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En 2026, la suite XeSS d'Intel comprend la Super Résolution, la Génération de Images, la Génération Multi-Images et Xe Low Latency. Ces fonctionnalités résolvent différents aspects du problème de rendu et de réactivité.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>XeSS 3 est une suite graphique, pas une seule fonctionnalité.\u003C\u002Fstrong> XeSS Super Résolution reconstruit une image de résolution supérieure, XeSS Génération de Images insère des images générées par IA, XeSS 3 Génération Multi-Images peut ajouter jusqu&#39;à trois images générées par IA par image rendue sur du matériel Intel pris en charge, et Xe Low Latency réduit le délai entre le travail du CPU et ce qui atteint l&#39;écran.\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\">Pourquoi c&#39;est important\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Une fois la génération d&#39;images activée, \u003Cstrong>les FPS affichés ne sont plus la même chose que les FPS traditionnellement rendus\u003C\u002Fstrong>. Et une fois que la technologie de faible latence fait partie de la suite, la réactivité doit être mesurée séparément de la sortie brute de images.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenu\">\u003Cstrong class=\"editorjs-toc__title\">Contenu\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">XeSS n&#39;est plus seulement de l&#39;upscaling\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">La pile à quatre couches de XeSS 3\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-11\" class=\"editorjs-toc__link\">Ce que « jusqu&#39;à 4× les images » signifie réellement\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">XeSS Super Résolution fait toujours un travail différent\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">La séparation entre sortie et réponse\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Ce que fait Xe Low Latency\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Pourquoi la Génération multi-trames aide surtout lorsque le pipeline de base est déjà sain\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Le test Rendu-Généré-Réactif\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Pourquoi l&#39;interface utilisateur et la désocclusion sont difficiles pour la génération de trames\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">L&#39;accélération matérielle Intel compte\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">La carte des fonctionnalités XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Pourquoi XeSS 3 doit être comparé couche par couche, et non marque par marque\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Pourquoi 4× d&#39;images ne signifie pas 4× de réactivité\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Quand la génération multi-images est la plus utile\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui changerait cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Sources primaires\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">XeSS n'est plus seulement de l'upscaling\u003C\u002Fh2>\n\u003Cp>L'histoire originale de XeSS était simple : rendre à une résolution interne inférieure et reconstruire une image de résolution supérieure avec des techniques temporelles basées sur l'IA.\u003C\u002Fp>\n\u003Cp>XeSS 2 a ajouté plus que la reconstruction d'image en combinant la Super Résolution, la Génération de Images et Xe Low Latency.\u003C\u002Fp>\n\u003Cp>XeSS 3 étend cette suite avec la Génération Multi-Images, qui, selon Intel, peut générer jusqu'à trois images IA pour chaque image traditionnellement rendue sur du matériel Intel pris en charge.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">La pile à quatre couches de XeSS 3\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quatre tâches différentes au sein de XeSS 3\u003C\u002Fh3>\u003Cdiv class=\"flex flex-col sm:flex-row gap-3\">\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. XeSS Super Résolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Reconstruit une image de résolution supérieure à partir d'un rendu de résolution inférieure en utilisant des informations temporelles et basées sur l'IA.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. XeSS Génération de Images\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Génère des images supplémentaires entre les images rendues pour augmenter le flux d'images affiché.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. XeSS Génération Multi-Images\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">XeSS 3 peut générer jusqu'à trois images IA par image rendue sur du matériel Intel pris en charge, produisant jusqu'à quatre images affichées à partir d'une image traditionnellement rendue.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Optimise le chemin du CPU à l'écran afin qu'une sortie de images plus élevée ne s'accompagne pas automatiquement d'une latence supplémentaire inutile.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-11\">Ce que « jusqu'à 4× les images » signifie réellement\u003C\u002Fh2>\n\u003Cp>Intel décrit la Génération Multi-Images de XeSS 3 comme produisant jusqu'à trois images générées par IA pour chaque image rendue.\u003C\u002Fp>\n\u003Cp>Conceptuellement, une image traditionnellement rendue plus trois images générées peuvent produire quatre images affichées.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Images rendues vs générées\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\">Images traditionnellement rendues\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\">Images générées par IA\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Images potentiellement affichées\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\">Sans génération d&#39;images\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\">Génération d&#39;images standard\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\">Génération Multi-Images XeSS 3\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Ne lisez pas le compteur de FPS final comme le taux de rendu natif du moteur\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un affichage de 240 FPS avec la Génération Multi-Images ne signifie \u003Cstrong>pas\u003C\u002Fstrong> que le moteur de jeu a conventionnellement simulé et rendu 240 images complètement nouvelles chaque seconde.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">XeSS Super Résolution fait toujours un travail différent\u003C\u002Fh2>\n\u003Cp>XeSS Super Résolution opère avant la sortie d'affichage finale. Intel le décrit comme un super échantillonnage temporel et un anti-aliasing basés sur l'IA qui prend un tampon de couleur jittered de résolution inférieure avec des vecteurs de mouvement et de profondeur, puis reconstruit une image anti-aliasée à la résolution cible.\u003C\u002Fp>\n\u003Cp>Cela signifie que la Super Résolution réduit la quantité de travail de rendu de pixels conventionnel. La Génération de Images ne remplace pas cette fonction ; elle modifie le nombre de images présentées après que les images rendues existent déjà.\u003C\u002Fp>\n\u003Cp>C'est pourquoi un benchmark XeSS devrait indiquer s'il mesure la Super Résolution, la Génération de trames, la Génération multi-trames ou une combinaison.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">La séparation entre sortie et réponse\u003C\u002Fh2>\n\u003Cp>La façon la plus importante de comprendre XeSS 3 est de séparer le taux de sortie de la latence de réponse.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Deux questions de performance différentes\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\">Question\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\">Ce qui compte\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\">À quel point le mouvement paraît-il fluide ?\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\">À quelle vitesse le jeu réagit-il ?\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Un FPS affiché plus élevé peut améliorer la fluidité visuelle. Cela ne prouve pas automatiquement que les entrées du joueur sont traitées au même rythme.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Ce que fait Xe Low Latency\u003C\u002Fh2>\n\u003Cp>La technologie Xe Low Latency d'Intel est conçue pour réduire la latence entre l'entrée et l'écran en optimisant le temps entre le traitement CPU et l'affichage final de la trame.\u003C\u002Fp>\n\u003Cp>Ce rôle est particulièrement important une fois la génération de trames active, car l'interpolation de trames ajoute du travail au pipeline de présentation.\u003C\u002Fp>\n\u003Cp>La bonne façon de juger l'ensemble n'est donc pas « XeSS 3 affiche plus de FPS, donc la latence doit être meilleure ». La fluidité et la réactivité nécessitent des mesures distinctes.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">Pourquoi la Génération multi-trames aide surtout lorsque le pipeline de base est déjà sain\u003C\u002Fh2>\n\u003Cp>Les trames générées sont construites à partir d'informations fournies par des trames réellement rendues et par l'historique des mouvements.\u003C\u002Fp>\n\u003Cp>Si le jeu de base présente déjà des temps de trame instables, de graves blocages CPU ou des informations de mouvement irrégulières, générer plus de trames ne supprime pas la cause première.\u003C\u002Fp>\n\u003Cp>L'affichage peut devenir plus dense alors que la simulation sous-jacente ou la cadence de rendu reste faible.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">La règle utile\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La génération de trames fonctionne mieux comme un \u003Cstrong>multiplicateur d&#39;un pipeline de base sain\u003C\u002Fstrong>, et non comme un remplacement du diagnostic d&#39;une mauvaise performance de base.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Pourquoi 120 FPS peuvent encore sembler mauvais : temps de trame, 1 % lows et stutter expliqués\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Pourquoi le FPS moyen peut masquer une livraison de trames instable et comment diagnostiquer les trames lentes au lieu de se fier à un seul chiffre.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide sur le temps de trame →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-34\">Le test Rendu-Généré-Réactif\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment tester XeSS 3 sans mélanger différentes métriques\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. Mesurer le jeu de base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Exécutez avec la génération de trames désactivée et enregistrez le FPS conventionnel, les temps de trame et la latence si disponible.