b075",{"text":1036},"Esa es su mayor ventaja arquitectónica: la cobertura no depende completamente de la hoja de ruta de desarrollo del juego original.",{},{"id":1039,"data":1040,"type":572,"tunes":1042},"29dac09d8a",{"text":1041,"level":47},"Pero la SR integrada en el juego sigue siendo la preferida",{},{"id":1044,"data":1045,"type":544,"tunes":1047},"19f30b1ee5",{"text":1046},"Microsoft dice explícitamente que la superresolución integrada en el juego sigue siendo la opción preferida cuando un estudio la admite.",{},{"id":1049,"data":1050,"type":544,"tunes":1052},"1f6e0b3156",{"text":1051},"Técnicamente tiene sentido. Una solución integrada en el juego tiene mejor acceso al pipeline de renderizado y puede reconstruir antes de que se apliquen ciertos efectos finales y la interfaz de usuario.",{},{"id":1054,"data":1055,"type":544,"tunes":1057},"44420ab625",{"text":1056},"Auto SR resulta más valioso cuando esa integración no existe, cuando el juego es más antiguo o cuando el equilibrio del hardware hace útil la reconstrucción mediante NPU.",{},{"id":1059,"data":1060,"type":572,"tunes":1062},"e9d226f1a7",{"text":1061,"level":47},"Auto SR no es generación de fotogramas",{},{"id":1064,"data":1065,"type":544,"tunes":1067},"b00fa83ef5",{"text":1066},"Otra confusión común es tratar cada función gráfica de IA como generación de fotogramas.",{},{"id":1069,"data":1070,"type":544,"tunes":1072},"99cc93d952",{"text":1071},"Auto SR no crea fotogramas intermedios adicionales entre los fotogramas renderizados. Reconstruye la resolución de cada fotograma existente.",{},{"id":1074,"data":1075,"type":544,"tunes":1077},"2b6a865e73",{"text":1076},"La generación de fotogramas cambia la cantidad de fotogramas que llegan a la pantalla. Auto SR cambia la resolución y el detalle de los fotogramas que ya existen.",{},{"id":1079,"data":1080,"type":742,"tunes":1085},"ded0f6ff1a",{"url":1081,"title":1082,"excerpt":1083,"ctaLabel":1084},"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 explicación aparte sobre fotogramas generados, fotogramas renderizados y por qué el contador final de FPS puede representar cosas diferentes.","Leer la guía sobre FPS generados",{},{"id":1087,"data":1088,"type":572,"tunes":1090},"3d57d70a2d",{"text":1089,"level":47},"La separación entre resolución, fotogramas y latencia",{},{"id":1092,"data":1093,"type":683,"tunes":1118},"debd5d04b8",{"rows":1094,"title":1107,"layout":675,"columns":1108},[1095,1099,1103],{"id":1096,"label":1097,"values":1098},"resolution","Superresolución",[13,13,13],{"id":1100,"label":1101,"values":1102},"frames","Generación de fotogramas",[13,13,13],{"id":1104,"label":1105,"values":1106},"latency","Tecnología de baja latencia",[13,13,13],"Tres mejoras gráficas que no deben confundirse",[1109,1112,1115],{"id":1110,"label":1111},"changes","Qué cambia",{"id":1113,"label":1114},"example","Tecnología de ejemplo",{"id":1116,"label":1117},"measure","Métrica principal",{},{"id":1120,"data":1121,"type":572,"tunes":1123},"5a178ce282",{"text":1122,"level":47},"Por qué las capturas de pantalla no bastan para juzgar Auto SR",{},{"id":1125,"data":1126,"type":544,"tunes":1128},"e4c5f08045",{"text":1127},"La calidad de la superresolución es temporal.",{},{"id":1130,"data":1131,"type":544,"tunes":1133},"1437761741",{"text":1132},"Una imagen estática puede verse nítida mientras que el movimiento revela bordes inestables, parpadeo, una interfaz borrosa, errores de reconstrucción o artefactos de ghosting.",{},{"id":1135,"data":1136,"type":544,"tunes":1138},"ac7aa2f742",{"text":1137},"Por lo tanto, una prueba útil de Auto SR debería examinar el movimiento de la cámara, la vegetación, la geometría fina, las partículas, el texto, los elementos del HUD y el movimiento repetido, en lugar de limitarse a comparar una sola captura de pantalla.",{},{"id":1140,"data":1141,"type":572,"tunes":1143},"09bde21a8d",{"text":1142,"level":47},"¿Qué cambiaría esta respuesta?",{},{"id":1145,"data":1146,"type":544,"tunes":1148},"b0e7ca01a4",{"text":1147},"Auto SR se está expandiendo activamente. Microsoft está añadiendo familias de procesadores, modificando los rangos de resolución compatibles y explorando escenarios de mayores FPS.",{},{"id":1150,"data":1151,"type":544,"tunes":1153},"537568c224",{"text":1152},"La expansión a Intel en septiembre de 2026 ya demuestra que la tecnología ya no está vinculada al modelo original de lanzamiento exclusivo para Snapdragon.",{},{"id":1155,"data":1156,"type":544,"tunes":1158},"fe24516c11",{"text":1157},"Las versiones futuras podrían ampliar las combinaciones de GPU\u002FNPU, la compatibilidad con HDR, los objetivos de frecuencia de actualización, la compatibilidad con entornos de ejecución y la forma en que se gestiona la interfaz de usuario.",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"0e31e2d54d",{"text":1162,"level":47},"Limitaciones",{},{"id":1165,"data":1166,"type":544,"tunes":1168},"a7881e11e1",{"text":1167},"Este artículo describe la arquitectura documentada de Auto SR de Microsoft y la compatibilidad actual a fecha de septiembre de 2026.",{},{"id":1170,"data":1171,"type":544,"tunes":1173},"71ebc16fda",{"text":1172},"Los ejemplos de FPS y calidad de imagen de Microsoft son mediciones de proveedores a partir de hardware, juegos y configuraciones específicas. Son útiles para comprender la tecnología, pero no deben considerarse garantías de rendimiento universales.",{},{"id":1175,"data":1176,"type":544,"tunes":1178},"add780d6ba",{"text":1177},"El comportamiento de Auto SR varía según la resolución del juego, el modo de pantalla, el postprocesamiento, la composición de la interfaz de usuario, el perfil de energía y la implementación específica de la NPU en el hardware.",{},{"id":1180,"data":1181,"type":572,"tunes":1183},"f7a38af5be",{"text":1182,"level":47},"Conclusión",{},{"id":1185,"data":1186,"type":544,"tunes":1188},"f1308f3e80",{"text":1187},"Auto SR no es la versión de Microsoft de incorporar DLSS en todos los juegos.",{},{"id":1190,"data":1191,"type":544,"tunes":1193},"b102a861bb",{"text":1192},"Se trata de una arquitectura diferente: el juego renderiza menos píxeles, Windows intercepta el resultado, la NPU ejecuta un modelo de reconstrucción por IA de mayor tamaño y la imagen de mayor resolución entra en el canal de visualización sin requerir una integración profunda en el renderizador del juego.",{},{"id":1195,"data":1196,"type":544,"tunes":1198},"da805fabf0",{"text":1197},"Esto proporciona a Windows una vía para mejorar juegos compatibles existentes que nunca fueron diseñados para la superresolución moderna.",{},{"id":1200,"data":1201,"type":544,"tunes":1203},"675aecee06",{"text":1202},"Las contrapartidas siguen siendo reales: aproximadamente un fotograma de latencia añadida, posible pérdida de nitidez en la interfaz de usuario, límites de resolución específicos del dispositivo y limitaciones energéticas compartidas. El valor no radica en que Auto SR reemplace a los escaladores integrados. Cubre el gran vacío que queda donde estos no existen.",{},{"id":1205,"data":1206,"type":572,"tunes":1208},"0354b8daaf",{"text":1207,"level":47},"Preguntas frecuentes",{},{"id":1210,"data":1211,"type":1242,"tunes":1243},"e75bc04532",{"items":1212,"title":1241},[1213,1217,1221,1225,1229,1233,1237],{"id":1214,"answer":1215,"question":1216},"faq1","Un sistema de superresolución por IA a nivel de sistema operativo que permite que los juegos compatibles se rendericen a menor resolución y utiliza la NPU para reconstruir una imagen de mayor resolución.","¿Qué es Windows Auto SR?",{"id":1218,"answer":1219,"question":1220},"faq2","No. Esos normalmente están integrados en el renderizador del juego. Auto SR está integrado en Windows y puede funcionar sin una implementación de superresolución específica en el juego.","¿Es Auto SR lo mismo que DLSS, FSR o XeSS?",{"id":1222,"answer":1223,"question":1224},"faq3","Su modelo de reconstrucción por IA se ejecuta en la NPU, mientras que la GPU sigue renderizando el juego.","¿Auto SR utiliza la GPU para el reescalado por IA?",{"id":1226,"answer":1227,"question":1228},"faq4","Sí. Microsoft documenta aproximadamente un fotograma adicional de latencia en promedio como parte de su enfoque de reconstrucción basado en la NPU.","¿Auto SR añade latencia?",{"id":1230,"answer":1231,"question":1232},"faq5","Microsoft recomienda la opción de superresolución integrada del juego cuando esté disponible y funcione bien.","¿Debería usar Auto SR cuando un juego ya dispone de DLSS, FSR o XeSS?",{"id":1234,"answer":1235,"question":1236},"faq6","No. Reconstruye una versión de mayor resolución de cada fotograma; no inserta fotogramas intermedios adicionales.","¿Es Auto SR una tecnología de generación de fotogramas?",{"id":1238,"answer":1239,"question":1240},"faq7","Actualmente no. La página de soporte de Microsoft indica que DirectX 10 o posterior es compatible, y