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La différence majeure réside dans l'emplacement de cette technologie. Auto SR est intégré directement à Windows, exécute son modèle d'IA sur le NPU et peut améliorer les jeux pris en charge sans que les développeurs n'aient à intégrer un SDK de super-résolution dans leur jeu.\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>Auto SR est une mise à l&#39;échelle par IA au niveau de Windows.\u003C\u002Fstrong> Le jeu effectue son rendu dans une définition inférieure, Windows capture cette sortie, un modèle d&#39;IA s&#39;exécute sur le NPU pour reconstruire une image en plus haute définition, puis le résultat est envoyé à l&#39;écran. Le jeu lui-même n&#39;a pas besoin de savoir comment fonctionne le modèle d&#39;IA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">La différence essentielle\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>DLSS \u002F FSR \u002F XeSS :\u003C\u002Fstrong> généralement intégrés au moteur de jeu.\u003Cbr>\u003Cstrong>Auto SR :\u003C\u002Fstrong> intégré à Windows et au pipeline d&#39;affichage.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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\">D&#39;abord : quel problème Auto SR tente-t-il de résoudre ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Le fonctionnement d&#39;Auto SR en clair\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Pourquoi utiliser le NPU plutôt que le GPU ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">La répartition de la charge entre GPU et NPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Auto SR n&#39;est ni DLSS, ni FSR, ni XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Pourquoi les upscalers intégrés au jeu disposent de meilleures informations\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Pourquoi Auto SR utilise un modèle plus lourd\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Le prix à payer : la latence\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Pourquoi le NPU peut tout de même affecter indirectement les performances du GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La limite de l&#39;alimentation partagée\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Pourquoi le texte et les éléments du HUD peuvent sembler dégradés\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Pourquoi le grain de film peut perturber le modèle\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Le test d&#39;adéquation d&#39;Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Avec quels jeux Auto SR peut-il fonctionner ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">La prise en charge matérielle actuelle s&#39;étend\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">La définition d&#39;entrée compte plus que ce que beaucoup d&#39;utilisateurs imaginent\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Pourquoi Auto SR est particulièrement intéressant pour les jeux plus anciens\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Mais la SR intégrée au jeu reste privilégiée\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Auto SR n&#39;est pas de la génération d&#39;images\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">La distinction entre définition, images et latence\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Pourquoi les captures d&#39;écran ne suffisent pas pour évaluer Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui pourrait changer la donne ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-92\" class=\"editorjs-toc__link\">Limitations\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-96\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-101\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-103\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-105\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">D'abord : quel problème Auto SR tente-t-il de résoudre ?\u003C\u002Fh2>\n\u003Cp>Une définition de rendu plus élevée améliore les détails de l'image, mais sollicite davantage le GPU. Une définition de rendu plus basse est plus facile à calculer et peut augmenter le nombre d'images par seconde (FPS), mais l'image devient plus floue.\u003C\u002Fp>\n\u003Cp>La super-résolution tente de conserver l'avantage économique d'un rendu en basse définition tout en reconstruisant une sortie visuellement proche d'une image en plus haute définition.\u003C\u002Fp>\n\u003Cp>Auto SR réalise cela au niveau du système d'exploitation, évitant ainsi à chaque jeu ancien d'avoir à intégrer un outil moderne de mise à l'échelle.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Le fonctionnement d'Auto SR en clair\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ce qui se passe quand Auto SR est actif\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. Le jeu effectue son rendu dans une définition inférieure\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le GPU a moins de pixels à traiter, ce qui allège la charge de travail initiale liée au rendu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Windows reçoit l'image en basse définition\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR est intégré au pipeline graphique et d'affichage de Windows.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Le NPU exécute le modèle Auto SR\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un réseau neuronal reconstruit une version en plus haute définition de l'image.\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. L'image reconstruite est affichée\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'écran reçoit une image en plus haute définition, même si le jeu a calculé moins de pixels.