\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. Activer la Super Résolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Mesurez dans quelle mesure la charge de rendu GPU conventionnelle est réduite et si la qualité d'image reste stable.\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. Activer la Génération de trames ou la GMT\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Mesurez le FPS final affiché et le rythme des trames séparément de la performance de rendu de base.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Activer Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Mesurez la réactivité plutôt que de supposer que le taux de sortie plus élevé garantit une latence plus faible.\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. Vérifier les artefacts\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Inspectez l'interface utilisateur, les mouvements rapides de caméra, les particules, la transparence et les zones de désocclusion où les trames générées peuvent échouer.\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. Répéter la même charge de travail\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez des scènes ou des séquences de benchmark identiques afin que chaque couche puisse être comparée équitablement.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-36\">Pourquoi l'interface utilisateur et la désocclusion sont difficiles pour la génération de trames\u003C\u002Fh2>\n\u003Cp>La génération d'images prédit les informations visuelles entre deux états rendus. C'est plus facile lorsque le mouvement est fluide et que la scène visible reste prévisible.\u003C\u002Fp>\n\u003Cp>Les rotations rapides de caméra, les objets nouvellement révélés, les particules, la transparence et les éléments d'interface statiques créent des cas plus difficiles, car l'image générée doit déduire des informations qui peuvent ne pas exister clairement dans l'image précédente.\u003C\u002Fp>\n\u003Cp>C'est pourquoi la qualité des images générées doit être jugée en mouvement plutôt qu'à partir de captures d'écran.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">L'accélération matérielle Intel compte\u003C\u002Fh2>\n\u003Cp>Les technologies XeSS d'Intel sont conçues pour utiliser les capacités d'IA dédiées disponibles sur le matériel Intel Arc pour leurs chemins les plus performants.\u003C\u002Fp>\n\u003Cp>XeSS Super Resolution bénéficie également d'une prise en charge multi-fournisseurs plus large, ce qui explique pourquoi le nom XeSS peut désigner différents chemins d'exécution selon le GPU.\u003C\u002Fp>\n\u003Cp>XeSS 3 Multi Frame Generation, cependant, est actuellement décrit par Intel comme une fonctionnalité introduite sur le matériel Intel.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Ne supposez pas que chaque fonctionnalité XeSS bénéficie d&#39;une prise en charge GPU identique\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency peuvent avoir des exigences matérielles et d&#39;intégration différentes.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-45\">La carte des fonctionnalités XeSS\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Fonctionnalité\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Rôle principal\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Principale chose à mesurer\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Super Resolution\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Reconstruire une image de résolution supérieure\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Qualité d'image + FPS conventionnels\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ajouter une ou plusieurs images générées\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS affichés + artefacts + cadence\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Multi Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Générer jusqu'à trois images IA par image rendue sur le matériel Intel pris en charge\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Débit affiché + artefacts + cadence\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Xe Low Latency\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Réduire le délai entre l'entrée et l'affichage\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latence\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Moteur de rendu de base\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Produire des images pilotées par la simulation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS natifs\u002Frendus + temps de frame\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-47\">Pourquoi XeSS 3 doit être comparé couche par couche, et non marque par marque\u003C\u002Fh2>\n\u003Cp>Un simple graphique « XeSS vs DLSS vs FSR » cache souvent plus de choses qu'il n'en explique.\u003C\u002Fp>\n\u003Cp>La comparaison utile se fait fonctionnalité par fonctionnalité : upscaling contre upscaling, qualité des images générées contre qualité des images générées, comportement en faible latence contre comportement en faible latence.\u003C\u002Fp>\n\u003Cp>Sinon, un produit peut être jugé sur les FPS affichés tandis qu'un autre est jugé sur la qualité de rendu natif.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\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 : pourquoi 300 FPS ne signifie pas que le jeu rend 300 images\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Un guide complémentaire expliquant les FPS rendus, les FPS générés et pourquoi la latence doit être mesurée séparément lorsque Multi Frame Generation est actif.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide DLSS sur les FPS générés →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\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 n'est pas seulement FSR 4 : upscaling, génération d'images, régénération de rayons et mise en cache de radiance expliqués\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Comment AMD a scindé FSR en technologies de rendu neuronal distinctes et pourquoi chaque fonctionnalité nécessite sa propre mesure de performance.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide FSR Redstone →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-53\">Pourquoi 4× d'images ne signifie pas 4× de réactivité\u003C\u002Fh2>\n\u003Cp>Une image générée améliore ce que l'écran affiche entre les images traditionnellement rendues. Elle ne crée pas une nouvelle étape de simulation CPU pour chaque image générée.\u003C\u002Fp>\n\u003Cp>Par conséquent, quatre images affichées dérivées d'une seule image rendue ne signifient pas que le joueur reçoit quatre mises à jour de simulation indépendantes.\u003C\u002Fp>\n\u003Cp>Ce n'est pas un défaut de la technologie. C'est simplement un type différent d'amélioration des performances.\u003C\u002Fp>\n\u003Ch2 id=\"section-57\">Quand la génération multi-images est la plus utile\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Scénario\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Pourquoi la MFG peut aider\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Écran à haut taux de rafraîchissement\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Davantage d'images présentées peuvent mieux exploiter les dalles 144 Hz, 240 Hz et plus\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Charge graphique lourde\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Les images générées peuvent augmenter le taux de présentation sans rendre conventionnellement chaque image affichée\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Fluidité visuelle en solo\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Le mouvement de caméra peut sembler nettement plus fluide lorsque le rythme reste stable\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rendu limité par le CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Les FPS affichés peuvent dépasser la cadence de rendu conventionnelle, bien que la limite de simulation du CPU subsiste\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Temps de frame de base déjà instables\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Moins idéal — les images générées n'éliminent pas la source originale des saccades\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-59\">Qu'est-ce qui changerait cette réponse ?\u003C\u002Fh2>\n\u003Cp>Intel peut étendre la prise en charge matérielle de XeSS 3, changer les versions de modèle et améliorer la qualité des images générées via de futures versions du SDK et des pilotes.\u003C\u002Fp>\n\u003Cp>La distinction architecturale actuelle restera importante : la reconstruction, les images générées et l'optimisation de la latence résolvent des problèmes différents, même si l'implémentation spécifique change.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Limites\u003C\u002Fh2>\n\u003Cp>Les pages publiques XeSS d'Intel décrivent les capacités prises en charge et le comportement prévu, mais ce ne sont pas des benchmarks indépendants. La qualité d'image réelle, les artefacts de génération d'images, la latence et la mise à l'échelle varient selon le jeu, le GPU, la résolution et la qualité de l'intégration.\u003C\u002Fp>\n\u003Cp>L'explication « jusqu'à quatre images affichées » est un maximum conceptuel basé sur la prise en charge annoncée par Intel de jusqu'à trois images générées par image rendue. La sortie réelle et le rythme dépendent du jeu en cours d'exécution et de l'implémentation.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Conclusion\u003C\u002Fh2>\n\u003Cp>XeSS 3 rend le nom XeSS plus large que beaucoup de joueurs ne le pensent.\u003C\u002Fp>\n\u003Cp>Super Resolution reconstruit l'image. Frame Generation augmente la sortie d'images affichées. Multi Frame Generation peut ajouter jusqu'à trois images générées par IA pour chaque image rendue sur le matériel Intel pris en charge. Xe Low Latency agit du côté de la réactivité.\u003C\u002Fp>\n\u003Cp>La façon claire de juger XeSS 3 est donc de séparer trois questions : quelle est la qualité de l'image reconstruite, quelle est la fluidité du flux d'images générées, et quelle est la réactivité du jeu sous-jacent ?\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Intel XeSS 3 en clair\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\">Qu&#39;est-ce que XeSS 3 ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">XeSS 3 est la suite XeSS actuelle d&#39;Intel combinant Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Combien d&#39;images la génération multi-images de XeSS 3 peut-elle créer ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Intel indique que XeSS 3 peut générer jusqu&#39;à trois images générées par IA par image rendue sur le matériel Intel pris en charge, produisant jusqu&#39;à quatre images affichées à partir d&#39;une image rendue traditionnellement.