que Vulkan, OpenGL y DirectX 9 no lo son.","¿Funciona Auto SR con juegos de Vulkan u OpenGL?","Windows Auto SR en términos sencillos","faq",{},{"id":1245,"data":1246,"type":572,"tunes":1248},"8733f298cd",{"text":1247,"level":47},"Glosario",{},{"id":1250,"data":1251,"type":1284,"tunes":1285},"407257a6d1",{"title":1252,"entries":1253},"Términos clave de Auto SR",[1254,1258,1260,1264,1268,1272,1276,1280],{"term":1255,"anchor":1256,"definition":1257},"Auto SR","auto-sr","Automatic Super Resolution (superresolución automática), la tecnología de reescalado por IA integrada en Windows de Microsoft para juegos compatibles.",{"term":682,"anchor":681,"definition":1259},"Unidad de Procesamiento Neuronal (Neural Processing Unit), hardware especializado diseñado para ejecutar cargas de trabajo matriciales y de IA de manera eficiente.",{"term":1261,"anchor":1262,"definition":1263},"Superresolución integrada en el juego","game-integrated-super-resolution","Un escalador incorporado directamente en el renderizador de un juego con acceso a los datos internos del motor.",{"term":1265,"anchor":1266,"definition":1267},"Resolución de entrada","input-resolution","La resolución más baja a la que se renderiza el juego antes de que Auto SR reconstruya la imagen.",{"term":1269,"anchor":1270,"definition":1271},"Resolución de salida","output-resolution","La resolución efectiva más alta que se muestra tras la reconstrucción.",{"term":1273,"anchor":1274,"definition":1275},"División de trabajo GPU-NPU","gpu-npu-work-split","Un modelo de Figure Rocks que separa el trabajo de renderizado del juego en la GPU del trabajo de reconstrucción de Auto SR en la NPU.",{"term":1277,"anchor":1278,"definition":1279},"Límite de energía compartida","shared-power-boundary","Un modelo de Figure Rocks que describe cómo las cargas de trabajo de la CPU, la GPU y la NPU pueden competir entre sí dentro de la misma envolvente térmica y de consumo energético de un dispositivo.",{"term":1281,"anchor":1282,"definition":1283},"Prueba de idoneidad de Auto SR","auto-sr-suitability-test","Un flujo de trabajo de Figure Rocks para determinar cuándo es probable que Windows Auto SR mejore un juego y un dispositivo específicos.","glossary",{},{"id":1287,"data":1288,"type":572,"tunes":1290},"3ab856f2b4",{"text":1289,"level":47},"Fuentes primarias",{},{"id":1292,"data":1293,"type":1299,"tunes":1300},"367d2e3548",{"link":1294,"meta":1295},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F",{"image":1296,"title":1297,"description":1298},{"url":13},"Microsoft DirectX — Auto SR llega a los procesadores Intel Core Ultra Series 3","Actualización oficial de septiembre de 2026 que cubre la expansión a Intel, la ejecución en NPU, las resoluciones de entrada admitidas, las consideraciones sobre interfaz de usuario y postprocesamiento, los efectos del perfil de energía y las recomendaciones de Microsoft de preferir la superresolución integrada en el juego cuando esté disponible.","linkTool",{},{"id":1302,"data":1303,"type":1299,"tunes":1309},"5641b514c0",{"link":1304,"meta":1305},"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution",{"image":1306,"title":1307,"description":1308},{"url":13},"Soporte técnico de Microsoft — Superresolución automática","Documentación oficial sobre requisitos actuales y configuración para Windows Auto SR.",{},{"id":1311,"data":1312,"type":1299,"tunes":1318},"22a5b77a1b",{"link":1313,"meta":1314},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F",{"image":1315,"title":1316,"description":1317},{"url":13},"Microsoft DirectX — Superresolución automática","Explicación oficial de la arquitectura que cubre la integración con el SO, el modelo de NPU, la reconstrucción independiente del juego y la compensación documentada de un fotograma de latencia.",{},{"id":1320,"data":1321,"type":1299,"tunes":1327},"cc3301d997",{"link":1322,"meta":1323},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F",{"image":1324,"title":1325,"description":1326},{"url":13},"Microsoft DirectX — Auto SR en ROG Xbox Ally X","Explicación oficial de 2026 sobre el paralelismo NPU\u002FGPU, las limitaciones de los dispositivos portátiles y por qué la superresolución integrada sigue siendo la opción preferida cuando está disponible.",{},"2.31","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","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme",false,"PUBLISHED","2026-09-26T03:14:00.000Z","2026-09-26T07:14:12.932Z","2026-09-26T07:25:37.749Z",{"en":1338,"de":1339,"sr":1340,"es":1341,"fr":1342,"it":1343,"ru":1344,"zh":1345},"\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fde\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fsr\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fes\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Ffr\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fit\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fru\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","\u002Fzh\u002Fblog\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration",[1347,1351,1354,1358,1362,1366],{"id":1348,"name":1349,"slug":1350},146,"Escalado","upscaling",{"id":1352,"name":1101,"slug":1353},147,"frame-generation",{"id":1355,"name":1356,"slug":1357},210,"Qué significa la calidad","what-quality-means",{"id":1359,"name":1360,"slug":1361},251,"Desenfoque y persistencia","blur-and-persistence",{"id":1363,"name":1364,"slug":1365},252,"Overdrive y Smearing","overdrive-and-smearing",{"id":1367,"name":1368,"slug":1369},253,"Frecuencia de actualización y claridad","refresh-and-clarity",{"id":283,"login":1371,"email":1372,"displayName":1373},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1375,1793],{"lang":7,"title":534,"content":536,"contentJson":1376,"excerpt":1329},{"time":538,"blocks":1377,"version":1328},[1378,1381,1384,1387,1390,1393,1396,1399,1402,1405,1414,1417,1420,1423,1426,1429,1432,1435,1450,1453,1456,1473,1476,1479,1482,1485,1488,1491,1494,1497,1500,1503,1506,1509,1512,1515,1518,1521,1524,1527,1530,1533,1536,1551,1554,1557,1560,1563,1566,1569,1572,1575,1578,1581,1592,1595,1598,1601,1604,1607,1610,1613,1616,1619,1622,1625,1628,1631,1634,1637,1640,1643,1646,1649,1652,1655,1658,1661,1664,1667,1670,1673,1676,1690,1693,1696,1699,1702,1705,1708,1711,1714,1717,1720,1723,1726,1729,1732,1735,1738,1741,1744,1755,1758,1770,1773,1778,1783,1788],{"id":541,"data":1379,"type":544,"tunes":1380},{"text":543},{},{"id":547,"data":1382,"type":552,"tunes":1383},{"body":549,"title":550,"variant":551},{},{"id":555,"data":1385,"type":552,"tunes":1386},{"body":557,"title":558,"variant":559},{},{"id":562,"data":1388,"type":566,"tunes":1389},{"title":564,"maxLevel":565,"minLevel":47},{},{"id":569,"data":1391,"type":572,"tunes":1392},{"text":571,"level":47},{},{"id":575,"data":1394,"type":544,"tunes":1395},{"text":577},{},{"id":580,"data":1397,"type":544,"tunes":1398},{"text":582},{},{"id":585,"data":1400,"type":544,"tunes":1401},{"text":587},{},{"id":590,"data":1403,"type":572,"tunes":1404},{"text":592,"level":47},{},{"id":595,"data":1406,"type":615,"tunes":1413},{"steps":1407,"title":613,"orientation":614},[1408,1409,1410,1411,1412],{"label":599,"description":600},{"label":602,"description":603},{"label":605,"description":606},{"label":608,"description":609},{"label":611,"description":612},{},{"id":618,"data":1415,"type":552,"tunes":1416},{"body":620,"title":621,"variant":622},{},{"id":625,"data":1418,"type":572,"tunes":1419},{"text":627,"level":47},{},{"id":630,"data":1421,"type":544,"tunes":1422},{"text":632},{},{"id":635,"data":1424,"type":544,"tunes":1425},{"text":637},{},{"id":640,"data":1427,"type":544,"tunes":1428},{"text":642},{},{"id":645,"data":1430,"type":544,"tunes":1431},{"text":647},{},{"id":650,"data":1433,"type":572,"tunes":1434},{"text":652,"level":47},{},{"id":655,"data":1436,"type":683,"tunes":1449},{"rows":1437,"title":674,"layout":675,"columns":1446},[1438,1440,1442,1444],{"id":659,"label":660,"values":1439},[13,13],{"id":663,"label":664,"values":1441},[13,13],{"id":667,"label":668,"values":1443},[13,13],{"id":671,"label":672,"values":1445},[13,13],[1447,1448],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1451,"type":572,"tunes":1452},{"text":688,"level":47},{},{"id":691,"data":1454,"type":544,"tunes":1455},{"text":693},{},{"id":696,"data":1457,"type":683,"tunes":1472},{"rows":1458,"title":719,"layout":675,"columns":1469},[1459,1461,1463,1465,1467],{"id":700,"label":701,"values":1460},[13,13],{"id":704,"label":705,"values":1462},[13,13],{"id":708,"label":709,"values":1464},[13,13],{"id":712,"label":713,"values":1466},[13,13],{"id":716,"label":717,"values":1468},[13,13],[1470,1471],{"id":722,"label":723},{"id":725,"label":726},{},{"id":729,"data":1474,"type":552,"tunes":1475},{"body":731,"title":732,"variant":733},{},{"id":736,"data":1477,"type":742,"tunes":1478},{"url":738,"title":739,"excerpt":740,"ctaLabel":741