\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. Le GPU peut poursuivre le rendu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Puisque la mise à l'échelle tourne sur le NPU, le GPU peut se consacrer à la production de l'image suivante du jeu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Schéma conceptuel\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>GPU = assure le rendu du jeu.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstruit l&#39;image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordonne le processus.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Écran = affiche le résultat en plus haute définition.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Pourquoi utiliser le NPU plutôt que le GPU ?\u003C\u002Fh2>\n\u003Cp>Les technologies de super-résolution intégrées aux jeux exécutent généralement une partie de leur charge de reconstruction sur le GPU.\u003C\u002Fp>\n\u003Cp>Cette approche est efficace car elles disposent d'un accès direct aux données détaillées du moteur de jeu, mais le traitement consomme tout de même une partie du temps alloué au GPU pour chaque image.\u003C\u002Fp>\n\u003Cp>Auto SR adopte une méthode différente. Microsoft fait tourner un modèle neuronal plus imposant sur le NPU, permettant ainsi au GPU de consacrer davantage de temps au rendu du jeu.\u003C\u002Fp>\n\u003Cp>Les explications de Microsoft concernant la ROG Xbox Ally X indiquent que le modèle du NPU s'exécute en parallèle avec le rendu du GPU, lui offrant ainsi environ le temps d'une image supplémentaire au lieu d'obliger le GPU à finaliser la mise à l'échelle dans le même délai de rendu.\u003C\u002Fp>\n\u003Ch2 id=\"section-17\">La répartition de la charge entre GPU et NPU\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qui fait quoi ?\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">NPU\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Rendu du jeu\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\">Reconstruction Auto SR\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Bénéfice visé\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\">Coût\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-19\">Auto SR n'est ni DLSS, ni FSR, ni XeSS\u003C\u002Fh2>\n\u003Cp>Ces technologies partagent peut-être l'objectif de reconstruire une image en plus haute résolution, mais leurs périmètres d'information et d'intégration sont différents.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR vs super-résolution intégrée au jeu\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Windows Auto SR\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Intégration au jeu de type DLSS \u002F FSR \u002F XeSS\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Intégration\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\">Informations disponibles\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\">Exécution de l&#39;IA\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Couverture des jeux\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\">Recommandations de Microsoft\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Ne superposez pas les upscalers à l&#39;aveugle\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Microsoft recommande d&#39;utiliser la technologie de super-résolution nativement intégrée au jeu lorsqu&#39;elle est disponible. Activer Auto SR par-dessus un autre upscaler peut altérer la qualité d&#39;image et les performances de manière imprévisible.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Intel XeSS 3 est bien plus qu'un simple upscaling : Multi Frame Generation et Xe Low Latency expliqués\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Un tour d'horizon complet de la reconstruction XeSS intégrée au jeu, de la génération d'images et de la technologie à faible latence.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide XeSS 3 →\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, Frame Generation, Ray Regeneration et Radiance Caching expliqués\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Pourquoi AMD sépare désormais l'upscaling, la génération d'images, la reconstruction de rayons et l'éclairage neuronal en technologies distinctes.\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-25\">Pourquoi les upscalers intégrés au jeu disposent de meilleures informations\u003C\u002Fh2>\n\u003Cp>Un upscaler intégré au moteur du jeu peut recevoir des données dont Windows ne dispose pas automatiquement une fois que le jeu a fini de composer son image.\u003C\u002Fp>\n\u003Cp>Cela peut inclure des vecteurs de mouvement, des informations de jitter, la profondeur et l'historique interne du rendu.\u003C\u002Fp>\n\u003Cp>Microsoft précise explicitement qu'Auto SR résout ce problème sans nécessiter ces données supplémentaires fournies par le jeu. La contrepartie est que le modèle de Windows doit déduire davantage d'éléments à partir de l'image elle-même.\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Pourquoi Auto SR utilise un modèle plus lourd\u003C\u002Fh2>\n\u003Cp>Lorsqu'un upscaler dispose de moins d'informations en provenance du moteur, le modèle doit accomplir un travail de reconstruction plus important.\u003C\u002Fp>\n\u003Cp>La conception de Microsoft exploite le NPU afin de rendre viable un modèle plus imposant sans faire peser la totalité du coût d'inférence sur le GPU.\u003C\u002Fp>\n\u003Cp>C'est l'une des principales différences architecturales entre Auto SR et un upscaler GPU intégré au moteur du jeu.