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS 3 est-il identique à XeSS Super Resolution ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Super Resolution n&#39;est qu&#39;une partie de la pile XeSS 3.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Un FPS affiché 4× signifie-t-il que le jeu tourne 4× plus vite en interne ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Les images générées augmentent la sortie de présentation, mais elles ne créent pas quatre mises à jour de simulation CPU indépendantes pour chaque image de base rendue.\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\">Que fait Xe Low Latency ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Il est conçu pour réduire la latence entre l&#39;entrée et l&#39;écran en optimisant le chemin du CPU à l&#39;affichage.\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\">XeSS, DLSS et FSR doivent-ils être comparés uniquement par les FPS finaux ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Comparez séparément la qualité de mise à l&#39;échelle, les performances de rendu de base, la qualité des images générées, le rythme des images et la latence.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Glossaire\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\">Termes clés de XeSS 3\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"xess-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Super Resolution\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Technologie de mise à l'échelle temporelle et d'anticrénelage basée sur l'IA d'Intel qui reconstruit une sortie de résolution supérieure à partir d'entrées de rendu de résolution inférieure.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Technologie Intel qui génère des images intermédiaires pour augmenter le flux d'images affichées.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-multi-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Fonctionnalité de XeSS 3 qui peut générer jusqu'à trois images IA pour chaque image rendue traditionnellement sur le matériel Intel pris en charge.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xe-low-latency\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Xe Low Latency\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Technologie Intel conçue pour réduire le délai entre le travail du CPU et l'image visible à l'écran.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-four-layer-stack\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Pile à quatre couches\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks séparant XeSS Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency par fonction.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"rendered-generated-responsive-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Test Rendu-Généré-Réactif\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flux de travail Figure Rocks pour mesurer les performances de rendu de base, la sortie d'images générées et la latence comme des métriques distinctes.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-73\">Sources primaires\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Developer — XeSS 3 pour les développeurs\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle pour les développeurs Intel couvrant XeSS Super Resolution, la génération de frames, la génération multi-frames et Xe Low Latency.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Gaming Access — XeSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Présentation officielle d&#39;Intel Gaming de XeSS 3 et de ses technologies de performance et de réactivité pilotées par l&#39;IA.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Gaming Access — Jeux compatibles XeSS\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Page de compatibilité officielle d&#39;Intel présentant la répartition des fonctionnalités entre XeSS, XeSS 2 et XeSS 3, y compris la génération multi-frames.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Developer — Guide du développeur XeSS Super Resolution\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guide technique officiel expliquant les entrées de XeSS Super Resolution, la reconstruction temporelle et les modes de qualité.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1130},1790378653223,[540,546,554,561,568,574,579,584,589,594,614,619,624,629,659,666,671,676,681,686,691,696,717,722,727,732,737,742,747,752,757,762,769,778,783,807,812,817,822,827,832,837,842,847,853,858,888,893,898,903,908,916,924,929,934,939,944,949,972,977,982,987,992,997,1002,1007,1012,1017,1022,1027,1057,1062,1088,1093,1103,1112,1121],{"id":541,"data":542,"type":544,"tunes":545},"intro",{"text":543},"XeSS 3 est facile à mal comprendre si vous pensez que XeSS n'est qu'un upscaler d'Intel. En 2026, la suite XeSS d'Intel comprend la Super Résolution, la Génération de Images, la Génération Multi-Images et Xe Low Latency. Ces fonctionnalités résolvent différents aspects du problème de rendu et de réactivité.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"direct",{"body":549,"title":550,"variant":551},"\u003Cstrong>XeSS 3 est une suite graphique, pas une seule fonctionnalité.\u003C\u002Fstrong> XeSS Super Résolution reconstruit une image de résolution supérieure, XeSS Génération de Images insère des images générées par IA, XeSS 3 Génération Multi-Images peut ajouter jusqu'à trois images générées par IA par image rendue sur du matériel Intel pris en charge, et Xe Low Latency réduit le délai entre le travail du CPU et ce qui atteint l'écran.","Réponse directe","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"why-note",{"body":557,"title":558,"variant":559},"Une fois la génération d'images activée, \u003Cstrong>les FPS affichés ne sont plus la même chose que les FPS traditionnellement rendus\u003C\u002Fstrong>. Et une fois que la technologie de faible latence fait partie de la suite, la réactivité doit être mesurée séparément de la sortie brute de images.","Pourquoi c'est important","note",{},{"id":562,"data":563,"type":566,"tunes":567},"toc",{"title":564,"maxLevel":565,"minLevel":47},"Contenu",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"h-notjust",{"text":571,"level":47},"XeSS n'est plus seulement de l'upscaling","header",{},{"id":575,"data":576,"type":544,"tunes":578},"p-notjust-1",{"text":577},"L'histoire originale de XeSS était simple : rendre à une résolution interne inférieure et reconstruire une image de résolution supérieure avec des techniques temporelles basées sur l'IA.",{},{"id":580,"data":581,"type":544,"tunes":583},"p-notjust-2",{"text":582},"XeSS 2 a ajouté plus que la reconstruction d'image en combinant la Super Résolution, la Génération de Images et Xe Low Latency.",{},{"id":585,"data":586,"type":544,"tunes":588},"p-notjust-3",{"text":587},"XeSS 3 étend cette suite avec la Génération Multi-Images, qui, selon Intel, peut générer jusqu'à trois images IA pour chaque image traditionnellement rendue sur du matériel Intel pris en charge.",{},{"id":590,"data":591,"type":572,"tunes":593},"h-stack",{"text":592,"level":47},"La pile à quatre couches de XeSS 3",{},{"id":595,"data":596,"type":612,"tunes":613},"stack-flow",{"steps":597,"title":610,"orientation":611},[598,601,604,607],{"label":599,"description":600},"1. XeSS Super Résolution","Reconstruit une image de résolution supérieure à partir d'un rendu de résolution inférieure en utilisant des informations temporelles et basées sur l'IA.",{"label":602,"description":603},"2. XeSS Génération de Images","Génère des images supplémentaires entre les images rendues pour augmenter le flux d'images affiché.",{"label":605,"description":606},"3. XeSS Génération Multi-Images","XeSS 3 peut générer jusqu'à trois images IA par image rendue sur du matériel Intel pris en charge, produisant jusqu'à quatre images affichées à partir d'une image traditionnellement rendue.",{"label":608,"description":609},"4. Xe Low Latency","Optimise le chemin du CPU à l'écran afin qu'une sortie de images plus élevée ne s'accompagne pas automatiquement d'une latence supplémentaire inutile.","Quatre tâches différentes au sein de XeSS 3","auto","processFlow",{},{"id":615,"data":616,"type":572,"tunes":618},"h-4x",{"text":617,"level":47},"Ce que « jusqu'à 4× les images » signifie réellement",{},{"id":620,"data":621,"type":544,"tunes":623},"p-4x-1",{"text":622},"Intel décrit la Génération Multi-Images de XeSS 3 comme produisant jusqu'à trois images générées par IA pour chaque image rendue.",{},{"id":625,"data":626,"type":544,"tunes":628},"p-4x-2",{"text":627},"Conceptuellement, une image traditionnellement rendue plus trois images générées peuvent produire quatre images affichées.",{},{"id":630,"data":631,"type":657,"tunes":658},"frames-table",{"rows":632,"title":645,"layout":646,"columns":647},[633,637,641],{"id":634,"label":635,"values":636},"normal","Sans génération d'images",[13,13,13],{"id":638,"label":639,"values":640},"fg","Génération d'images standard",[13,13,13],{"id":642,"label":643,"values":644},"mfg","Génération Multi-Images XeSS 3",[13,13,13],"Images rendues vs générées","table",[648,651,654],{"id":649,"label":650},"rendered","Images traditionnellement rendues",{"id":652,"label":653},"generated","Images générées par IA",{"id":655,"label":656},"displayed","Images potentiellement affichées","comparison",{},{"id":660,"data":661,"type":552,"tunes":665},"fps-warning",{"body":662,"title":663,"variant":664},"Un affichage de 240 FPS avec la Génération Multi-Images ne signifie \u003Cstrong>pas\u003C\u002Fstrong> que le moteur de jeu a conventionnellement simulé et rendu 240 images complètement nouvelles chaque seconde.","Ne lisez pas le compteur de FPS final comme le taux de rendu natif du moteur","warning",{},{"id":667,"data":668,"type":572,"tunes":670},"h-sr",{"text":669,"level":47},"XeSS Super Résolution fait toujours un travail différent",{},{"id":672,"data":673,"type":544,"tunes":675},"p-sr-1",{"text":674},"XeSS Super Résolution opère avant la sortie d'affichage finale. Intel le décrit comme un super échantillonnage temporel et un anti-aliasing basés sur l'IA qui prend un tampon de couleur jittered de résolution inférieure avec des vecteurs de mouvement et de profondeur, puis reconstruit une image anti-aliasée à la résolution cible.",{},{"id":677,"data":678,"type":544,"tunes":680},"p-sr-2",{"text":679},"Cela signifie que la Super Résolution réduit la quantité de travail de rendu de pixels conventionnel. La Génération de Images ne remplace pas cette fonction ; elle modifie le nombre de images présentées après que les images rendues existent déjà.",{},{"id":682,"data":683,"type":544,"tunes":685},"p-sr-3",{"text":684},"C'est