},{},{"id":745,"data":1480,"type":742,"tunes":1481},{"url":747,"title":748,"excerpt":749,"ctaLabel":750},{},{"id":753,"data":1483,"type":572,"tunes":1484},{"text":755,"level":47},{},{"id":758,"data":1486,"type":544,"tunes":1487},{"text":760},{},{"id":763,"data":1489,"type":544,"tunes":1490},{"text":765},{},{"id":768,"data":1492,"type":544,"tunes":1493},{"text":770},{},{"id":773,"data":1495,"type":572,"tunes":1496},{"text":775,"level":47},{},{"id":778,"data":1498,"type":544,"tunes":1499},{"text":780},{},{"id":783,"data":1501,"type":544,"tunes":1502},{"text":785},{},{"id":788,"data":1504,"type":544,"tunes":1505},{"text":790},{},{"id":793,"data":1507,"type":572,"tunes":1508},{"text":795,"level":47},{},{"id":798,"data":1510,"type":544,"tunes":1511},{"text":800},{},{"id":803,"data":1513,"type":544,"tunes":1514},{"text":805},{},{"id":808,"data":1516,"type":544,"tunes":1517},{"text":810},{},{"id":813,"data":1519,"type":552,"tunes":1520},{"body":815,"title":816,"variant":559},{},{"id":819,"data":1522,"type":572,"tunes":1523},{"text":821,"level":47},{},{"id":824,"data":1525,"type":544,"tunes":1526},{"text":826},{},{"id":829,"data":1528,"type":544,"tunes":1529},{"text":831},{},{"id":834,"data":1531,"type":544,"tunes":1532},{"text":836},{},{"id":839,"data":1534,"type":572,"tunes":1535},{"text":841,"level":47},{},{"id":844,"data":1537,"type":683,"tunes":1550},{"rows":1538,"title":862,"layout":675,"columns":1547},[1539,1541,1543,1545],{"id":848,"label":849,"values":1540},[13,13],{"id":681,"label":852,"values":1542},[13,13],{"id":855,"label":856,"values":1544},[13,13],{"id":859,"label":860,"values":1546},[13,13],[1548,1549],{"id":865,"label":866},{"id":868,"label":869},{},{"id":872,"data":1552,"type":572,"tunes":1553},{"text":874,"level":47},{},{"id":877,"data":1555,"type":544,"tunes":1556},{"text":879},{},{"id":882,"data":1558,"type":544,"tunes":1559},{"text":884},{},{"id":887,"data":1561,"type":544,"tunes":1562},{"text":889},{},{"id":892,"data":1564,"type":544,"tunes":1565},{"text":894},{},{"id":897,"data":1567,"type":572,"tunes":1568},{"text":899,"level":47},{},{"id":902,"data":1570,"type":544,"tunes":1571},{"text":904},{},{"id":907,"data":1573,"type":544,"tunes":1574},{"text":909},{},{"id":912,"data":1576,"type":544,"tunes":1577},{"text":914},{},{"id":917,"data":1579,"type":572,"tunes":1580},{"text":919,"level":47},{},{"id":922,"data":1582,"type":615,"tunes":1591},{"steps":1583,"title":946,"orientation":614},[1584,1585,1586,1587,1588,1589,1590],{"label":926,"description":927},{"label":929,"description":930},{"label":932,"description":933},{"label":935,"description":936},{"label":938,"description":939},{"label":941,"description":942},{"label":944,"description":945},{},{"id":949,"data":1593,"type":572,"tunes":1594},{"text":951,"level":47},{},{"id":954,"data":1596,"type":544,"tunes":1597},{"text":956},{},{"id":959,"data":1599,"type":544,"tunes":1600},{"text":961},{},{"id":964,"data":1602,"type":544,"tunes":1603},{"text":966},{},{"id":969,"data":1605,"type":572,"tunes":1606},{"text":971,"level":47},{},{"id":974,"data":1608,"type":544,"tunes":1609},{"text":976},{},{"id":979,"data":1611,"type":544,"tunes":1612},{"text":981},{},{"id":984,"data":1614,"type":544,"tunes":1615},{"text":986},{},{"id":989,"data":1617,"type":544,"tunes":1618},{"text":991},{},{"id":994,"data":1620,"type":572,"tunes":1621},{"text":996,"level":47},{},{"id":999,"data":1623,"type":544,"tunes":1624},{"text":1001},{},{"id":1004,"data":1626,"type":544,"tunes":1627},{"text":1006},{},{"id":1009,"data":1629,"type":544,"tunes":1630},{"text":1011},{},{"id":1014,"data":1632,"type":544,"tunes":1633},{"text":1016},{},{"id":1019,"data":1635,"type":572,"tunes":1636},{"text":1021,"level":47},{},{"id":1024,"data":1638,"type":544,"tunes":1639},{"text":1026},{},{"id":1029,"data":1641,"type":544,"tunes":1642},{"text":1031},{},{"id":1034,"data":1644,"type":544,"tunes":1645},{"text":1036},{},{"id":1039,"data":1647,"type":572,"tunes":1648},{"text":1041,"level":47},{},{"id":1044,"data":1650,"type":544,"tunes":1651},{"text":1046},{},{"id":1049,"data":1653,"type":544,"tunes":1654},{"text":1051},{},{"id":1054,"data":1656,"type":544,"tunes":1657},{"text":1056},{},{"id":1059,"data":1659,"type":572,"tunes":1660},{"text":1061,"level":47},{},{"id":1064,"data":1662,"type":544,"tunes":1663},{"text":1066},{},{"id":1069,"data":1665,"type":544,"tunes":1666},{"text":1071},{},{"id":1074,"data":1668,"type":544,"tunes":1669},{"text":1076},{},{"id":1079,"data":1671,"type":742,"tunes":1672},{"url":1081,"title":1082,"excerpt":1083,"ctaLabel":1084},{},{"id":1087,"data":1674,"type":572,"tunes":1675},{"text":1089,"level":47},{},{"id":1092,"data":1677,"type":683,"tunes":1689},{"rows":1678,"title":1107,"layout":675,"columns":1685},[1679,1681,1683],{"id":1096,"label":1097,"values":1680},[13,13,13],{"id":1100,"label":1101,"values":1682},[13,13,13],{"id":1104,"label":1105,"values":1684},[13,13,13],[1686,1687,1688],{"id":1110,"label":1111},{"id":1113,"label":1114},{"id":1116,"label":1117},{},{"id":1120,"data":1691,"type":572,"tunes":1692},{"text":1122,"level":47},{},{"id":1125,"data":1694,"type":544,"tunes":1695},{"text":1127},{},{"id":1130,"data":1697,"type":544,"tunes":1698},{"text":1132},{},{"id":1135,"data":1700,"type":544,"tunes":1701},{"text":1137},{},{"id":1140,"data":1703,"type":572,"tunes":1704},{"text":1142,"level":47},{},{"id":1145,"data":1706,"type":544,"tunes":1707},{"text":1147},{},{"id":1150,"data":1709,"type":544,"tunes":1710},{"text":1152},{},{"id":1155,"data":1712,"type":544,"tunes":1713},{"text":1157},{},{"id":1160,"data":1715,"type":572,"tunes":1716},{"text":1162,"level":47},{},{"id":1165,"data":1718,"type":544,"tunes":1719},{"text":1167},{},{"id":1170,"data":1721,"type":544,"tunes":1722},{"text":1172},{},{"id":1175,"data":1724,"type":544,"tunes":1725},{"text":1177},{},{"id":1180,"data":1727,"type":572,"tunes":1728},{"text":1182,"level":47},{},{"id":1185,"data":1730,"type":544,"tunes":1731},{"text":1187},{},{"id":1190,"data":1733,"type":544,"tunes":1734},{"text":1192},{},{"id":1195,"data":1736,"type":544,"tunes":1737},{"text":1197},{},{"id":1200,"data":1739,"type":544,"tunes":1740},{"text":1202},{},{"id":1205,"data":1742,"type":572,"tunes":1743},{"text":1207,"level":47},{},{"id":1210,"data":1745,"type":1242,"tunes":1754},{"items":1746,"title":1241},[1747,1748,1749,1750,1751,1752,1753],{"id":1214,"answer":1215,"question":1216},{"id":1218,"answer":1219,"question":1220},{"id":1222,"answer":1223,"question":1224},{"id":1226,"answer":1227,"question":1228},{"id":1230,"answer":1231,"question":1232},{"id":1234,"answer":1235,"question":1236},{"id":1238,"answer":1239,"question":1240},{},{"id":1245,"data":1756,"type":572,"tunes":1757},{"text":1247,"level":47},{},{"id":1250,"data":1759,"type":1284,"tunes":1769},{"title":1252,"entries":1760},[1761,1762,1763,1764,1765,1766,1767,1768],{"term":1255,"anchor":1256,"definition":1257},{"term":682,"anchor":681,"definition":1259},{"term":1261,"anchor":1262,"definition":1263},{"term":1265,"anchor":1266,"definition":1267},{"term":1269,"anchor":1270,"definition":1271},{"term":1273,"anchor":1274,"definition":1275},{"term":1277,"anchor":1278,"definition":1279},{"term":1281,"anchor":1282,"definition":1283},{},{"id":1287,"data":1771,"type":572,"tunes":1772},{"text":1289,"level":47},{},{"id":1292,"data":1774,"type":1299,"tunes":1777},{"link":1294,"meta":1775},{"image":1776,"title":1297,"description":1298},{"url":13},{},{"id":1302,"data":1779,"type":1299,"tunes":1782},{"link":1304,"meta":1780},{"image":1781,"title":1307,"description":1308},{"url":13},{},{"id":1311,"data":1784,"type":1299,"tunes":1787},{"link":1313,"meta":1785},{"image":1786,"title":1316,"description":1317},{"url":13},{},{"id":1320,"data":1789,"type":1299,"tunes":1792},{"link":1322,"meta":1790},{"image":1791,"title":1325,"description":1326},{"url":13},{},{"lang":8,"title":1794,"content":1795,"contentJson":1796,"excerpt":2416},"Windows Auto SR Is Not DLSS: How NPU Upscaling Works Without Game Integration","{\"time\":1790406943197,\"blocks\":[{\"id\":\"3cee674645\",\"type\":\"paragraph\",\"data\":{\"text\":\"Windows Auto SR is easy to confuse with DLSS, FSR or XeSS because all of them can turn a lower-resolution render into a higher-resolution image. The important difference is where the technology lives. Auto SR is built into Windows, runs its AI model on the NPU, and can improve supported games without the developer integrating a super-resolution SDK into the game.\"},\"tunes\":{}},{\"id\":\"f0e8e3eeaf\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>Auto SR is Windows-level AI upscaling.\u003C\u002Fstrong> The game renders at a lower resolution, Windows captures that output, an AI model runs on the NPU to reconstruct a higher-resolution image, and the result is sent to the display. The game itself does not need to know how the AI model works.