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Le prix à payer : la latence\u003C\u002Fh2>\n\u003Cp>Exécuter le modèle Auto SR en parallèle lui alloue davantage de temps, mais l'image reconstruite n'est pas sans conséquence sur le plan temporel.\u003C\u002Fp>\n\u003Cp>Microsoft a documenté une latence supplémentaire moyenne d'environ une image pour Auto SR.\u003C\u002Fp>\n\u003Cp>Cela signifie qu'Auto SR peut améliorer la fluidité visuelle ou la qualité d'image tout en ajoutant un léger délai d'affichage des commandes.\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\">Le FPS et la latence sont des métriques différentes\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Une fréquence d&#39;images plus élevée n&#39;est pas synonyme de latence plus faible. Auto SR peut améliorer le compromis rendu\u002Faffichage tout en ajoutant environ une image de latence de reconstruction.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-38\">Pourquoi le NPU peut tout de même affecter indirectement les performances du GPU\u003C\u002Fh2>\n\u003Cp>Un matériel distinct ne signifie pas une puissance indépendante et illimitée.\u003C\u002Fp>\n\u003Cp>Sur les systèmes mobiles et intégrés, le CPU, le GPU et le NPU partagent souvent une enveloppe thermique et une puissance globale communes.\u003C\u002Fp>\n\u003Cp>Microsoft souligne que l'activité du NPU peut puiser dans la puissance allouée au CPU et au GPU. Dans certains cas, Auto SR peut donc entraîner une légère baisse du taux de rafraîchissement, même si le GPU effectue le rendu de moins de pixels.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">La limite de l'alimentation partagée\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Pourquoi une charge GPU réduite ne garantit pas un FPS plus élevé\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\">Gain potentiel\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\">Limite possible\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\">Résolution d&#39;entrée inférieure\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\">Reconstruction par NPU\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Mémoire système\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\">Enveloppe thermique\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Pourquoi le texte et les éléments du HUD peuvent sembler dégradés\u003C\u002Fh2>\n\u003Cp>Auto SR reçoit l'image finale composée du jeu, ce qui signifie que le texte et les éléments du HUD font déjà partie de l'image en basse résolution.\u003C\u002Fp>\n\u003Cp>Lorsque ces éléments sont reconstruits en même temps que la scène 3D, les polices fines, les icônes et les lignes discrètes de l'interface peuvent devenir plus floues ou instables.\u003C\u002Fp>\n\u003Cp>La documentation du support de Microsoft prévient explicitement que le texte et les détails fins de l'interface peuvent ne pas offrir un rendu optimal dans certains jeux.\u003C\u002Fp>\n\u003Cp>Une solution de mise à l'échelle (upscaling) profondément intégrée au jeu peut parfois éviter ce problème en reconstruisant la scène 3D avant la composition finale de l'interface.\u003C\u002Fp>\n\u003Ch2 id=\"section-49\">Pourquoi le grain de film peut perturber le modèle\u003C\u002Fh2>\n\u003Cp>Les effets de post-traitement tels que le grain de film ajoutent délibérément du bruit visuel à haute fréquence.\u003C\u002Fp>\n\u003Cp>Le modèle Auto SR peut interpréter ce bruit comme un détail de l'image et consacrer des ressources de reconstruction à tenter de le préserver ou de l'amplifier.\u003C\u002Fp>\n\u003Cp>Microsoft recommande par conséquent de désactiver le grain de film si cela permet d'obtenir un résultat plus net.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Le test d'adéquation d'Auto SR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quand Auto SR est le plus susceptible d'aider\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. Vérifier si le jeu est limité par le GPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR est plus efficace lorsque la baisse de la résolution de rendu réduit véritablement le principal goulot d'étranglement.\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. Vérifier la présence d'une super-résolution intégrée\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Si le jeu propose déjà une bonne implémentation de DLSS, FSR ou XeSS, testez-la en priorité.\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. Utiliser une résolution d'entrée prise en charge\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR est entraîné et configuré pour des plages spécifiques de basse résolution qui varient selon les appareils.\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. Examiner la qualité du texte et du HUD\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les interfaces détaillées peuvent révéler les limites d'une reconstruction post-rendu gérée au niveau de l'OS.\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. Désactiver les post-traitements conflictuels\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le grain de film et les effets similaires peuvent dégrader la qualité de la reconstruction.\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. Mesurer le FPS et la latence séparément\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ne supposez pas qu'un compteur d'images par seconde plus élevé implique un jeu plus réactif.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Comparer le comportement énergétique\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sur le matériel mobile, l'activité du NPU peut modifier l'équilibre de consommation partagé entre le CPU, le GPU et le NPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">Avec quels jeux Auto SR peut-il fonctionner ?