pourquoi un benchmark XeSS devrait indiquer s'il mesure la Super Résolution, la Génération de trames, la Génération multi-trames ou une combinaison.",{},{"id":687,"data":688,"type":572,"tunes":690},"h-output-response",{"text":689,"level":47},"La séparation entre sortie et réponse",{},{"id":692,"data":693,"type":544,"tunes":695},"p-or-1",{"text":694},"La façon la plus importante de comprendre XeSS 3 est de séparer le taux de sortie de la latence de réponse.",{},{"id":697,"data":698,"type":657,"tunes":716},"response-table",{"rows":699,"title":708,"layout":646,"columns":709},[700,704],{"id":701,"label":702,"values":703},"smoothness","À quel point le mouvement paraît-il fluide ?",[13,13],{"id":705,"label":706,"values":707},"response","À quelle vitesse le jeu réagit-il ?",[13,13],"Deux questions de performance différentes",[710,713],{"id":711,"label":712},"question","Question",{"id":714,"label":715},"metric","Ce qui compte",{},{"id":718,"data":719,"type":544,"tunes":721},"p-or-2",{"text":720},"Un FPS affiché plus élevé peut améliorer la fluidité visuelle. Cela ne prouve pas automatiquement que les entrées du joueur sont traitées au même rythme.",{},{"id":723,"data":724,"type":572,"tunes":726},"h-xell",{"text":725,"level":47},"Ce que fait Xe Low Latency",{},{"id":728,"data":729,"type":544,"tunes":731},"p-xell-1",{"text":730},"La technologie Xe Low Latency d'Intel est conçue pour réduire la latence entre l'entrée et l'écran en optimisant le temps entre le traitement CPU et l'affichage final de la trame.",{},{"id":733,"data":734,"type":544,"tunes":736},"p-xell-2",{"text":735},"Ce rôle est particulièrement important une fois la génération de trames active, car l'interpolation de trames ajoute du travail au pipeline de présentation.",{},{"id":738,"data":739,"type":544,"tunes":741},"p-xell-3",{"text":740},"La bonne façon de juger l'ensemble n'est donc pas « XeSS 3 affiche plus de FPS, donc la latence doit être meilleure ». La fluidité et la réactivité nécessitent des mesures distinctes.",{},{"id":743,"data":744,"type":572,"tunes":746},"h-base",{"text":745,"level":47},"Pourquoi la Génération multi-trames aide surtout lorsque le pipeline de base est déjà sain",{},{"id":748,"data":749,"type":544,"tunes":751},"p-base-1",{"text":750},"Les trames générées sont construites à partir d'informations fournies par des trames réellement rendues et par l'historique des mouvements.",{},{"id":753,"data":754,"type":544,"tunes":756},"p-base-2",{"text":755},"Si le jeu de base présente déjà des temps de trame instables, de graves blocages CPU ou des informations de mouvement irrégulières, générer plus de trames ne supprime pas la cause première.",{},{"id":758,"data":759,"type":544,"tunes":761},"p-base-3",{"text":760},"L'affichage peut devenir plus dense alors que la simulation sous-jacente ou la cadence de rendu reste faible.",{},{"id":763,"data":764,"type":552,"tunes":768},"healthy-base",{"body":765,"title":766,"variant":767},"La génération de trames fonctionne mieux comme un \u003Cstrong>multiplicateur d'un pipeline de base sain\u003C\u002Fstrong>, et non comme un remplacement du diagnostic d'une mauvaise performance de base.","La règle utile","success",{},{"id":770,"data":771,"type":776,"tunes":777},"ref-frametime",{"url":772,"title":773,"excerpt":774,"ctaLabel":775},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Pourquoi 120 FPS peuvent encore sembler mauvais : temps de trame, 1 % lows et stutter expliqués","Pourquoi le FPS moyen peut masquer une livraison de trames instable et comment diagnostiquer les trames lentes au lieu de se fier à un seul chiffre.","Lire le guide sur le temps de trame","referralArticle",{},{"id":779,"data":780,"type":572,"tunes":782},"h-test",{"text":781,"level":47},"Le test Rendu-Généré-Réactif",{},{"id":784,"data":785,"type":612,"tunes":806},"test-flow",{"steps":786,"title":805,"orientation":611},[787,790,793,796,799,802],{"label":788,"description":789},"1. Mesurer le jeu de base","Exécutez avec la génération de trames désactivée et enregistrez le FPS conventionnel, les temps de trame et la latence si disponible.",{"label":791,"description":792},"2. Activer la Super Résolution","Mesurez dans quelle mesure la charge de rendu GPU conventionnelle est réduite et si la qualité d'image reste stable.",{"label":794,"description":795},"3. Activer la Génération de trames ou la GMT","Mesurez le FPS final affiché et le rythme des trames séparément de la performance de rendu de base.",{"label":797,"description":798},"4. Activer Xe Low Latency","Mesurez la réactivité plutôt que de supposer que le taux de sortie plus élevé garantit une latence plus faible.",{"label":800,"description":801},"5. Vérifier les artefacts","Inspectez l'interface utilisateur, les mouvements rapides de caméra, les particules, la transparence et les zones de désocclusion où les trames générées peuvent échouer.",{"label":803,"description":804},"6. Répéter la même charge de travail","Utilisez des scènes ou des séquences de benchmark identiques afin que chaque couche puisse être comparée équitablement.","Comment tester XeSS 3 sans mélanger différentes métriques",{},{"id":808,"data":809,"type":572,"tunes":811},"h-artifacts",{"text":810,"level":47},"Pourquoi l'interface utilisateur et la désocclusion sont difficiles pour la génération de trames",{},{"id":813,"data":814,"type":544,"tunes":816},"p-art-1",{"text":815},"La génération d'images prédit les informations visuelles entre deux états rendus. C'est plus facile lorsque le mouvement est fluide et que la scène visible reste prévisible.",{},{"id":818,"data":819,"type":544,"tunes":821},"p-art-2",{"text":820},"Les rotations rapides de caméra, les objets nouvellement révélés, les particules, la transparence et les éléments d'interface statiques créent des cas plus difficiles, car l'image générée doit déduire des informations qui peuvent ne pas exister clairement dans l'image précédente.",{},{"id":823,"data":824,"type":544,"tunes":826},"p-art-3",{"text":825},"C'est pourquoi la qualité des images générées doit être jugée en mouvement plutôt qu'à partir de captures d'écran.",{},{"id":828,"data":829,"type":572,"tunes":831},"h-hardware",{"text":830,"level":47},"L'accélération matérielle Intel compte",{},{"id":833,"data":834,"type":544,"tunes":836},"p-hw-1",{"text":835},"Les technologies XeSS d'Intel sont conçues pour utiliser les capacités d'IA dédiées disponibles sur le matériel Intel Arc pour leurs chemins les plus performants.",{},{"id":838,"data":839,"type":544,"tunes":841},"p-hw-2",{"text":840},"XeSS Super Resolution bénéficie également d'une prise en charge multi-fournisseurs plus large, ce qui explique pourquoi le nom XeSS peut désigner différents chemins d'exécution selon le GPU.",{},{"id":843,"data":844,"type":544,"tunes":846},"p-hw-3",{"text":845},"XeSS 3 Multi Frame Generation, cependant, est actuellement décrit par Intel comme une fonctionnalité introduite sur le matériel Intel.",{},{"id":848,"data":849,"type":552,"tunes":852},"support-note",{"body":850,"title":851,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency peuvent avoir des exigences matérielles et d'intégration différentes.","Ne supposez pas que chaque fonctionnalité XeSS bénéficie d'une prise en charge GPU identique",{},{"id":854,"data":855,"type":572,"tunes":857},"h-map",{"text":856,"level":47},"La carte des fonctionnalités XeSS",{},{"id":859,"data":860,"type":646,"tunes":887},"feature-map",{"content":861,"stretched":886,"withHeadings":15},[862,866,870,874,878,882],[863,864,865],"Fonctionnalité","Rôle principal","Principale chose à mesurer",[867,868,869],"XeSS Super Resolution","Reconstruire une image de résolution supérieure","Qualité d'image + FPS conventionnels",[871,872,873],"XeSS Frame Generation","Ajouter une ou plusieurs images générées","FPS affichés + artefacts + cadence",[875,876,877],"XeSS Multi Frame Generation","Générer jusqu'à trois images IA par image rendue sur le matériel Intel pris en charge","Débit affiché + artefacts + cadence",[879,880,881],"Xe Low Latency","Réduire le délai entre l'entrée et l'affichage","Latence",[883,884,885],"Moteur de rendu de base","Produire des images pilotées par la simulation","FPS natifs\u002Frendus + temps de frame",false,{},{"id":889,"data":890,"type":572,"tunes":892},"h-compare",{"text":891,"level":47},"Pourquoi XeSS 3 doit être comparé couche par couche, et non marque par marque",{},{"id":894,"data":895,"type":544,"tunes":897},"p-compare-1",{"text":896},"Un simple graphique « XeSS vs DLSS vs FSR » cache souvent plus de choses qu'il n'en explique.",{},{"id":899,"data":900,"type":544,"tunes":902},"p-compare-2",{"text":901},"La comparaison utile se fait fonctionnalité par fonctionnalité : upscaling contre upscaling, qualité des images générées contre qualité des images générées, comportement en faible latence contre comportement en faible latence.",{},{"id":904,"data":905,"type":544,"tunes":907},"p-compare-3",{"text":906},"Sinon, un produit peut être jugé sur les FPS affichés tandis qu'un autre est jugé sur la qualité de rendu natif.",{},{"id":909,"data":910,"type":776,"tunes":915},"ref-dlss",{"url":911,"title":912,"excerpt":913,"ctaLabel":914},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X : pourquoi 300 FPS ne signifie pas que le jeu rend 300 images","Un guide complémentaire expliquant les FPS rendus, les FPS générés et pourquoi la latence doit être mesurée séparément lorsque Multi Frame Generation est actif.","Lire le guide DLSS sur les FPS générés",{},{"id":917,"data":918,"type":776,"tunes":923},"ref-fsr",{"url":919,"title":920,"excerpt":921,"ctaLabel":922},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone n'est pas seulement FSR 4 : upscaling, génération d'images, régénération de rayons et mise en cache de radiance expliqués","Comment AMD a scindé FSR en technologies de rendu neuronal distinctes et pourquoi chaque fonctionnalité nécessite sa propre mesure de performance.","Lire le guide FSR Redstone",{},{"id":925,"data":926,"type":572,"tunes":928},"h-not4x",{"text":927,"level":47},"Pourquoi 4× d'images ne signifie pas 4× de réactivité",{},{"id":930,"data":931,"type":544,"tunes":933},"p-not4x-1",{"text":932},"Une image générée améliore ce que l'écran affiche entre les images traditionnellement rendues. Elle ne crée pas une nouvelle étape de simulation CPU pour chaque image générée.",{},{"id":935,"data":936,"type":544,"tunes":938},"p-not4x-2",{"text":937},"Par conséquent, quatre images affichées dérivées d'une seule image rendue ne signifient pas que le joueur reçoit quatre mises à jour de simulation indépendantes.",{},{"id":940,"data":941,"type":544,"tunes":943},"p-not4x-3",{"text":942},"Ce n'est pas un défaut de