\"},\"tunes\":{}},{\"id\":\"0bef4d072d\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"The simplest difference\",\"body\":\"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normally integrated inside the game engine.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrated into Windows and the display pipeline.\"},\"tunes\":{}},{\"id\":\"2a609230a5\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"ad0d4ac26b\",\"type\":\"header\",\"data\":{\"text\":\"First: what problem is Auto SR trying to solve?\",\"level\":2},\"tunes\":{}},{\"id\":\"37b5f93864\",\"type\":\"paragraph\",\"data\":{\"text\":\"Higher rendering resolution improves image detail but makes the GPU do more work. Lower rendering resolution is easier to render and can increase FPS, but the image becomes softer.\"},\"tunes\":{}},{\"id\":\"7e0b0b30fb\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super resolution tries to keep the cheaper lower-resolution render while reconstructing an output that looks closer to a higher-resolution image.\"},\"tunes\":{}},{\"id\":\"bb603f67fd\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.\"},\"tunes\":{}},{\"id\":\"9ce7e91c28\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR pipeline in plain English\",\"level\":2},\"tunes\":{}},{\"id\":\"6cbee50199\",\"type\":\"processFlow\",\"data\":{\"title\":\"What happens when Auto SR is active\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. The game renders at a lower resolution\",\"description\":\"The GPU has fewer pixels to shade, so the base rendering workload can become lighter.\"},{\"label\":\"2. Windows receives the lower-resolution frame\",\"description\":\"Auto SR is integrated into the Windows graphics and display pipeline.\"},{\"label\":\"3. The NPU runs the Auto SR model\",\"description\":\"A neural network reconstructs a higher-resolution version of the frame.\"},{\"label\":\"4. The reconstructed image is presented\",\"description\":\"The display receives a higher-resolution output even though the game rendered fewer pixels.\"},{\"label\":\"5. The GPU can continue rendering\",\"description\":\"Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.\"}]},\"tunes\":{}},{\"id\":\"ba677ce51a\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The mental model\",\"body\":\"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"85ac4379a7\",\"type\":\"header\",\"data\":{\"text\":\"Why use the NPU instead of the GPU?\",\"level\":2},\"tunes\":{}},{\"id\":\"4b5bc56dda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.\"},\"tunes\":{}},{\"id\":\"7f18ef91b3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.\"},\"tunes\":{}},{\"id\":\"b797ff9780\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.\"},\"tunes\":{}},{\"id\":\"c84f5eccba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.\"},\"tunes\":{}},{\"id\":\"1483104be8\",\"type\":\"header\",\"data\":{\"text\":\"The GPU–NPU Work Split\",\"level\":2},\"tunes\":{}},{\"id\":\"963a590531\",\"type\":\"comparison\",\"data\":{\"title\":\"Who does what?\",\"layout\":\"table\",\"columns\":[{\"id\":\"gpu\",\"label\":\"GPU\"},{\"id\":\"npu\",\"label\":\"NPU\"}],\"rows\":[{\"id\":\"render\",\"label\":\"Game rendering\",\"values\":[\"\",\"\"]},{\"id\":\"upscale\",\"label\":\"Auto SR reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"benefit\",\"label\":\"Intended benefit\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Cost\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"ad87d167f7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not DLSS, FSR or XeSS\",\"level\":2},\"tunes\":{}},{\"id\":\"48c4d79694\",\"type\":\"paragraph\",\"data\":{\"text\":\"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.\"},\"tunes\":{}},{\"id\":\"b0d2c82690\",\"type\":\"comparison\",\"data\":{\"title\":\"Windows Auto SR vs game-integrated super resolution\",\"layout\":\"table\",\"columns\":[{\"id\":\"autosr\",\"label\":\"Windows Auto SR\"},{\"id\":\"integrated\",\"label\":\"DLSS \u002F FSR \u002F XeSS-style game integration\"}],\"rows\":[{\"id\":\"integration\",\"label\":\"Integration\",\"values\":[\"\",\"\"]},{\"id\":\"information\",\"label\":\"Information available\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"AI execution\",\"values\":[\"\",\"\"]},{\"id\":\"games\",\"label\":\"Game coverage\",\"values\":[\"\",\"\"]},{\"id\":\"preference\",\"label\":\"Microsoft guidance\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"6900302b02\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not stack upscalers blindly\",\"body\":\"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.\"},\"tunes\":{}},{\"id\":\"1ad1ec1f90\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\",\"title\":\"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained\",\"excerpt\":\"A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.\",\"ctaLabel\":\"Read the XeSS 3 guide\"},\"tunes\":{}},{\"id\":\"10104644c3\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"d662b057f7\",\"type\":\"header\",\"data\":{\"text\":\"Why game-integrated upscalers can have better information\",\"level\":2},\"tunes\":{}},{\"id\":\"b04e7aab57\",\"type\":\"paragraph\",\"data\":{\"text\":\"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.\"},\"tunes\":{}},{\"id\":\"f9579cc7d5\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can include motion vectors, jitter information, depth and internal rendering history.\"},\"tunes\":{}},{\"id\":\"2c00b6940e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.\"},\"tunes\":{}},{\"id\":\"3566f9d539\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR uses a larger model\",\"level\":2},\"tunes\":{}},{\"id\":\"963431cd0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"If an upscaler has less engine information, the model itself has to do more reconstruction work.\"},\"tunes\":{}},{\"id\":\"327edf4365\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.\"},\"tunes\":{}},{\"id\":\"69f5489bf5\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.\"},\"tunes\":{}},{\"id\":\"b8595e84b4\",\"type\":\"header\",\"data\":{\"text\":\"The price is latency\",\"level\":2},\"tunes\":{}},{\"id\":\"575449f6f0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.\"},\"tunes\":{}},{\"id\":\"0bb987768f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has documented an average additional latency of roughly one frame for Auto SR.\"},\"tunes\":{}},{\"id\":\"e292c6d914\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.\"},\"tunes\":{}},{\"id\":\"851c271be2\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"FPS and latency are different metrics\",\"body\":\"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.\"},\"tunes\":{}},{\"id\":\"fc6ad665a3\",\"type\":\"header\",\"data\":{\"text\":\"Why the NPU can still affect GPU performance indirectly\",\"level\":2},\"tunes\":{}},{\"id\":\"c19d91b7b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Separate hardware does not mean unlimited independent power.\"},\"tunes\":{}},{\"id\":\"5622c5e45f\",\"type\":\"paragraph\",\"data\":{\"text\":\"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.\"},\"tunes\":{}},{\"id\":\"108d8fab76\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.\"},\"tunes\":{}},{\"id\":\"fe09f46337\",\"type\":\"header\",\"data\":{\"text\":\"The Shared-Power Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"dcf79f1799\",\"type\":\"comparison\",\"data\":{\"title\":\"Why lower GPU work does not guarantee higher FPS\",\"layout\":\"table\",\"columns\":[{\"id\":\"gain\",\"label\":\"Potential gain\"},{\"id\":\"limit\",\"label\":\"Possible limit\"}],\"rows\":[{\"id\":\"pixels\",\"label\":\"Lower input resolution\",\"values\":[\"\",\"\"]},{\"id\":\"npu\",\"label\":\"NPU reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"memory\",\"label\":\"System memory\",\"values\":[\"\",\"\"]},{\"id\":\"thermal\",\"label\":\"Thermal envelope\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"bb768dd81b\",\"type\":\"header\",\"data\":{\"text\":\"Why text and HUD elements can look worse\",\"level\":2},\"tunes\":{}},{\"id\":\"8dabea36a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.\"},\"tunes\":{}},{\"id\":\"07569b72eb\",\"type\":\"paragraph\",\"data\":{\"text\":\"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.\"},\"tunes\":{}},{\"id\":\"e2a564b736\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.\"},\"tunes\":{}},{\"id\":\"fa5c21da32\",\"type\":\"paragraph\",\"data\":{\"text\":\"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.\"},\"tunes\":{}},{\"id\":\"fc5c44a45a\",\"type\":\"header\",\"data\":{\"text\":\"Why film grain can confuse the model\",\"level\":2},\"tunes\":{}},{\"id\":\"abbb6b4251\",\"type\":\"paragraph\",\"data\":{\"text\":\"Post-processing effects such as film grain deliberately add high-frequency visual noise.\"},\"tunes\":{}},{\"id\":\"0b4329a469\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.