\u003C\u002Fh2>\n\u003Cp>La documentation d'assistance actuelle de Microsoft exige DirectX 10 ou une version ultérieure ainsi qu'un chemin de jeu pris en charge en x64, x64 émulé ou Arm64.\u003C\u002Fp>\n\u003Cp>DirectX 9, Vulkan et OpenGL ne sont actuellement pas pris en charge, et Microsoft répertorie également les jeux exclusivement x86 ainsi que certains formats 10 bits comme incompatibles.\u003C\u002Fp>\n\u003Cp>Il s'agit d'une autre différence importante par rapport aux outils de mise à l'échelle spécifiques aux pilotes des fabricants : Auto SR n'est pas un filtre universel pouvant simplement s'appliquer à n'importe quelle application rendue.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">La prise en charge matérielle actuelle s'étend\u003C\u002Fh2>\n\u003Cp>Auto SR a fait ses débuts sur une sélection de PC Copilot+ équipés de processeurs Snapdragon et s'est étendu depuis.\u003C\u002Fp>\n\u003Cp>En septembre 2026, Microsoft a annoncé la prise en charge d'Auto SR pour les PC Copilot+ équipés de processeurs Intel Core Ultra Série 3.\u003C\u002Fp>\n\u003Cp>La page d'assistance actuelle de Microsoft documente également la préversion pour la ROG Xbox Ally X ainsi que des packages Auto SR spécifiques aux plateformes Snapdragon, AMD Ryzen et Intel Core Ultra Série 3.\u003C\u002Fp>\n\u003Cp>La liste exacte des appareils, les prérequis de pilotes et les plages de définition continuent d'évoluer ; la compatibilité doit donc être vérifiée sur la page d'assistance actuelle de Microsoft plutôt que déduite de la simple présence d'un NPU.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">La définition d'entrée compte plus que ce que beaucoup d'utilisateurs imaginent\u003C\u002Fh2>\n\u003Cp>Auto SR n'est pas simplement une option générique permettant de « mettre à l'échelle n'importe quelle définition vers n'importe quoi ».\u003C\u002Fp>\n\u003Cp>Le modèle est entraîné et optimisé autour de plages de définitions d'entrée bien spécifiques.\u003C\u002Fp>\n\u003Cp>Microsoft recommande actuellement une définition d'environ 800p pour les PC Copilot+ sous Snapdragon, prend en charge une entrée d'environ 800p à 1080p sur les systèmes Intel Core Ultra Série 3, et utilise une cible de 720p en entrée pour la préversion sur ROG Xbox Ally X.\u003C\u002Fp>\n\u003Cp>Les modes exacts pris en charge sont indiqués dans Windows et la Game Bar afin que les utilisateurs n'aient pas à faire d'estimations.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Pourquoi Auto SR est particulièrement intéressant pour les jeux plus anciens\u003C\u002Fh2>\n\u003Cp>Un jeu sorti il y a des années ne bénéficiera jamais du DLSS, du FSR ou du XeSS, à moins que le développeur ne publie un correctif ou qu'une modification tierce ne modifie le moteur de rendu.\u003C\u002Fp>\n\u003Cp>Auto SR peut améliorer certains titres existants depuis l'extérieur du jeu, car le système d'exploitation prend en charge l'étape de reconstruction.\u003C\u002Fp>\n\u003Cp>C'est son atout architectural majeur : la prise en charge ne dépend pas entièrement de la feuille de route de développement du jeu d'origine.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Mais la SR intégrée au jeu reste privilégiée\u003C\u002Fh2>\n\u003Cp>Microsoft indique explicitement que la super-résolution intégrée au jeu reste le choix privilégié lorsqu'un studio la prend en charge.\u003C\u002Fp>\n\u003Cp>D'un point de vue technique, cela est logique. Une solution intégrée au jeu bénéficie d'un meilleur accès au pipeline de rendu et peut effectuer la reconstruction avant que certains effets finaux et l'interface utilisateur ne soient appliqués.\u003C\u002Fp>\n\u003Cp>Auto SR est particulièrement utile lorsque cette intégration n'existe pas, lorsque le jeu est plus ancien ou lorsque l'équilibre matériel rend la reconstruction par NPU avantageuse.\u003C\u002Fp>\n\u003Ch2 id=\"section-77\">Auto SR n'est pas de la génération d'images\u003C\u002Fh2>\n\u003Cp>Une autre confusion fréquente consiste à assimiler chaque fonctionnalité graphique basée sur l'IA à de la génération d'images.\u003C\u002Fp>\n\u003Cp>Auto SR ne crée pas d'images intermédiaires supplémentaires entre les images rendues. Elle reconstruit la définition de chaque image existante.\u003C\u002Fp>\n\u003Cp>La génération d'images modifie le nombre d'images affichées à l'écran. Auto SR modifie la définition et le niveau de détail des images qui existent déjà.\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 calcule 300 images\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Une explication distincte des images générées, des images rendues et des raisons pour lesquelles le compteur de FPS final peut représenter différentes choses.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide sur les FPS générés →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-82\">La distinction entre définition, images et latence\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Trois améliorations graphiques à ne pas confondre\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\">Ce qui change\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\">Exemple de technologie\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\">Métrique principale\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Super-résolution\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\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\">Technologie à faible latence\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Pourquoi les captures d'écran ne suffisent pas pour évaluer Auto SR\u003C\u002Fh2>\n\u003Cp>La qualité de la super-résolution est d'ordre temporel.