la technologie. C'est simplement un type différent d'amélioration des performances.",{},{"id":945,"data":946,"type":572,"tunes":948},"h-useful",{"text":947,"level":47},"Quand la génération multi-images est la plus utile",{},{"id":950,"data":951,"type":646,"tunes":971},"useful-table",{"content":952,"stretched":886,"withHeadings":15},[953,956,959,962,965,968],[954,955],"Scénario","Pourquoi la MFG peut aider",[957,958],"Écran à haut taux de rafraîchissement","Davantage d'images présentées peuvent mieux exploiter les dalles 144 Hz, 240 Hz et plus",[960,961],"Charge graphique lourde","Les images générées peuvent augmenter le taux de présentation sans rendre conventionnellement chaque image affichée",[963,964],"Fluidité visuelle en solo","Le mouvement de caméra peut sembler nettement plus fluide lorsque le rythme reste stable",[966,967],"Rendu limité par le CPU","Les FPS affichés peuvent dépasser la cadence de rendu conventionnelle, bien que la limite de simulation du CPU subsiste",[969,970],"Temps de frame de base déjà instables","Moins idéal — les images générées n'éliminent pas la source originale des saccades",{},{"id":973,"data":974,"type":572,"tunes":976},"h-change",{"text":975,"level":47},"Qu'est-ce qui changerait cette réponse ?",{},{"id":978,"data":979,"type":544,"tunes":981},"p-change-1",{"text":980},"Intel peut étendre la prise en charge matérielle de XeSS 3, changer les versions de modèle et améliorer la qualité des images générées via de futures versions du SDK et des pilotes.",{},{"id":983,"data":984,"type":544,"tunes":986},"p-change-2",{"text":985},"La distinction architecturale actuelle restera importante : la reconstruction, les images générées et l'optimisation de la latence résolvent des problèmes différents, même si l'implémentation spécifique change.",{},{"id":988,"data":989,"type":572,"tunes":991},"h-limit",{"text":990,"level":47},"Limites",{},{"id":993,"data":994,"type":544,"tunes":996},"p-limit-1",{"text":995},"Les pages publiques XeSS d'Intel décrivent les capacités prises en charge et le comportement prévu, mais ce ne sont pas des benchmarks indépendants. La qualité d'image réelle, les artefacts de génération d'images, la latence et la mise à l'échelle varient selon le jeu, le GPU, la résolution et la qualité de l'intégration.",{},{"id":998,"data":999,"type":544,"tunes":1001},"p-limit-2",{"text":1000},"L'explication « jusqu'à quatre images affichées » est un maximum conceptuel basé sur la prise en charge annoncée par Intel de jusqu'à trois images générées par image rendue. La sortie réelle et le rythme dépendent du jeu en cours d'exécution et de l'implémentation.",{},{"id":1003,"data":1004,"type":572,"tunes":1006},"h-conclusion",{"text":1005,"level":47},"Conclusion",{},{"id":1008,"data":1009,"type":544,"tunes":1011},"p-conc-1",{"text":1010},"XeSS 3 rend le nom XeSS plus large que beaucoup de joueurs ne le pensent.",{},{"id":1013,"data":1014,"type":544,"tunes":1016},"p-conc-2",{"text":1015},"Super Resolution reconstruit l'image. Frame Generation augmente la sortie d'images affichées. Multi Frame Generation peut ajouter jusqu'à trois images générées par IA pour chaque image rendue sur le matériel Intel pris en charge. Xe Low Latency agit du côté de la réactivité.",{},{"id":1018,"data":1019,"type":544,"tunes":1021},"p-conc-3",{"text":1020},"La façon claire de juger XeSS 3 est donc de séparer trois questions : quelle est la qualité de l'image reconstruite, quelle est la fluidité du flux d'images générées, et quelle est la réactivité du jeu sous-jacent ?",{},{"id":1023,"data":1024,"type":572,"tunes":1026},"h-faq",{"text":1025,"level":47},"FAQ",{},{"id":1028,"data":1029,"type":1028,"tunes":1056},"faq",{"items":1030,"title":1055},[1031,1035,1039,1043,1047,1051],{"id":1032,"answer":1033,"question":1034},"faq1","XeSS 3 est la suite XeSS actuelle d'Intel combinant Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency.","Qu'est-ce que XeSS 3 ?",{"id":1036,"answer":1037,"question":1038},"faq2","Intel indique que XeSS 3 peut générer jusqu'à trois images générées par IA par image rendue sur le matériel Intel pris en charge, produisant jusqu'à quatre images affichées à partir d'une image rendue traditionnellement.","Combien d'images la génération multi-images de XeSS 3 peut-elle créer ?",{"id":1040,"answer":1041,"question":1042},"faq3","Non. Super Resolution n'est qu'une partie de la pile XeSS 3.","XeSS 3 est-il identique à XeSS Super Resolution ?",{"id":1044,"answer":1045,"question":1046},"faq4","Non. Les images générées augmentent la sortie de présentation, mais elles ne créent pas quatre mises à jour de simulation CPU indépendantes pour chaque image de base rendue.","Un FPS affiché 4× signifie-t-il que le jeu tourne 4× plus vite en interne ?",{"id":1048,"answer":1049,"question":1050},"faq5","Il est conçu pour réduire la latence entre l'entrée et l'écran en optimisant le chemin du CPU à l'affichage.","Que fait Xe Low Latency ?",{"id":1052,"answer":1053,"question":1054},"faq6","Non. Comparez séparément la qualité de mise à l'échelle, les performances de rendu de base, la qualité des images générées, le rythme des images et la latence.","XeSS, DLSS et FSR doivent-ils être comparés uniquement par les FPS finaux ?","Intel XeSS 3 en clair",{},{"id":1058,"data":1059,"type":572,"tunes":1061},"h-glossary",{"text":1060,"level":47},"Glossaire",{},{"id":1063,"data":1064,"type":1063,"tunes":1087},"glossary",{"title":1065,"entries":1066},"Termes clés de XeSS 3",[1067,1070,1073,1076,1079,1083],{"term":867,"anchor":1068,"definition":1069},"xess-super-resolution","Technologie de mise à l'échelle temporelle et d'anticrénelage basée sur l'IA d'Intel qui reconstruit une sortie de résolution supérieure à partir d'entrées de rendu de résolution inférieure.",{"term":871,"anchor":1071,"definition":1072},"xess-frame-generation","Technologie Intel qui génère des images intermédiaires pour augmenter le flux d'images affichées.",{"term":875,"anchor":1074,"definition":1075},"xess-multi-frame-generation","Fonctionnalité de XeSS 3 qui peut générer jusqu'à trois images IA pour chaque image rendue traditionnellement sur le matériel Intel pris en charge.",{"term":879,"anchor":1077,"definition":1078},"xe-low-latency","Technologie Intel conçue pour réduire le délai entre le travail du CPU et l'image visible à l'écran.",{"term":1080,"anchor":1081,"definition":1082},"Pile à quatre couches","xess-four-layer-stack","Un modèle Figure Rocks séparant XeSS Super Resolution, Frame Generation, Multi Frame Generation et Xe Low Latency par fonction.",{"term":1084,"anchor":1085,"definition":1086},"Test Rendu-Généré-Réactif","rendered-generated-responsive-test","Un flux de travail Figure Rocks pour mesurer les performances de rendu de base, la sortie d'images générées et la latence comme des métriques distinctes.",{},{"id":1089,"data":1090,"type":572,"tunes":1092},"h-sources",{"text":1091,"level":47},"Sources primaires",{},{"id":1094,"data":1095,"type":1101,"tunes":1102},"src-intel-xess3-dev",{"link":1096,"meta":1097},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html",{"image":1098,"title":1099,"description":1100},{"url":13},"Intel Developer — XeSS 3 pour les développeurs","Documentation officielle pour les développeurs Intel couvrant XeSS Super Resolution, la génération de frames, la génération multi-frames et Xe Low Latency.","linkTool",{},{"id":1104,"data":1105,"type":1101,"tunes":1111},"src-intel-xess-gaming",{"link":1106,"meta":1107},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F",{"image":1108,"title":1109,"description":1110},{"url":13},"Intel Gaming Access — XeSS 3","Présentation officielle d'Intel Gaming de XeSS 3 et de ses technologies de performance et de réactivité pilotées par l'IA.",{},{"id":1113,"data":1114,"type":1101,"tunes":1120},"src-intel-games",{"link":1115,"meta":1116},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F",{"image":1117,"title":1118,"description":1119},{"url":13},"Intel Gaming Access — Jeux compatibles XeSS","Page de compatibilité officielle d'Intel présentant la répartition des fonctionnalités entre XeSS, XeSS 2 et XeSS 3, y compris la génération multi-frames.",{},{"id":1122,"data":1123,"type":1101,"tunes":1129},"src-intel-sr-guide",{"link":1124,"meta":1125},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html",{"image":1126,"title":1127,"description":1128},{"url":13},"Intel Developer — Guide du développeur XeSS Super Resolution","Guide technique officiel expliquant les entrées de XeSS Super Resolution, la reconstruction temporelle et les modes de qualité.",{},"2.31","XeSS 3 n’est plus seulement l’upscaler d’Intel. Il combine désormais la Super Résolution, la Génération de trames, la Génération de trames multiples et la Xe Low Latency, avec jusqu’à trois trames générées par IA par trame rendue sur le matériel Intel pris en charge.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43","PUBLISHED","2026-09-25T19:20:00.000Z","2026-09-25T23:20:58.726Z","2026-09-25T23:26:01.705Z",{"en":1139,"de":1140,"sr":1141,"es":1142,"fr":1143,"it":1144,"ru":1145,"zh":1146},"\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fde\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fsr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fes\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Ffr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fit\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fru\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fzh\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained",[1148,1152,1156],{"id":1149,"name":1150,"slug":1151},147,"Génération d'images","frame-generation",{"id":1153,"name":1154,"slug":1155},146,"Mise à l'échelle","upscaling",{"id":1157,"name":1158,"slug":1159},45,"Latence d'entrée","input-latency",{"id":283,"login":1161,"email":1162,"displayName":1163},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1165,1635],{"lang":8,"title":1166,"content":1167,"contentJson":1168,"excerpt":1634},"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","{\"time\":1790378534476,\"blocks\":[{\"id\":\"intro\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.\"},\"tunes\":{}},{\"id\":\"why-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Why this matters\",\"body\":\"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-notjust\",\"type\":\"header\",\"data\":{\"text\":\"XeSS is no longer just upscaling\",\"level\":2},\"tunes\":{}},{\"id\":\"p-notjust-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.\"},\"tunes\":{}},{\"id\":\"p-notjust-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.