\"},\"tunes\":{}},{\"id\":\"c3d70c1fe3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft therefore recommends disabling film grain when it produces a cleaner result.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR Suitability Test\",\"level\":2},\"tunes\":{}},{\"id\":\"cba5dd109b\",\"type\":\"processFlow\",\"data\":{\"title\":\"When Auto SR is most likely to help\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Check whether the game is GPU-limited\",\"description\":\"Auto SR helps most when lowering render resolution actually reduces the main bottleneck.\"},{\"label\":\"2. Check for integrated super resolution\",\"description\":\"If the game already has a good DLSS, FSR or XeSS implementation, test that first.\"},{\"label\":\"3. Use a supported input resolution\",\"description\":\"Auto SR is trained and configured around specific lower-resolution ranges that vary by device.\"},{\"label\":\"4. Inspect text and HUD quality\",\"description\":\"Fine UI can reveal the limitations of OS-level post-render reconstruction.\"},{\"label\":\"5. Disable conflicting post-processing\",\"description\":\"Film grain and similar effects can reduce reconstruction quality.\"},{\"label\":\"6. Measure FPS and latency separately\",\"description\":\"Do not assume that a higher FPS counter means a more responsive game.\"},{\"label\":\"7. Compare power behavior\",\"description\":\"On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.\"}]},\"tunes\":{}},{\"id\":\"ad82f7172d\",\"type\":\"header\",\"data\":{\"text\":\"Which games can Auto SR work with?\",\"level\":2},\"tunes\":{}},{\"id\":\"80a0fd1364\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.\"},\"tunes\":{}},{\"id\":\"95bb0fb154\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.\"},\"tunes\":{}},{\"id\":\"facfd85d5e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.\"},\"tunes\":{}},{\"id\":\"ec88eaac9f\",\"type\":\"header\",\"data\":{\"text\":\"Current hardware support is expanding\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.\"},\"tunes\":{}},{\"id\":\"61927dbb25\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.\"},\"tunes\":{}},{\"id\":\"e3496e5343\",\"type\":\"header\",\"data\":{\"text\":\"Input resolution matters more than many users expect\",\"level\":2},\"tunes\":{}},{\"id\":\"eff0af15b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not simply a generic 'scale any resolution to anything' switch.\"},\"tunes\":{}},{\"id\":\"5d1281c85a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model is trained and tuned around specific input-resolution ranges.\"},\"tunes\":{}},{\"id\":\"ec59f270e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.\"},\"tunes\":{}},{\"id\":\"16326dc780\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.\"},\"tunes\":{}},{\"id\":\"e4731ed915\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR is especially interesting for older games\",\"level\":2},\"tunes\":{}},{\"id\":\"3220021f77\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.\"},\"tunes\":{}},{\"id\":\"190b983e1b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.\"},\"tunes\":{}},{\"id\":\"455252b075\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.\"},\"tunes\":{}},{\"id\":\"29dac09d8a\",\"type\":\"header\",\"data\":{\"text\":\"But game-integrated SR is still preferred\",\"level\":2},\"tunes\":{}},{\"id\":\"19f30b1ee5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.\"},\"tunes\":{}},{\"id\":\"1f6e0b3156\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.\"},\"tunes\":{}},{\"id\":\"44420ab625\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.\"},\"tunes\":{}},{\"id\":\"e9d226f1a7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"b00fa83ef5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Another common confusion is to treat every AI graphics feature as frame generation.\"},\"tunes\":{}},{\"id\":\"99cc93d952\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.\"},\"tunes\":{}},{\"id\":\"2b6a865e73\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.\"},\"tunes\":{}},{\"id\":\"ded0f6ff1a\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.\",\"ctaLabel\":\"Read the generated-FPS guide\"},\"tunes\":{}},{\"id\":\"3d57d70a2d\",\"type\":\"header\",\"data\":{\"text\":\"The Resolution–Frame–Latency Separation\",\"level\":2},\"tunes\":{}},{\"id\":\"debd5d04b8\",\"type\":\"comparison\",\"data\":{\"title\":\"Three graphics improvements that should not be mixed together\",\"layout\":\"table\",\"columns\":[{\"id\":\"changes\",\"label\":\"What changes\"},{\"id\":\"example\",\"label\":\"Example technology\"},{\"id\":\"measure\",\"label\":\"Primary metric\"}],\"rows\":[{\"id\":\"resolution\",\"label\":\"Super resolution\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"frames\",\"label\":\"Frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Low-latency technology\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5a178ce282\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots are not enough to judge Auto SR\",\"level\":2},\"tunes\":{}},{\"id\":\"e4c5f08045\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super-resolution quality is temporal.\"},\"tunes\":{}},{\"id\":\"1437761741\",\"type\":\"paragraph\",\"data\":{\"text\":\"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.\"},\"tunes\":{}},{\"id\":\"ac7aa2f742\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"add780d6ba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not Microsoft's version of putting DLSS into every game.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That gives Windows a way to improve supported existing games that were never built for modern super resolution.\"},\"tunes\":{}},{\"id\":\"675aecee06\",\"type\":\"paragraph\",\"data\":{\"text\":\"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Windows Auto SR in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Windows Auto SR?\",\"answer\":\"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.\"},{\"id\":\"faq2\",\"question\":\"Is Auto SR the same as DLSS, FSR or XeSS?\",\"answer\":\"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.\"},{\"id\":\"faq3\",\"question\":\"Does Auto SR use the GPU for AI upscaling?\",\"answer\":\"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.\"},{\"id\":\"faq4\",\"question\":\"Does Auto SR add latency?\",\"answer\":\"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.\"},{\"id\":\"faq5\",\"question\":\"Should I use Auto SR when a game already has DLSS, FSR or XeSS?\",\"answer\":\"Microsoft recommends the game's integrated super-resolution option when it is available and working well.\"},{\"id\":\"faq6\",\"question\":\"Is Auto SR frame generation?\",\"answer\":\"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.\"},{\"id\":\"faq7\",\"question\":\"Does Auto SR work with Vulkan or OpenGL games?\",\"answer\":\"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key Auto SR terms\",\"entries\":[{\"term\":\"Auto SR\",\"definition\":\"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.\",\"anchor\":\"auto-sr\"},{\"term\":\"NPU\",\"definition\":\"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.\",\"anchor\":\"npu\"},{\"term\":\"Game-integrated super resolution\",\"definition\":\"An upscaler built directly into a game's renderer with access to internal engine data.\",\"anchor\":\"game-integrated-super-resolution\"},{\"term\":\"Input resolution\",\"definition\":\"The lower resolution at which the game renders before Auto SR reconstructs the image.\",\"anchor\":\"input-resolution\"},{\"term\":\"Output resolution\",\"definition\":\"The higher effective resolution shown after reconstruction.\",\"anchor\":\"output-resolution\"},{\"term\":\"GPU–NPU Work Split\",\"definition\":\"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.\",\"anchor\":\"gpu-npu-work-split\"},{\"term\":\"Shared-Power Boundary\",\"definition\":\"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.\",\"anchor\":\"shared-power-boundary\"},{\"term\":\"Auto SR Suitability Test\",\"definition\":\"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.\",\"anchor\":\"auto-sr-suitability-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors\",\"description\":\"Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Support — Automatic Super Resolution\",\"description\":\"Official current requirements and configuration documentation for Windows Auto SR.