\u003C\u002Fp>\n\u003Cp>Une image fixe peut sembler nette, tandis que le mouvement révèle des contours instables, des scintillements, une interface floue, des erreurs de reconstruction ou des artefacts de rémanence.\u003C\u002Fp>\n\u003Cp>Un test pertinent d'Auto SR doit donc analyser les mouvements de caméra, la végétation, les géométries fines, les particules, le texte, les éléments de l'ATH et les mouvements répétés, plutôt que de se limiter à la comparaison d'une simple capture d'écran.\u003C\u002Fp>\n\u003Ch2 id=\"section-88\">Qu'est-ce qui pourrait changer la donne ?\u003C\u002Fh2>\n\u003Cp>Auto SR évolue rapidement. Microsoft ajoute de nouvelles familles de processeurs, modifie les plages de définitions prises en charge et explore des scénarios avec des fréquences d'images plus élevées.\u003C\u002Fp>\n\u003Cp>L'élargissement à Intel en septembre 2026 démontre déjà que la technologie n'est plus cantonnée au modèle de lancement exclusif à Snapdragon.\u003C\u002Fp>\n\u003Cp>Les futures versions pourraient élargir les combinaisons GPU\u002FNPU, la prise en charge du HDR, les cibles de taux de rafraîchissement, la compatibilité d'exécution et la manière dont l'interface utilisateur est gérée.\u003C\u002Fp>\n\u003Ch2 id=\"section-92\">Limitations\u003C\u002Fh2>\n\u003Cp>Cet article décrit l'architecture documentée d'Auto SR par Microsoft ainsi que la prise en charge actuelle en date de septembre 2026.\u003C\u002Fp>\n\u003Cp>Les exemples de FPS et de qualité d'image fournis par Microsoft sont des mesures de fabricants obtenues sur du matériel, des jeux et des paramètres spécifiques. Ils sont utiles pour comprendre la technologie, mais ne doivent pas être considérés comme des garanties universelles de performances.\u003C\u002Fp>\n\u003Cp>Le comportement d'Auto SR varie en fonction de la résolution du jeu, du mode d'affichage, du post-traitement, de la composition de l'interface utilisateur, du profil d'alimentation et de l'implémentation spécifique du NPU sur le matériel.\u003C\u002Fp>\n\u003Ch2 id=\"section-96\">Conclusion\u003C\u002Fh2>\n\u003Cp>Auto SR n'est pas la version Microsoft consistant à intégrer le DLSS dans tous les jeux.\u003C\u002Fp>\n\u003Cp>Il s'agit d'une architecture différente : le jeu effectue le rendu de moins de pixels, Windows intercepte le résultat, le NPU exécute un modèle de reconstruction IA plus volumineux, et l'image en plus haute résolution entre dans le pipeline d'affichage sans nécessiter d'intégration profonde dans le moteur de rendu du jeu.\u003C\u002Fp>\n\u003Cp>Cela donne à Windows un moyen d'améliorer les jeux existants pris en charge qui n'ont jamais été conçus pour la super-résolution moderne.\u003C\u002Fp>\n\u003Cp>Les compromis restent bien réels : environ une image de latence supplémentaire, un possible flou sur l'interface utilisateur, des limites de résolution propres à chaque appareil et des contraintes de puissance partagée. L'intérêt d'Auto SR ne réside pas dans le remplacement des upscalers intégrés. Il comble l'important vide là où ils n'existent pas.\u003C\u002Fp>\n\u003Ch2 id=\"section-101\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR 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 Windows Auto SR ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Un système de super-résolution par IA au niveau de l&#39;OS qui permet aux jeux pris en charge de faire leur rendu à une résolution inférieure et utilise le NPU pour reconstruire une image de plus haute résolution.\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\">Auto SR est-il identique à DLSS, FSR ou XeSS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Ceux-ci sont normalement intégrés dans le moteur de rendu du jeu. Auto SR est intégré dans Windows et peut fonctionner sans implémentation de SR spécifique au jeu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR utilise-t-il le GPU pour la mise à l&#39;échelle par IA ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Son modèle de reconstruction IA s&#39;exécute sur le NPU, tandis que le GPU continue d&#39;effectuer le rendu du jeu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR ajoute-t-il de la latence ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Oui. Microsoft documente environ une image supplémentaire de latence en moyenne dans le cadre de son approche de reconstruction basée sur le NPU.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Dois-je utiliser Auto SR lorsqu&#39;un jeu intègre déjà DLSS, FSR ou XeSS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Microsoft recommande d&#39;utiliser l&#39;option de super-résolution intégrée au jeu lorsqu&#39;elle est disponible et fonctionne bien.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR fait-il de la génération d&#39;images (frame generation) ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Il reconstruit une version en plus haute résolution de chaque image ; il n&#39;insère pas d&#39;images intermédiaires supplémentaires.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq7\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR fonctionne-t-il avec les jeux Vulkan ou OpenGL ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Pas actuellement. La page de support de Microsoft indique que DirectX 10 ou ultérieur est pris en charge, tandis que Vulkan, OpenGL et DirectX 9 ne le sont pas.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-103\">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 d'Auto SR\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"auto-sr\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Automatic Super Resolution, la technologie de mise à l'échelle par IA intégrée à Windows de Microsoft pour les jeux pris en charge.