\"},\"tunes\":{}},{\"id\":\"p-notjust-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\"},\"tunes\":{}},{\"id\":\"h-stack\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS 3 Four-Layer Stack\",\"level\":2},\"tunes\":{}},{\"id\":\"stack-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"Four different jobs inside XeSS 3\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. XeSS Super Resolution\",\"description\":\"Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.\"},{\"label\":\"2. XeSS Frame Generation\",\"description\":\"Generates additional frames between rendered frames to increase the displayed frame stream.\"},{\"label\":\"3. XeSS Multi Frame Generation\",\"description\":\"XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"label\":\"4. Xe Low Latency\",\"description\":\"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.\"}]},\"tunes\":{}},{\"id\":\"h-4x\",\"type\":\"header\",\"data\":{\"text\":\"What “up to 4× the frames” actually means\",\"level\":2},\"tunes\":{}},{\"id\":\"p-4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.\"},\"tunes\":{}},{\"id\":\"p-4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.\"},\"tunes\":{}},{\"id\":\"frames-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Rendered vs generated frames\",\"layout\":\"table\",\"columns\":[{\"id\":\"rendered\",\"label\":\"Traditionally rendered frames\"},{\"id\":\"generated\",\"label\":\"AI-generated frames\"},{\"id\":\"displayed\",\"label\":\"Potential displayed frames\"}],\"rows\":[{\"id\":\"normal\",\"label\":\"No frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"fg\",\"label\":\"Standard frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"mfg\",\"label\":\"XeSS 3 Multi Frame Generation\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"fps-warning\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not read the final FPS counter as the engine's native render rate\",\"body\":\"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.\"},\"tunes\":{}},{\"id\":\"h-sr\",\"type\":\"header\",\"data\":{\"text\":\"XeSS Super Resolution still does a different job\",\"level\":2},\"tunes\":{}},{\"id\":\"p-sr-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.\"},\"tunes\":{}},{\"id\":\"p-sr-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.\"},\"tunes\":{}},{\"id\":\"p-sr-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.\"},\"tunes\":{}},{\"id\":\"h-output-response\",\"type\":\"header\",\"data\":{\"text\":\"The Output vs Response Split\",\"level\":2},\"tunes\":{}},{\"id\":\"p-or-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The most important way to understand XeSS 3 is to separate output rate from response latency.\"},\"tunes\":{}},{\"id\":\"response-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Two different performance questions\",\"layout\":\"table\",\"columns\":[{\"id\":\"question\",\"label\":\"Question\"},{\"id\":\"metric\",\"label\":\"What matters\"}],\"rows\":[{\"id\":\"smoothness\",\"label\":\"How smooth does motion look?\",\"values\":[\"\",\"\"]},{\"id\":\"response\",\"label\":\"How fast does the game react?\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"p-or-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.\"},\"tunes\":{}},{\"id\":\"h-xell\",\"type\":\"header\",\"data\":{\"text\":\"What Xe Low Latency does\",\"level\":2},\"tunes\":{}},{\"id\":\"p-xell-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.\"},\"tunes\":{}},{\"id\":\"p-xell-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.\"},\"tunes\":{}},{\"id\":\"p-xell-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.\"},\"tunes\":{}},{\"id\":\"h-base\",\"type\":\"header\",\"data\":{\"text\":\"Why Multi Frame Generation helps most when the base pipeline is already healthy\",\"level\":2},\"tunes\":{}},{\"id\":\"p-base-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Generated frames are built from information provided by real rendered frames and motion history.\"},\"tunes\":{}},{\"id\":\"p-base-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.\"},\"tunes\":{}},{\"id\":\"p-base-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The display can become denser while the underlying simulation or rendering cadence remains weak.\"},\"tunes\":{}},{\"id\":\"healthy-base\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The useful rule\",\"body\":\"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.\"},\"tunes\":{}},{\"id\":\"ref-frametime\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\",\"title\":\"Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained\",\"excerpt\":\"Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.\",\"ctaLabel\":\"Read the frame-time guide\"},\"tunes\":{}},{\"id\":\"h-test\",\"type\":\"header\",\"data\":{\"text\":\"The Rendered-Generated-Responsive Test\",\"level\":2},\"tunes\":{}},{\"id\":\"test-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to test XeSS 3 without mixing different metrics\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Measure the base game\",\"description\":\"Run with frame generation disabled and record conventional FPS, frame times and latency if available.\"},{\"label\":\"2. Enable Super Resolution\",\"description\":\"Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.\"},{\"label\":\"3. Enable Frame Generation or MFG\",\"description\":\"Measure final displayed FPS and frame pacing separately from base rendered performance.\"},{\"label\":\"4. Enable Xe Low Latency\",\"description\":\"Measure responsiveness rather than assuming the higher output rate guarantees lower latency.\"},{\"label\":\"5. Check artifacts\",\"description\":\"Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.\"},{\"label\":\"6. Repeat the same workload\",\"description\":\"Use identical scenes or benchmark sequences so each layer can be compared fairly.\"}]},\"tunes\":{}},{\"id\":\"h-artifacts\",\"type\":\"header\",\"data\":{\"text\":\"Why UI and disocclusion are difficult for frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"p-art-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.\"},\"tunes\":{}},{\"id\":\"p-art-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.\"},\"tunes\":{}},{\"id\":\"p-art-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why generated-frame quality must be judged in motion rather than from screenshots.\"},\"tunes\":{}},{\"id\":\"h-hardware\",\"type\":\"header\",\"data\":{\"text\":\"Intel hardware acceleration matters\",\"level\":2},\"tunes\":{}},{\"id\":\"p-hw-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.\"},\"tunes\":{}},{\"id\":\"p-hw-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.\"},\"tunes\":{}},{\"id\":\"p-hw-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.\"},\"tunes\":{}},{\"id\":\"support-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Do not assume every XeSS feature has identical GPU support\",\"body\":\"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.\"},\"tunes\":{}},{\"id\":\"h-map\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS Feature Map\",\"level\":2},\"tunes\":{}},{\"id\":\"feature-map\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Feature\",\"Main job\",\"Primary thing to measure\"],[\"XeSS Super Resolution\",\"Reconstruct higher-resolution image\",\"Image quality + conventional FPS\"],[\"XeSS Frame Generation\",\"Add one or more generated frames\",\"Displayed FPS + artifacts + pacing\"],[\"XeSS Multi Frame Generation\",\"Generate up to three AI frames per rendered frame on supported Intel hardware\",\"Displayed throughput + artifacts + pacing\"],[\"Xe Low Latency\",\"Reduce input-to-display delay\",\"Latency\"],[\"Base renderer\",\"Produce simulation-driven frames\",\"Native\u002Frendered FPS + frame time\"]]},\"tunes\":{}},{\"id\":\"h-compare\",\"type\":\"header\",\"data\":{\"text\":\"Why XeSS 3 should be compared layer by layer, not brand by brand\",\"level\":2},\"tunes\":{}},{\"id\":\"p-compare-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.\"},\"tunes\":{}},{\"id\":\"p-compare-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.\"},\"tunes\":{}},{\"id\":\"p-compare-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.\"},\"tunes\":{}},{\"id\":\"ref-dlss\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.\",\"ctaLabel\":\"Read the DLSS generated-FPS guide\"},\"tunes\":{}},{\"id\":\"ref-fsr\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"h-not4x\",\"type\":\"header\",\"data\":{\"text\":\"Why 4× frames does not mean 4× responsiveness\",\"level\":2},\"tunes\":{}},{\"id\":\"p-not4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.\"},\"tunes\":{}},{\"id\":\"p-not4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.\"},\"tunes\":{}},{\"id\":\"p-not4x-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is not a flaw in the technology. It is simply a different type of performance improvement.\"},\"tunes\":{}},{\"id\":\"h-useful\",\"type\":\"header\",\"data\":{\"text\":\"When Multi Frame Generation is most useful\",\"level\":2},\"tunes\":{}},{\"id\":\"useful-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Scenario\",\"Why MFG can help\"],[\"High-refresh display\",\"More presented frames can better use 144 Hz, 240 Hz and higher panels\"],[\"Heavy graphics workload\",\"Generated frames can increase presentation rate without conventionally rendering every displayed frame\"],[\"Single-player visual smoothness\",\"Camera motion can look substantially smoother when pacing remains stable\"],[\"CPU-limited rendering\",\"Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists\"],[\"Already unstable base frame times\",\"Less ideal — generated frames do not remove the original stutter source\"]]},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.\"},\"tunes\":{}},{\"id\":\"h-limit\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conc-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 makes the XeSS name broader than many gamers realize.\"},\"tunes\":{}},{\"id\":\"p-conc-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.\"},\"tunes\":{}},{\"id\":\"p-conc-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"Intel XeSS 3 in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is XeSS 3?\",\"answer\":\"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"},{\"id\":\"faq2\",\"question\":\"How many frames can XeSS 3 Multi Frame Generation create?\",\"answer\":\"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"id\":\"faq3\",\"question\":\"Is XeSS 3 the same as XeSS Super Resolution?\",\"answer\":\"No. Super Resolution is only one part of the XeSS 3 stack.\"},{\"id\":\"faq4\",\"question\":\"Does 4× displayed FPS mean the game is running 4× faster internally?\",\"answer\":\"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.\"},{\"id\":\"faq5\",\"question\":\"What does Xe Low Latency do?\",\"answer\":\"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.