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Automatic Super Resolution\",\"description\":\"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR on ROG Xbox Ally X\",\"description\":\"Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1797,"blocks":1798,"version":2415},1790406943197,[1799,1803,1808,1813,1817,1821,1825,1829,1833,1837,1857,1862,1866,1870,1874,1878,1882,1886,1906,1910,1914,1938,1943,1950,1957,1961,1965,1969,1973,1977,1981,1985,1989,1993,1997,2001,2005,2010,2014,2018,2022,2026,2030,2052,2056,2060,2064,2068,2072,2076,2080,2084,2088,2092,2118,2122,2126,2130,2134,2138,2142,2146,2150,2154,2158,2162,2166,2170,2174,2178,2182,2186,2190,2194,2198,2202,2206,2210,2214,2218,2222,2229,2233,2254,2258,2262,2266,2270,2274,2278,2282,2286,2290,2294,2298,2302,2306,2310,2314,2318,2322,2326,2352,2356,2383,2387,2394,2401,2408],{"id":541,"data":1800,"type":544,"tunes":1802},{"text":1801},"Windows Auto SR is easy to confuse with DLSS, FSR or XeSS because all of them can turn a lower-resolution render into a higher-resolution image. The important difference is where the technology lives. Auto SR is built into Windows, runs its AI model on the NPU, and can improve supported games without the developer integrating a super-resolution SDK into the game.",{},{"id":547,"data":1804,"type":552,"tunes":1807},{"body":1805,"title":1806,"variant":551},"\u003Cstrong>Auto SR is Windows-level AI upscaling.\u003C\u002Fstrong> The game renders at a lower resolution, Windows captures that output, an AI model runs on the NPU to reconstruct a higher-resolution image, and the result is sent to the display. The game itself does not need to know how the AI model works.","Direct answer",{},{"id":555,"data":1809,"type":552,"tunes":1812},{"body":1810,"title":1811,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normally integrated inside the game engine.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrated into Windows and the display pipeline.","The simplest difference",{},{"id":562,"data":1814,"type":566,"tunes":1816},{"title":1815,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1818,"type":572,"tunes":1820},{"text":1819,"level":47},"First: what problem is Auto SR trying to solve?",{},{"id":575,"data":1822,"type":544,"tunes":1824},{"text":1823},"Higher rendering resolution improves image detail but makes the GPU do more work. Lower rendering resolution is easier to render and can increase FPS, but the image becomes softer.",{},{"id":580,"data":1826,"type":544,"tunes":1828},{"text":1827},"Super resolution tries to keep the cheaper lower-resolution render while reconstructing an output that looks closer to a higher-resolution image.",{},{"id":585,"data":1830,"type":544,"tunes":1832},{"text":1831},"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.",{},{"id":590,"data":1834,"type":572,"tunes":1836},{"text":1835,"level":47},"The Auto SR pipeline in plain English",{},{"id":595,"data":1838,"type":615,"tunes":1856},{"steps":1839,"title":1855,"orientation":614},[1840,1843,1846,1849,1852],{"label":1841,"description":1842},"1. The game renders at a lower resolution","The GPU has fewer pixels to shade, so the base rendering workload can become lighter.",{"label":1844,"description":1845},"2. Windows receives the lower-resolution frame","Auto SR is integrated into the Windows graphics and display pipeline.",{"label":1847,"description":1848},"3. The NPU runs the Auto SR model","A neural network reconstructs a higher-resolution version of the frame.",{"label":1850,"description":1851},"4. The reconstructed image is presented","The display receives a higher-resolution output even though the game rendered fewer pixels.",{"label":1853,"description":1854},"5. The GPU can continue rendering","Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.","What happens when Auto SR is active",{},{"id":618,"data":1858,"type":552,"tunes":1861},{"body":1859,"title":1860,"variant":622},"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>","The mental model",{},{"id":625,"data":1863,"type":572,"tunes":1865},{"text":1864,"level":47},"Why use the NPU instead of the GPU?",{},{"id":630,"data":1867,"type":544,"tunes":1869},{"text":1868},"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.",{},{"id":635,"data":1871,"type":544,"tunes":1873},{"text":1872},"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.",{},{"id":640,"data":1875,"type":544,"tunes":1877},{"text":1876},"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.",{},{"id":645,"data":1879,"type":544,"tunes":1881},{"text":1880},"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.",{},{"id":650,"data":1883,"type":572,"tunes":1885},{"text":1884,"level":47},"The GPU–NPU Work Split",{},{"id":655,"data":1887,"type":683,"tunes":1905},{"rows":1888,"title":1901,"layout":675,"columns":1902},[1889,1892,1895,1898],{"id":659,"label":1890,"values":1891},"Game rendering",[13,13],{"id":663,"label":1893,"values":1894},"Auto SR reconstruction",[13,13],{"id":667,"label":1896,"values":1897},"Intended benefit",[13,13],{"id":671,"label":1899,"values":1900},"Cost",[13,13],"Who does what?",[1903,1904],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1907,"type":572,"tunes":1909},{"text":1908,"level":47},"Auto SR is not DLSS, FSR or XeSS",{},{"id":691,"data":1911,"type":544,"tunes":1913},{"text":1912},"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.",{},{"id":696,"data":1915,"type":683,"tunes":1937},{"rows":1916,"title":1932,"layout":675,"columns":1933},[1917,1920,1923,1926,1929],{"id":700,"label":1918,"values":1919},"Integration",[13,13],{"id":704,"label":1921,"values":1922},"Information available",[13,13],{"id":708,"label":1924,"values":1925},"AI execution",[13,13],{"id":712,"label":1927,"values":1928},"Game coverage",[13,13],{"id":716,"label":1930,"values":1931},"Microsoft guidance",[13,13],"Windows Auto SR vs game-integrated super resolution",[1934,1935],{"id":722,"label":723},{"id":725,"label":1936},"DLSS \u002F FSR \u002F XeSS-style game integration",{},{"id":729,"data":1939,"type":552,"tunes":1942},{"body":1940,"title":1941,"variant":733},"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.","Do not stack upscalers blindly",{},{"id":736,"data":1944,"type":742,"tunes":1949},{"url":1945,"title":1946,"excerpt":1947,"ctaLabel":1948},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.","Read the XeSS 3 guide",{},{"id":745,"data":1951,"type":742,"tunes":1956},{"url":1952,"title":1953,"excerpt":1954,"ctaLabel":1955},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.","Read the FSR Redstone guide",{},{"id":753,"data":1958,"type":572,"tunes":1960},{"text":1959,"level":47},"Why game-integrated upscalers can have better information",{},{"id":758,"data":1962,"type":544,"tunes":1964},{"text":1963},"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.",{},{"id":763,"data":1966,"type":544,"tunes":1968},{"text":1967},"That can include motion vectors, jitter information, depth and internal rendering history.",{},{"id":768,"data":1970,"type":544,"tunes":1972},{"text":1971},"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.",{},{"id":773,"data":1974,"type":572,"tunes":1976},{"text":1975,"level":47},"Why Auto SR uses a larger model",{},{"id":778,"data":1978,"type":544,"tunes":1980},{"text":1979},"If an upscaler has less engine information, the model itself has to do more reconstruction work.",{},{"id":783,"data":1982,"type":544,"tunes":1984},{"text":1983},"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.",{},{"id":788,"data":1986,"type":544,"tunes":1988},{"text":1987},"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.",{},{"id":793,"data":1990,"type":572,"tunes":1992},{"text":1991,"level":47},"The price is latency",{},{"id":798,"data":1994,"type":544,"tunes":1996},{"text":1995},"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.",{},{"id":803,"data":1998,"type":544,"tunes":2000},{"text":1999},"Microsoft has documented an average additional latency of roughly one frame for Auto SR.",{},{"id":808,"data":2002,"type":544,"tunes":2004},{"text":2003},"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.",{},{"id":813,"data":2006,"type":552,"tunes":2009},{"body":2007,"title":2008,"variant":559},"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.","FPS and latency are different metrics",{},{"id":819,"data":2011,"type":572,"tunes":2013},{"text":2012,"level":47},"Why the NPU can still affect GPU performance indirectly",{},{"id":824,"data":2015,"type":544,"tunes":2017},{"text":2016},"Separate hardware does not mean unlimited independent power.",{},{"id":829,"data":2019,"type":544,"tunes":2021},{"text":2020},"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.",{},{"id":834,"data":2023,"type":544,"tunes":2025},{"text":2024},"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.",{},{"id":839,"data":2027,"type":572,"tunes":2029},{"text":2028,"level":47},"The Shared-Power Boundary",{},{"id":844,"data":2031,"type":683,"tunes":2051},{"rows":2032,"title":2045,"layout":675,"columns":2046},[2033,2036,2039,2042],{"id":848,"label":2034,"values":2035},"Lower input resolution",[13,13],{"id":681,"label":2037,"values":2038},"NPU reconstruction",[13,13],{"id":855,"label":2040,"values":2041},"System memory",[13,13],{"id":859,"label":2043,"values":2044},"Thermal envelope",[13,13],"Why lower GPU work does not guarantee higher FPS",[2047,2049],{"id":865,"label":2048},"Potential