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"npu\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Neural Processing Unit (unité de traitement neuronal), matériel spécialisé conçu pour exécuter efficacement les charges de travail d'IA et de calcul matriciel.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"game-integrated-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Super-résolution intégrée au jeu\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un upscaler intégré directement dans le moteur de rendu d'un jeu, ayant accès aux données internes du moteur.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"input-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Résolution d'entrée\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La résolution inférieure à laquelle le jeu effectue son rendu avant qu'Auto SR ne reconstruise l'image.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"output-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Résolution de sortie\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La résolution effective plus élevée affichée après la reconstruction.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-npu-work-split\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU–NPU Work Split\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks séparant le travail de rendu du jeu par le GPU du travail de reconstruction Auto SR par le NPU.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shared-power-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Shared-Power Boundary\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks décrivant la façon dont les charges de travail du CPU, du GPU et du NPU peuvent continuer à se disputer la même enveloppe thermique et énergétique d'un appareil.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"auto-sr-suitability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR Suitability Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un processus Figure Rocks permettant de déterminer si Windows Auto SR est susceptible d'améliorer un jeu et un appareil spécifiques.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-105\">Sources principales\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR débarque sur les processeurs Intel Core Ultra Série 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Mise à jour officielle de septembre 2026 couvrant l&#39;extension à Intel, l&#39;exécution sur NPU, les résolutions d&#39;entrée prises en charge, les avertissements concernant l&#39;interface utilisateur et le post-traitement, les effets du profil d&#39;alimentation et les conseils de Microsoft recommandant de privilégier la SR intégrée aux jeux lorsqu&#39;elle est disponible.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Support Microsoft — Super-résolution automatique\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle actuelle des exigences et de la configuration pour Windows Auto SR.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Super-résolution automatique\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explication officielle de l&#39;architecture couvrant l&#39;intégration dans l&#39;OS, le modèle NPU, la reconstruction indépendante du jeu et le compromis documenté d&#39;une image de latence supplémentaire.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR sur ROG Xbox Ally X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explication officielle de 2026 sur le parallélisme NPU\u002FGPU, les contraintes des consoles portables et les raisons pour lesquelles la super-résolution intégrée reste la solution privilégiée lorsqu&#39;elle est disponible.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1328},1790407341444,[540,546,554,561,568,574,579,584,589,594,617,624,629,634,639,644,649,654,685,690,695,728,735,744,752,757,762,767,772,777,782,787,792,797,802,807,812,818,823,828,833,838,843,871,876,881,886,891,896,901,906,911,916,921,948,953,958,963,968,973,978,983,988,993,998,1003,1008,1013,1018,1023,1028,1033,1038,1043,1048,1053,1058,1063,1068,1073,1078,1086,1091,1119,1124,1129,1134,1139,1144,1149,1154,1159,1164,1169,1174,1179,1184,1189,1194,1199,1204,1209,1244,1249,1286,1291,1301,1310,1319],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"Il est facile de confondre Windows Auto SR avec DLSS, FSR ou XeSS, car tous permettent de transformer un rendu de définition inférieure en une image de plus haute définition. La différence majeure réside dans l'emplacement de cette technologie. Auto SR est intégré directement à Windows, exécute son modèle d'IA sur le NPU et peut améliorer les jeux pris en charge sans que les développeurs n'aient à intégrer un SDK de super-résolution dans leur jeu.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"f0e8e3eeaf",{"body":549,"title":550,"variant":551},"\u003Cstrong>Auto SR est une mise à l'échelle par IA au niveau de Windows.\u003C\u002Fstrong> Le jeu effectue son rendu dans une définition inférieure, Windows capture cette sortie, un modèle d'IA s'exécute sur le NPU pour reconstruire une image en plus haute définition, puis le résultat est envoyé à l'écran. Le jeu lui-même n'a pas besoin de savoir comment fonctionne le modèle d'IA.","Réponse directe","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"0bef4d072d",{"body":557,"title":558,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS :\u003C\u002Fstrong> généralement intégrés au moteur de jeu.