\"},{\"id\":\"faq6\",\"question\":\"Should XeSS, DLSS and FSR be compared only by final FPS?\",\"answer\":\"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key XeSS 3 terms\",\"entries\":[{\"term\":\"XeSS Super Resolution\",\"definition\":\"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.\",\"anchor\":\"xess-super-resolution\"},{\"term\":\"XeSS Frame Generation\",\"definition\":\"Intel technology that generates intermediate frames to increase the displayed frame stream.\",\"anchor\":\"xess-frame-generation\"},{\"term\":\"XeSS Multi Frame Generation\",\"definition\":\"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\",\"anchor\":\"xess-multi-frame-generation\"},{\"term\":\"Xe Low Latency\",\"definition\":\"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.\",\"anchor\":\"xe-low-latency\"},{\"term\":\"Four-Layer Stack\",\"definition\":\"A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.\",\"anchor\":\"xess-four-layer-stack\"},{\"term\":\"Rendered-Generated-Responsive Test\",\"definition\":\"A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.\",\"anchor\":\"rendered-generated-responsive-test\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-intel-xess3-dev\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS 3 for Developers\",\"description\":\"Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"}},\"tunes\":{}},{\"id\":\"src-intel-xess-gaming\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS 3\",\"description\":\"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.\"}},\"tunes\":{}},{\"id\":\"src-intel-games\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS Enabled Games\",\"description\":\"Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.\"}},\"tunes\":{}},{\"id\":\"src-intel-sr-guide\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS Super Resolution Developer Guide\",\"description\":\"Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1169,"blocks":1170,"version":1633},1790378534476,[1171,1175,1180,1185,1189,1193,1197,1201,1205,1209,1225,1229,1233,1237,1258,1263,1267,1271,1275,1279,1283,1287,1302,1306,1310,1314,1318,1322,1326,1330,1334,1338,1343,1350,1354,1377,1381,1385,1389,1393,1397,1401,1405,1409,1414,1418,1442,1446,1450,1454,1458,1465,1472,1476,1480,1484,1488,1492,1514,1518,1522,1526,1530,1534,1538,1541,1545,1549,1553,1556,1579,1583,1602,1606,1613,1619,1626],{"id":541,"data":1172,"type":544,"tunes":1174},{"text":1173},"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.",{},{"id":547,"data":1176,"type":552,"tunes":1179},{"body":1177,"title":1178,"variant":551},"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.","Direct answer",{},{"id":555,"data":1181,"type":552,"tunes":1184},{"body":1182,"title":1183,"variant":559},"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.","Why this matters",{},{"id":562,"data":1186,"type":566,"tunes":1188},{"title":1187,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1190,"type":572,"tunes":1192},{"text":1191,"level":47},"XeSS is no longer just upscaling",{},{"id":575,"data":1194,"type":544,"tunes":1196},{"text":1195},"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.",{},{"id":580,"data":1198,"type":544,"tunes":1200},{"text":1199},"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.",{},{"id":585,"data":1202,"type":544,"tunes":1204},{"text":1203},"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{},{"id":590,"data":1206,"type":572,"tunes":1208},{"text":1207,"level":47},"The XeSS 3 Four-Layer Stack",{},{"id":595,"data":1210,"type":612,"tunes":1224},{"steps":1211,"title":1223,"orientation":611},[1212,1215,1218,1221],{"label":1213,"description":1214},"1. XeSS Super Resolution","Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.",{"label":1216,"description":1217},"2. XeSS Frame Generation","Generates additional frames between rendered frames to increase the displayed frame stream.",{"label":1219,"description":1220},"3. XeSS Multi Frame Generation","XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.",{"label":608,"description":1222},"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.","Four different jobs inside XeSS 3",{},{"id":615,"data":1226,"type":572,"tunes":1228},{"text":1227,"level":47},"What “up to 4× the frames” actually means",{},{"id":620,"data":1230,"type":544,"tunes":1232},{"text":1231},"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.",{},{"id":625,"data":1234,"type":544,"tunes":1236},{"text":1235},"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.",{},{"id":630,"data":1238,"type":657,"tunes":1257},{"rows":1239,"title":1249,"layout":646,"columns":1250},[1240,1243,1246],{"id":634,"label":1241,"values":1242},"No frame generation",[13,13,13],{"id":638,"label":1244,"values":1245},"Standard frame generation",[13,13,13],{"id":642,"label":1247,"values":1248},"XeSS 3 Multi Frame Generation",[13,13,13],"Rendered vs generated frames",[1251,1253,1255],{"id":649,"label":1252},"Traditionally rendered frames",{"id":652,"label":1254},"AI-generated frames",{"id":655,"label":1256},"Potential displayed frames",{},{"id":660,"data":1259,"type":552,"tunes":1262},{"body":1260,"title":1261,"variant":664},"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.","Do not read the final FPS counter as the engine's native render rate",{},{"id":667,"data":1264,"type":572,"tunes":1266},{"text":1265,"level":47},"XeSS Super Resolution still does a different job",{},{"id":672,"data":1268,"type":544,"tunes":1270},{"text":1269},"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.",{},{"id":677,"data":1272,"type":544,"tunes":1274},{"text":1273},"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.",{},{"id":682,"data":1276,"type":544,"tunes":1278},{"text":1277},"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.",{},{"id":687,"data":1280,"type":572,"tunes":1282},{"text":1281,"level":47},"The Output vs Response Split",{},{"id":692,"data":1284,"type":544,"tunes":1286},{"text":1285},"The most important way to understand XeSS 3 is to separate output rate from response latency.",{},{"id":697,"data":1288,"type":657,"tunes":1301},{"rows":1289,"title":1296,"layout":646,"columns":1297},[1290,1293],{"id":701,"label":1291,"values":1292},"How smooth does motion look?",[13,13],{"id":705,"label":1294,"values":1295},"How fast does the game react?",[13,13],"Two different performance questions",[1298,1299],{"id":711,"label":712},{"id":714,"label":1300},"What matters",{},{"id":718,"data":1303,"type":544,"tunes":1305},{"text":1304},"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.",{},{"id":723,"data":1307,"type":572,"tunes":1309},{"text":1308,"level":47},"What Xe Low Latency does",{},{"id":728,"data":1311,"type":544,"tunes":1313},{"text":1312},"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.",{},{"id":733,"data":1315,"type":544,"tunes":1317},{"text":1316},"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.",{},{"id":738,"data":1319,"type":544,"tunes":1321},{"text":1320},"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.",{},{"id":743,"data":1323,"type":572,"tunes":1325},{"text":1324,"level":47},"Why Multi Frame Generation helps most when the base pipeline is already healthy",{},{"id":748,"data":1327,"type":544,"tunes":1329},{"text":1328},"Generated frames are built from information provided by real rendered frames and motion history.",{},{"id":753,"data":1331,"type":544,"tunes":1333},{"text":1332},"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.",{},{"id":758,"data":1335,"type":544,"tunes":1337},{"text":1336},"The display can become denser while the underlying simulation or rendering cadence remains weak.",{},{"id":763,"data":1339,"type":552,"tunes":1342},{"body":1340,"title":1341,"variant":767},"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.","The useful rule",{},{"id":770,"data":1344,"type":776,"tunes":1349},{"url":1345,"title":1346,"excerpt":1347,"ctaLabel":1348},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.","Read the frame-time guide",{},{"id":779,"data":1351,"type":572,"tunes":1353},{"text":1352,"level":47},"The Rendered-Generated-Responsive Test",{},{"id":784,"data":1355,"type":612,"tunes":1376},{"steps":1356,"title":1375,"orientation":611},[1357,1360,1363,1366,1369,1372],{"label":1358,"description":1359},"1. Measure the base game","Run with frame generation disabled and record conventional FPS, frame times and latency if available.",{"label":1361,"description":1362},"2. Enable Super Resolution","Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.",{"label":1364,"description":1365},"3. Enable Frame Generation or MFG","Measure final displayed FPS and frame pacing separately from base rendered performance.",{"label":1367,"description":1368},"4. Enable Xe Low Latency","Measure responsiveness rather than assuming the higher output rate guarantees lower latency.",{"label":1370,"description":1371},"5. Check artifacts","Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.",{"label":1373,"description":1374},"6. Repeat the same workload","Use identical scenes or benchmark sequences so each layer can be compared fairly.","How to test XeSS 3 without mixing different metrics",{},{"id":808,"data":1378,"type":572,"tunes":1380},{"text":1379,"level":47},"Why UI and disocclusion are difficult for frame generation",{},{"id":813,"data":1382,"type":544,"tunes":1384},{"text":1383},"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.",{},{"id":818,"data":1386,"type":544,"tunes":1388},{"text":1387},"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.",{},{"id":823,"data":1390,"type":544,"tunes":1392},{"text":1391},"That is why generated-frame quality must be judged in motion rather than from screenshots.",{},{"id":828,"data":1394,"type":572,"tunes":1396},{"text":1395,"level":47},"Intel hardware acceleration matters",{},{"id":833,"data":1398,"type":544,"tunes":1400},{"text":1399},"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.",{},{"id":838,"data":1402,"type":544,"tunes":1404},{"text":1403},"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.",{},{"id":843,"data":1406,"type":544,"tunes":1408},{"text":1407},"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.",{},{"id":848,"data":1410,"type":552,"tunes":1413},{"body":1411,"title":1412,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.","Do not assume every XeSS feature has identical GPU support",{},{"id":854,"data":1415,"type":572,"tunes":1417},{"text":1416,"level":47},"The XeSS Feature Map",{},{"id":859,"data":1419,"type":646,"tunes":1441},{"content":1420,"stretched":886,"withHeadings":15},[1421,1425,1428,1431,1434,1437],[1422,1423,1424],"Feature","Main job","Primary thing to measure",[867,1426,1427],"Reconstruct higher-resolution image","Image quality + conventional FPS",[871,1429,1430],"Add one or more generated frames","Displayed FPS + artifacts + pacing",[875,1432,1433],"Generate up to three AI frames per rendered frame on supported Intel hardware","Displayed throughput + artifacts + pacing",[879,1435,1436],"Reduce input-to-display delay","Latency",[1438,1439,1440],"Base renderer","Produce simulation-driven frames","Native\u002Frendered FPS + frame time",{},{"id":889,"data":1443,"type":572,"tunes":1445},{"text":1444,"level":47},"Why XeSS 3 should be compared layer by layer, not brand by brand",{},{"id":894,"data":1447,"type":544,"tunes":1449},{"text":1448},"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.",{},{"id":899,"data":1451,"type":544,"tunes":1453},{"text":1452},"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.",{},{"id":904,"data":1455,"type":544,"tunes":1457},{"text":1456},"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.",{},{"id":909,"data":1459,"type":776,"tunes":1464},{"url":1460,"title":1461,"excerpt":1462,"ctaLabel":1463},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.","Read the DLSS generated-FPS guide",{},{"id":917,"data":1466,"type":776,"tunes":1471},{"url":1467,"title":1468,"excerpt":1469,"ctaLabel":1470},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.","Read the FSR Redstone guide",{},{"id":925,"data":1473,"type":572,"tunes":1475},{"text":1474,"level":47},"Why 4× frames does not mean 4× responsiveness",{},{"id":930,"data":1477,"type":544,"tunes":1479},{"text":1478},"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.",{},{"id":935,"data":1481,"type":544,"tunes":1483},{"text":1482},"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.",{},{"id":940,"data":1485,"type":544,"tunes":1487},{"text":1486},"This is not a flaw in the technology. It is simply a different type of performance improvement.",{},{"id":945,"data":1489,"type":572,"tunes":1491},{"text":1490,"level":47},"When Multi Frame Generation is most useful",{},{"id":950,"data":1493,"type":646,"tunes":1513},{"content":1494,"stretched":886,"withHeadings":15},[1495,1498,1501,1504,1507,1510],[1496,1497],"Scenario","Why MFG can help",[1499,1500],"High-refresh display","More presented frames can better use 144 Hz, 240 Hz and higher panels",[1502,1503],"Heavy graphics workload","Generated frames can increase presentation rate without conventionally rendering every displayed frame",[1505,1506],"Single-player visual smoothness","Camera motion can look substantially smoother when pacing remains stable",[1508,1509],"CPU-limited rendering","Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists",[1511,1512],"Already unstable base frame times","Less ideal — generated frames do not remove the original stutter source",{},{"id":973,"data":1515,"type":572,"tunes":1517},{"text":1516,"level":47},"What would change this answer?",{},{"id":978,"data":1519,"type":544,"tunes":1521},{"text":1520},"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.",{},{"id":983,"data":1523,"type":544,"tunes":1525},{"text":1524},"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.",{},{"id":988,"data":1527,"type":572,"tunes":1529},{"text":1528,"level":47},"Limitations",{},{"id":993,"data":1531,"type":544,"tunes":1533},{"text":1532},"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.",{},{"id":998,"data":1535,"type":544,"tunes":1537},{"text":1536},"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.",{},{"id":1003,"data":1539,"type":572,"tunes":1540},{"text":1005,"level":47},{},{"id":1008,"data":1542,"type":544,"tunes":1544},{"text":1543},"XeSS 3 makes the XeSS name broader than many gamers realize.",{},{"id":1013,"data":1546,"type":544,"tunes":1548},{"text":1547},"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.",{},{"id":1018,"data":1550,"type":544,"tunes":1552},{"text":1551},"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?",{},{"id":1023,"data":1554,"type":572,"tunes":1555},{"text":1025,"level":47},{},{"id":1028,"data":1557,"type":1028,"tunes":1578},{"items":1558,"title":1577},[1559,1562,1565,1568,1571,1574],{"id":1032,"answer":1560,"question":1561},"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.","What is XeSS 3?",{"id":1036,"answer":1563,"question":1564},"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.","How many frames can XeSS 3 Multi Frame Generation create?",{"id":1040,"answer":1566,"question":1567},"No. Super Resolution is only one part of the XeSS 3 stack.","Is XeSS 3 the same as XeSS Super Resolution?",{"id":1044,"answer":1569,"question":1570},"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.","Does 4× displayed FPS mean the game is running 4× faster internally?",{"id":1048,"answer":1572,"question":1573},"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.","What does Xe Low Latency do?",{"id":1052,"answer":1575,"question":1576},"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.","Should XeSS, DLSS and FSR be compared only by final FPS?","Intel XeSS 3 in plain English",{},{"id":1058,"data":1580,"type":572,"tunes":1582},{"text":1581,"level":47},"Glossary",{},{"id":1063,"data":1584,"type":1063,"tunes":1601},{"title":1585,"entries":1586},"Key XeSS 3 terms",[1587,1589,1591,1593,1595,1598],{"term":867,"anchor":1068,"definition":1588},"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.",{"term":871,"anchor":1071,"definition":1590},"Intel technology that generates intermediate frames to increase the displayed frame stream.",{"term":875,"anchor":1074,"definition":1592},"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{"term":879,"anchor":1077,"definition":1594},"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.",{"term":1596,"anchor":1081,"definition":1597},"Four-Layer Stack","A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.",{"term":1599,"anchor":1085,"definition":1600},"Rendered-Generated-Responsive Test","A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.",{},{"id":1089,"data":1603,"type":572,"tunes":1605},{"text":1604,"level":47},"Primary sources",{},{"id":1094,"data":1607,"type":1101,"tunes":1612},{"link":1096,"meta":1608},{"image":1609,"title":1610,"description":1611},{"url":13},"Intel Developer — XeSS 3 for Developers","Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.",{},{"id":1104,"data":1614,"type":1101,"tunes":1618},{"link":1106,"meta":1615},{"image":1616,"title":1109,"description":1617},{"url":13},"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.",{},{"id":1113,"data":1620,"type":1101,"tunes":1625},{"link":1115,"meta":1621},{"image":1622,"title":1623,"description":1624},{"url":13},"Intel Gaming Access — XeSS Enabled Games","Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.",{},{"id":1122,"data":1627,"type":1101,"tunes":1632},{"link":1124,"meta":1628},{"image":1629,"title":1630,"description":1631},{"url":13},"Intel Developer — XeSS Super Resolution Developer Guide","Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.",{},"2.31.6","XeSS 3 is no longer just Intel’s upscaler. It now combines Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency, with up to three AI-generated frames per rendered frame on supported Intel 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Ce guide explique la différence entre les FPS rendus et les FPS affichés, pourquoi les goulots d'étranglement du CPU peuvent être contournés au niveau de la couche de présentation, et pourquoi la latence doit encore être mesurée séparément.","\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":1952,"slug":1953,"title":1954,"excerpt":1955,"featuredImage":14,"publishedAt":1956},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","La chaîne du ressenti en jeu : pourquoi une seule amélioration ne change souvent rien","Le ressenti est une chaîne : input, système, frame pacing, synchronisation, affichage, réseau. Si un maillon est instable, les améliorations ne se font pas sentir.","2026-02-19T11:00:00.000Z",{"id":1958,"slug":1959,"title":1960,"excerpt":1961,"featuredImage":14,"publishedAt":1962},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","Économie d'énergie USB : la cause cachée des saccades et des déconnexions de la souris","Si la sensation de la souris change de manière aléatoire, l'économie d'énergie USB peut en être la cause. Utilisez cette liste de contrôle pour stabiliser l'entrée USB et stopper les saccades\u002Fdéconnexions.","2026-02-20T15:00:00.000Z",{"id":1964,"slug":1965,"title":1966,"excerpt":1967,"featuredImage":1968,"publishedAt":1969},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR n'est pas le DLSS : comment fonctionne la mise à l'échelle par NPU sans intégration au jeu","Windows Auto SR peut mettre à l'échelle les jeux pris en charge sans intégration de DLSS, FSR ou XeSS. Au lieu d'exécuter le modèle de reconstruction dans le jeu sur le GPU, Windows utilise le NPU pour reconstruire une image en plus haute résolution à partir d'un rendu en plus basse résolution.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":1971,"slug":1972,"title":1973,"excerpt":1974,"featuredImage":1975,"publishedAt":1976},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 n'est pas qu'une simple mise à l'échelle : ce que le rendu neuronal guidé en 3D change réellement","DLSS 5 déplace l’IA vers une nouvelle partie du pipeline graphique. Au lieu de simplement reconstruire la résolution ou de générer des images supplémentaires, le rendu neuronal guidé en 3D utilise la propre image du moteur de jeu comme base et améliore l’éclairage et le détail des matériaux sous le contrôle du développeur.","\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":1978,"slug":1979,"title":1980,"excerpt":1981,"featuredImage":1982,"publishedAt":1983},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally montre pourquoi les coéquipiers IA ont besoin de deux cerveaux : des réflexes rapides et un raisonnement lent","Un modèle de langage peut comprendre les tactiques et l'intention des joueurs, mais il ne devrait pas contrôler directement chaque mouvement et chaque réaction de combat. PUBG Ally présente une architecture plus pratique : un contrôle rapide par arbre de comportement pour les actions réflexes, combiné à un petit modèle de langage pour la planification, la coordination et la conversation naturelle.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T14:51:00.000Z",{"id":1985,"slug":1986,"title":1987,"excerpt":1988,"featuredImage":14,"publishedAt":1956},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latence et Input Lag : d'où vient réellement le retard (la chaîne complète)","L'input lag n'est pas un chiffre unique. Découvrez la véritable chaîne de latence, de vos mains aux pixels, ce qui cause la lourdeur des commandes et l'ordre pratique des corrections.","fallback",[],[]]