gain",{"id":868,"label":2050},"Possible limit",{},{"id":872,"data":2053,"type":572,"tunes":2055},{"text":2054,"level":47},"Why text and HUD elements can look worse",{},{"id":877,"data":2057,"type":544,"tunes":2059},{"text":2058},"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.",{},{"id":882,"data":2061,"type":544,"tunes":2063},{"text":2062},"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.",{},{"id":887,"data":2065,"type":544,"tunes":2067},{"text":2066},"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.",{},{"id":892,"data":2069,"type":544,"tunes":2071},{"text":2070},"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.",{},{"id":897,"data":2073,"type":572,"tunes":2075},{"text":2074,"level":47},"Why film grain can confuse the model",{},{"id":902,"data":2077,"type":544,"tunes":2079},{"text":2078},"Post-processing effects such as film grain deliberately add high-frequency visual noise.",{},{"id":907,"data":2081,"type":544,"tunes":2083},{"text":2082},"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.",{},{"id":912,"data":2085,"type":544,"tunes":2087},{"text":2086},"Microsoft therefore recommends disabling film grain when it produces a cleaner result.",{},{"id":917,"data":2089,"type":572,"tunes":2091},{"text":2090,"level":47},"The Auto SR Suitability Test",{},{"id":922,"data":2093,"type":615,"tunes":2117},{"steps":2094,"title":2116,"orientation":614},[2095,2098,2101,2104,2107,2110,2113],{"label":2096,"description":2097},"1. Check whether the game is GPU-limited","Auto SR helps most when lowering render resolution actually reduces the main bottleneck.",{"label":2099,"description":2100},"2. Check for integrated super resolution","If the game already has a good DLSS, FSR or XeSS implementation, test that first.",{"label":2102,"description":2103},"3. Use a supported input resolution","Auto SR is trained and configured around specific lower-resolution ranges that vary by device.",{"label":2105,"description":2106},"4. Inspect text and HUD quality","Fine UI can reveal the limitations of OS-level post-render reconstruction.",{"label":2108,"description":2109},"5. Disable conflicting post-processing","Film grain and similar effects can reduce reconstruction quality.",{"label":2111,"description":2112},"6. Measure FPS and latency separately","Do not assume that a higher FPS counter means a more responsive game.",{"label":2114,"description":2115},"7. Compare power behavior","On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.","When Auto SR is most likely to help",{},{"id":949,"data":2119,"type":572,"tunes":2121},{"text":2120,"level":47},"Which games can Auto SR work with?",{},{"id":954,"data":2123,"type":544,"tunes":2125},{"text":2124},"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.",{},{"id":959,"data":2127,"type":544,"tunes":2129},{"text":2128},"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.",{},{"id":964,"data":2131,"type":544,"tunes":2133},{"text":2132},"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.",{},{"id":969,"data":2135,"type":572,"tunes":2137},{"text":2136,"level":47},"Current hardware support is expanding",{},{"id":974,"data":2139,"type":544,"tunes":2141},{"text":2140},"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.",{},{"id":979,"data":2143,"type":544,"tunes":2145},{"text":2144},"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.",{},{"id":984,"data":2147,"type":544,"tunes":2149},{"text":2148},"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.",{},{"id":989,"data":2151,"type":544,"tunes":2153},{"text":2152},"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.",{},{"id":994,"data":2155,"type":572,"tunes":2157},{"text":2156,"level":47},"Input resolution matters more than many users expect",{},{"id":999,"data":2159,"type":544,"tunes":2161},{"text":2160},"Auto SR is not simply a generic 'scale any resolution to anything' switch.",{},{"id":1004,"data":2163,"type":544,"tunes":2165},{"text":2164},"The model is trained and tuned around specific input-resolution ranges.",{},{"id":1009,"data":2167,"type":544,"tunes":2169},{"text":2168},"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.",{},{"id":1014,"data":2171,"type":544,"tunes":2173},{"text":2172},"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.",{},{"id":1019,"data":2175,"type":572,"tunes":2177},{"text":2176,"level":47},"Why Auto SR is especially interesting for older games",{},{"id":1024,"data":2179,"type":544,"tunes":2181},{"text":2180},"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.",{},{"id":1029,"data":2183,"type":544,"tunes":2185},{"text":2184},"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.",{},{"id":1034,"data":2187,"type":544,"tunes":2189},{"text":2188},"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.",{},{"id":1039,"data":2191,"type":572,"tunes":2193},{"text":2192,"level":47},"But game-integrated SR is still preferred",{},{"id":1044,"data":2195,"type":544,"tunes":2197},{"text":2196},"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.",{},{"id":1049,"data":2199,"type":544,"tunes":2201},{"text":2200},"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.",{},{"id":1054,"data":2203,"type":544,"tunes":2205},{"text":2204},"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.",{},{"id":1059,"data":2207,"type":572,"tunes":2209},{"text":2208,"level":47},"Auto SR is not frame generation",{},{"id":1064,"data":2211,"type":544,"tunes":2213},{"text":2212},"Another common confusion is to treat every AI graphics feature as frame generation.",{},{"id":1069,"data":2215,"type":544,"tunes":2217},{"text":2216},"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.",{},{"id":1074,"data":2219,"type":544,"tunes":2221},{"text":2220},"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.",{},{"id":1079,"data":2223,"type":742,"tunes":2228},{"url":2224,"title":2225,"excerpt":2226,"ctaLabel":2227},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.","Read the generated-FPS guide",{},{"id":1087,"data":2230,"type":572,"tunes":2232},{"text":2231,"level":47},"The Resolution–Frame–Latency Separation",{},{"id":1092,"data":2234,"type":683,"tunes":2253},{"rows":2235,"title":2245,"layout":675,"columns":2246},[2236,2239,2242],{"id":1096,"label":2237,"values":2238},"Super resolution",[13,13,13],{"id":1100,"label":2240,"values":2241},"Frame generation",[13,13,13],{"id":1104,"label":2243,"values":2244},"Low-latency technology",[13,13,13],"Three graphics improvements that should not be mixed together",[2247,2249,2251],{"id":1110,"label":2248},"What changes",{"id":1113,"label":2250},"Example technology",{"id":1116,"label":2252},"Primary metric",{},{"id":1120,"data":2255,"type":572,"tunes":2257},{"text":2256,"level":47},"Why screenshots are not enough to judge Auto SR",{},{"id":1125,"data":2259,"type":544,"tunes":2261},{"text":2260},"Super-resolution quality is temporal.",{},{"id":1130,"data":2263,"type":544,"tunes":2265},{"text":2264},"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.",{},{"id":1135,"data":2267,"type":544,"tunes":2269},{"text":2268},"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.",{},{"id":1140,"data":2271,"type":572,"tunes":2273},{"text":2272,"level":47},"What would change this answer?",{},{"id":1145,"data":2275,"type":544,"tunes":2277},{"text":2276},"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.",{},{"id":1150,"data":2279,"type":544,"tunes":2281},{"text":2280},"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.",{},{"id":1155,"data":2283,"type":544,"tunes":2285},{"text":2284},"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.",{},{"id":1160,"data":2287,"type":572,"tunes":2289},{"text":2288,"level":47},"Limitations",{},{"id":1165,"data":2291,"type":544,"tunes":2293},{"text":2292},"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.",{},{"id":1170,"data":2295,"type":544,"tunes":2297},{"text":2296},"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.",{},{"id":1175,"data":2299,"type":544,"tunes":2301},{"text":2300},"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.",{},{"id":1180,"data":2303,"type":572,"tunes":2305},{"text":2304,"level":47},"Conclusion",{},{"id":1185,"data":2307,"type":544,"tunes":2309},{"text":2308},"Auto SR is not Microsoft's version of putting DLSS into every game.",{},{"id":1190,"data":2311,"type":544,"tunes":2313},{"text":2312},"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.",{},{"id":1195,"data":2315,"type":544,"tunes":2317},{"text":2316},"That gives Windows a way to improve supported existing games that were never built for modern super resolution.",{},{"id":1200,"data":2319,"type":544,"tunes":2321},{"text":2320},"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.",{},{"id":1205,"data":2323,"type":572,"tunes":2325},{"text":2324,"level":47},"FAQ",{},{"id":1210,"data":2327,"type":1242,"tunes":2351},{"items":2328,"title":2350},[2329,2332,2335,2338,2341,2344,2347],{"id":1214,"answer":2330,"question":2331},"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.","What