\u003Cbr>\u003Cstrong>Auto SR :\u003C\u002Fstrong> intégré à Windows et au pipeline d'affichage.","La différence essentielle","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Sommaire",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"ad0d4ac26b",{"text":571,"level":47},"D'abord : quel problème Auto SR tente-t-il de résoudre ?","header",{},{"id":575,"data":576,"type":544,"tunes":578},"37b5f93864",{"text":577},"Une définition de rendu plus élevée améliore les détails de l'image, mais sollicite davantage le GPU. Une définition de rendu plus basse est plus facile à calculer et peut augmenter le nombre d'images par seconde (FPS), mais l'image devient plus floue.",{},{"id":580,"data":581,"type":544,"tunes":583},"7e0b0b30fb",{"text":582},"La super-résolution tente de conserver l'avantage économique d'un rendu en basse définition tout en reconstruisant une sortie visuellement proche d'une image en plus haute définition.",{},{"id":585,"data":586,"type":544,"tunes":588},"bb603f67fd",{"text":587},"Auto SR réalise cela au niveau du système d'exploitation, évitant ainsi à chaque jeu ancien d'avoir à intégrer un outil moderne de mise à l'échelle.",{},{"id":590,"data":591,"type":572,"tunes":593},"9ce7e91c28",{"text":592,"level":47},"Le fonctionnement d'Auto SR en clair",{},{"id":595,"data":596,"type":615,"tunes":616},"6cbee50199",{"steps":597,"title":613,"orientation":614},[598,601,604,607,610],{"label":599,"description":600},"1. Le jeu effectue son rendu dans une définition inférieure","Le GPU a moins de pixels à traiter, ce qui allège la charge de travail initiale liée au rendu.",{"label":602,"description":603},"2. Windows reçoit l'image en basse définition","Auto SR est intégré au pipeline graphique et d'affichage de Windows.",{"label":605,"description":606},"3. Le NPU exécute le modèle Auto SR","Un réseau neuronal reconstruit une version en plus haute définition de l'image.",{"label":608,"description":609},"4. L'image reconstruite est affichée","L'écran reçoit une image en plus haute définition, même si le jeu a calculé moins de pixels.",{"label":611,"description":612},"5. Le GPU peut poursuivre le rendu","Puisque la mise à l'échelle tourne sur le NPU, le GPU peut se consacrer à la production de l'image suivante du jeu.","Ce qui se passe quand Auto SR est actif","auto","processFlow",{},{"id":618,"data":619,"type":552,"tunes":623},"ba677ce51a",{"body":620,"title":621,"variant":622},"\u003Cstrong>GPU = assure le rendu du jeu.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstruit l'image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordonne le processus.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Écran = affiche le résultat en plus haute définition.\u003C\u002Fstrong>","Schéma conceptuel","success",{},{"id":625,"data":626,"type":572,"tunes":628},"85ac4379a7",{"text":627,"level":47},"Pourquoi utiliser le NPU plutôt que le GPU ?",{},{"id":630,"data":631,"type":544,"tunes":633},"4b5bc56dda",{"text":632},"Les technologies de super-résolution intégrées aux jeux exécutent généralement une partie de leur charge de reconstruction sur le GPU.",{},{"id":635,"data":636,"type":544,"tunes":638},"7f18ef91b3",{"text":637},"Cette approche est efficace car elles disposent d'un accès direct aux données détaillées du moteur de jeu, mais le traitement consomme tout de même une partie du temps alloué au GPU pour chaque image.",{},{"id":640,"data":641,"type":544,"tunes":643},"b797ff9780",{"text":642},"Auto SR adopte une méthode différente. Microsoft fait tourner un modèle neuronal plus imposant sur le NPU, permettant ainsi au GPU de consacrer davantage de temps au rendu du jeu.",{},{"id":645,"data":646,"type":544,"tunes":648},"c84f5eccba",{"text":647},"Les explications de Microsoft concernant la ROG Xbox Ally X indiquent que le modèle du NPU s'exécute en parallèle avec le rendu du GPU, lui offrant ainsi environ le temps d'une image supplémentaire au lieu d'obliger le GPU à finaliser la mise à l'échelle dans le même délai de rendu.",{},{"id":650,"data":651,"type":572,"tunes":653},"1483104be8",{"text":652,"level":47},"La répartition de la charge entre GPU et NPU",{},{"id":655,"data":656,"type":683,"tunes":684},"963a590531",{"rows":657,"title":674,"layout":675,"columns":676},[658,662,666,670],{"id":659,"label":660,"values":661},"render","Rendu du jeu",[13,13],{"id":663,"label":664,"values":665},"upscale","Reconstruction Auto SR",[13,13],{"id":667,"label":668,"values":669},"benefit","Bénéfice visé",[13,13],{"id":671,"label":672,"values":673},"cost","Coût",[13,13],"Qui fait quoi ?","table",[677,680],{"id":678,"label":679},"gpu","GPU",{"id":681,"label":682},"npu","NPU","comparison",{},{"id":686,"data":687,"type":572,"tunes":689},"ad87d167f7",{"text":688,"level":47},"Auto SR n'est ni DLSS, ni FSR, ni XeSS",{},{"id":691,"data":692,"type":544,"tunes":694},"48c4d79694",{"text":693},"Ces technologies partagent peut-être l'objectif de reconstruire une image en plus haute résolution, mais leurs périmètres d'information et d'intégration sont différents.",{},{"id":696,"data":697,"type":683,"tunes":727},"b0d2c82690",{"rows":698,"title":719,"layout":675,"columns":720},[699,703,707,711,715],{"id":700,"label":701,"values":702},"integration","Intégration",[13,13],{"id":704,"label":705,"values":706},"information","Informations disponibles",[13,13],{"id":708,"label":709,"values":710},"hardware","Exécution de l'IA",[13,13],{"id":712,"label":713,"values":714},"games","Couverture des jeux",[13,13],{"id":716,"label":717,"values":718},"preference","Recommandations de Microsoft",[13,13],"Windows Auto SR vs super-résolution intégrée au jeu",[721,724],{"id":722,"label":723},"autosr","Windows Auto SR",{"id":725,"label":726},"integrated","Intégration au jeu de type DLSS \u002F FSR \u002F