is Windows Auto SR?",{"id":1218,"answer":2333,"question":2334},"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.","Is Auto SR the same as DLSS, FSR or XeSS?",{"id":1222,"answer":2336,"question":2337},"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.","Does Auto SR use the GPU for AI upscaling?",{"id":1226,"answer":2339,"question":2340},"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.","Does Auto SR add latency?",{"id":1230,"answer":2342,"question":2343},"Microsoft recommends the game's integrated super-resolution option when it is available and working well.","Should I use Auto SR when a game already has DLSS, FSR or XeSS?",{"id":1234,"answer":2345,"question":2346},"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.","Is Auto SR frame generation?",{"id":1238,"answer":2348,"question":2349},"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.","Does Auto SR work with Vulkan or OpenGL games?","Windows Auto SR in plain English",{},{"id":1245,"data":2353,"type":572,"tunes":2355},{"text":2354,"level":47},"Glossary",{},{"id":1250,"data":2357,"type":1284,"tunes":2382},{"title":2358,"entries":2359},"Key Auto SR terms",[2360,2362,2364,2367,2370,2373,2376,2379],{"term":1255,"anchor":1256,"definition":2361},"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.",{"term":682,"anchor":681,"definition":2363},"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.",{"term":2365,"anchor":1262,"definition":2366},"Game-integrated super resolution","An upscaler built directly into a game's renderer with access to internal engine data.",{"term":2368,"anchor":1266,"definition":2369},"Input resolution","The lower resolution at which the game renders before Auto SR reconstructs the image.",{"term":2371,"anchor":1270,"definition":2372},"Output resolution","The higher effective resolution shown after reconstruction.",{"term":2374,"anchor":1274,"definition":2375},"GPU–NPU Work Split","A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.",{"term":2377,"anchor":1278,"definition":2378},"Shared-Power Boundary","A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.",{"term":2380,"anchor":1282,"definition":2381},"Auto SR Suitability Test","A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.",{},{"id":1287,"data":2384,"type":572,"tunes":2386},{"text":2385,"level":47},"Primary sources",{},{"id":1292,"data":2388,"type":1299,"tunes":2393},{"link":1294,"meta":2389},{"image":2390,"title":2391,"description":2392},{"url":13},"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors","Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.",{},{"id":1302,"data":2395,"type":1299,"tunes":2400},{"link":1304,"meta":2396},{"image":2397,"title":2398,"description":2399},{"url":13},"Microsoft Support — Automatic Super Resolution","Official current requirements and configuration documentation for Windows Auto SR.",{},{"id":1311,"data":2402,"type":1299,"tunes":2407},{"link":1313,"meta":2403},{"image":2404,"title":2405,"description":2406},{"url":13},"Microsoft DirectX — Automatic Super Resolution","Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.",{},{"id":1320,"data":2409,"type":1299,"tunes":2414},{"link":1322,"meta":2410},{"image":2411,"title":2412,"description":2413},{"url":13},"Microsoft DirectX — Auto SR on ROG Xbox Ally X","Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.",{},"2.31.6","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","Post erfolgreich abgerufen",{"items":2419,"source":2499,"manualIds":2500,"manualMatchedIds":2501},[2420,2426,2432,2439,2446,2452,2459,2466,2473,2479,2486,2492],{"id":2421,"slug":2422,"title":2423,"excerpt":2424,"featuredImage":14,"publishedAt":2425},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Ajuste de Overdrive: la forma limpia de reducir el desenfoque sin ghosting","El Overdrive puede mejorar la claridad o añadir halos feos. Usa este método sencillo para elegir el ajuste intermedio limpio que reduce el desenfoque sin artefactos de ghosting.","2026-02-21T03:30:00.000Z",{"id":2427,"slug":2428,"title":2429,"excerpt":2430,"featuredImage":14,"publishedAt":2431},"302","amiibo-faq-the-20-questions-everyone-asks-and-the-straight-answers","amiibo FAQ: Las 20 preguntas que todo el mundo hace (y las respuestas directas)","Una guía de preguntas frecuentes de Amiibo sin rodeos: compatibilidad, escaneo, regiones, reimpresiones, valor y reglas de coleccionismo — respondidas con claridad para que los principiantes dejen de malgastar dinero.","2026-02-21T17:00:00.000Z",{"id":2433,"slug":2434,"title":2435,"excerpt":2436,"featuredImage":2437,"publishedAt":2438},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Por qué los juegos de PC se entrecortan al compilar shaders — y cómo la entrega avanzada de shaders lo cambia","El tartamudeo de shaders ocurre cuando un juego de PC tiene que compilar programas de GPU en el momento equivocado. Microsoft Advanced Shader Delivery traslada gran parte de ese trabajo fuera del PC del jugador al preparar shaders específicos para el hardware con antelación y entregarlos junto con el juego.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":2440,"slug":2441,"title":2442,"excerpt":2443,"featuredImage":2444,"publishedAt":2445},"445","amd-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","El nombre de FSR de AMD cambió porque FSR ya no es una sola función. Redstone es ahora una suite de renderizado neuronal con tecnologías separadas para el escalado, la generación de fotogramas, la reconstrucción de trazado de rayos y la iluminación global aprendida.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T15:07:00.000Z",{"id":2447,"slug":2448,"title":2449,"excerpt":2450,"featuredImage":14,"publishedAt":2451},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","¿Los 120Hz se sienten peor? Lista de verificación de diagnóstico (Modo incorrecto, rango de VRR, límites)","Una mayor frecuencia de actualización puede exponer la inestabilidad. Usa esta lista de verificación para diagnosticar por qué los 120 Hz se sienten peor: modo incorrecto, ruta de actualización incorrecta, problemas de rango de VRR o falta de límites.","2026-02-20T20:30:00.000Z",{"id":2453,"slug":2454,"title":2455,"excerpt":2456,"featuredImage":2457,"publishedAt":2458},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX se está convirtiendo en una plataforma de ML: qué significan el álgebra lineal y los sombreadores neuronales para los futuros juegos","DirectX está yendo más allá de los sombreadores gráficos tradicionales. Microsoft está añadiendo álgebra lineal acelerada por hardware directamente a HLSL y una ruta separada para modelos de ML más grandes, sentando las bases para texturas neuronales, materiales aprendidos, iluminación neuronal y otras técnicas de renderizado impulsadas por IA.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T15:12:00.000Z",{"id":2460,"slug":2461,"title":2462,"excerpt":2463,"featuredImage":2464,"publishedAt":2465},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 es más que reescalado: explicación de la generación de múltiples fotogramas y Xe Low Latency","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","2026-09-25T19:20:00.000Z",{"id":2467,"slug":2468,"title":2469,"excerpt":2470,"featuredImage":2471,"publishedAt":2472},"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":2474,"slug":2475,"title":1082,"excerpt":2476,"featuredImage":2477,"publishedAt":2478},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","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":2480,"slug":2481,"title":2482,"excerpt":2483,"featuredImage":2484,"publishedAt":2485},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compresión de texturas neuronales RTX no es escalado: cómo la IA puede intercambiar memoria de texturas por cómputo de GPU","NVIDIA RTX Neural Texture Compression cambia cómo se pueden almacenar los materiales de los juegos. En lugar de mantener cada canal de textura solo como texels convencionales, un material se puede comprimir en datos latentes compactos y un pequeño decodificador neuronal, y luego la GPU lo reconstruye cuando es necesario.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":2487,"slug":2488,"title":2489,"excerpt":2490,"featuredImage":14,"publishedAt":2491},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Claridad de movimiento: Por qué ocurre el desenfoque y las soluciones que realmente funcionan","El desenfoque de movimiento no es solo un ajuste — es sincronización más persistencia. Aprende el orden práctico: modo correcto, frecuencia de actualización correcta, luego los pocos arreglos de claridad que importan.","2026-02-20T11:00:00.000Z",{"id":2493,"slug":2494,"title":2495,"excerpt":2496,"featuredImage":2497,"publishedAt":2498},"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","fallback",[],[]]