XeSS",{},{"id":729,"data":730,"type":552,"tunes":734},"6900302b02",{"body":731,"title":732,"variant":733},"Microsoft recommande d'utiliser la technologie de super-résolution nativement intégrée au jeu lorsqu'elle est disponible. Activer Auto SR par-dessus un autre upscaler peut altérer la qualité d'image et les performances de manière imprévisible.","Ne superposez pas les upscalers à l'aveugle","warning",{},{"id":736,"data":737,"type":742,"tunes":743},"1ad1ec1f90",{"url":738,"title":739,"excerpt":740,"ctaLabel":741},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 est bien plus qu'un simple upscaling : Multi Frame Generation et Xe Low Latency expliqués","Un tour d'horizon complet de la reconstruction XeSS intégrée au jeu, de la génération d'images et de la technologie à faible latence.","Lire le guide XeSS 3","referralArticle",{},{"id":745,"data":746,"type":742,"tunes":751},"10104644c3",{"url":747,"title":748,"excerpt":749,"ctaLabel":750},"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, Frame Generation, Ray Regeneration et Radiance Caching expliqués","Pourquoi AMD sépare désormais l'upscaling, la génération d'images, la reconstruction de rayons et l'éclairage neuronal en technologies distinctes.","Lire le guide FSR Redstone",{},{"id":753,"data":754,"type":572,"tunes":756},"d662b057f7",{"text":755,"level":47},"Pourquoi les upscalers intégrés au jeu disposent de meilleures informations",{},{"id":758,"data":759,"type":544,"tunes":761},"b04e7aab57",{"text":760},"Un upscaler intégré au moteur du jeu peut recevoir des données dont Windows ne dispose pas automatiquement une fois que le jeu a fini de composer son image.",{},{"id":763,"data":764,"type":544,"tunes":766},"f9579cc7d5",{"text":765},"Cela peut inclure des vecteurs de mouvement, des informations de jitter, la profondeur et l'historique interne du rendu.",{},{"id":768,"data":769,"type":544,"tunes":771},"2c00b6940e",{"text":770},"Microsoft précise explicitement qu'Auto SR résout ce problème sans nécessiter ces données supplémentaires fournies par le jeu. La contrepartie est que le modèle de Windows doit déduire davantage d'éléments à partir de l'image elle-même.",{},{"id":773,"data":774,"type":572,"tunes":776},"3566f9d539",{"text":775,"level":47},"Pourquoi Auto SR utilise un modèle plus lourd",{},{"id":778,"data":779,"type":544,"tunes":781},"963431cd0a",{"text":780},"Lorsqu'un upscaler dispose de moins d'informations en provenance du moteur, le modèle doit accomplir un travail de reconstruction plus important.",{},{"id":783,"data":784,"type":544,"tunes":786},"327edf4365",{"text":785},"La conception de Microsoft exploite le NPU afin de rendre viable un modèle plus imposant sans faire peser la totalité du coût d'inférence sur le GPU.",{},{"id":788,"data":789,"type":544,"tunes":791},"69f5489bf5",{"text":790},"C'est l'une des principales différences architecturales entre Auto SR et un upscaler GPU intégré au moteur du jeu.",{},{"id":793,"data":794,"type":572,"tunes":796},"b8595e84b4",{"text":795,"level":47},"Le prix à payer : la latence",{},{"id":798,"data":799,"type":544,"tunes":801},"575449f6f0",{"text":800},"Exécuter le modèle Auto SR en parallèle lui alloue davantage de temps, mais l'image reconstruite n'est pas sans conséquence sur le plan temporel.",{},{"id":803,"data":804,"type":544,"tunes":806},"0bb987768f",{"text":805},"Microsoft a documenté une latence supplémentaire moyenne d'environ une image pour Auto SR.",{},{"id":808,"data":809,"type":544,"tunes":811},"e292c6d914",{"text":810},"Cela signifie qu'Auto SR peut améliorer la fluidité visuelle ou la qualité d'image tout en ajoutant un léger délai d'affichage des commandes.",{},{"id":813,"data":814,"type":552,"tunes":817},"851c271be2",{"body":815,"title":816,"variant":559},"Une fréquence d'images plus élevée n'est pas synonyme de latence plus faible. Auto SR peut améliorer le compromis rendu\u002Faffichage tout en ajoutant environ une image de latence de reconstruction.","Le FPS et la latence sont des métriques différentes",{},{"id":819,"data":820,"type":572,"tunes":822},"fc6ad665a3",{"text":821,"level":47},"Pourquoi le NPU peut tout de même affecter indirectement les performances du GPU",{},{"id":824,"data":825,"type":544,"tunes":827},"c19d91b7b9",{"text":826},"Un matériel distinct ne signifie pas une puissance indépendante et illimitée.",{},{"id":829,"data":830,"type":544,"tunes":832},"5622c5e45f",{"text":831},"Sur les systèmes mobiles et intégrés, le CPU, le GPU et le NPU partagent souvent une enveloppe thermique et une puissance globale communes.",{},{"id":834,"data":835,"type":544,"tunes":837},"108d8fab76",{"text":836},"Microsoft souligne que l'activité du NPU peut puiser dans la puissance allouée au CPU et au GPU. Dans certains cas, Auto SR peut donc entraîner une légère baisse du taux de rafraîchissement, même si le GPU effectue le rendu de moins de pixels.",{},{"id":839,"data":840,"type":572,"tunes":842},"fe09f46337",{"text":841,"level":47},"La limite de l'alimentation partagée",{},{"id":844,"data":845,"type":683,"tunes":870},"dcf79f1799",{"rows":846,"title":862,"layout":675,"columns":863},[847,851,854,858],{"id":848,"label":849,"values":850},"pixels","Résolution d'entrée inférieure",[13,13],{"id":681,"label":852,"values":853},"Reconstruction par NPU",[13,13],{"id":855,"label":856,"values":857},"memory","Mémoire système",[13,13],{"id":859,"label":860,"values":861},"thermal","Enveloppe thermique",[13,13],"Pourquoi une charge GPU réduite ne garantit pas un FPS plus élevé",[864,867],{"id":865,"label":866},"gain","Gain potentiel",{"id":868,"label":869},"limit","Limite possible",{},{"id":872,"data":873,"type":572,"tunes":875},"bb768dd81b",{"text":874,"level":47},"Pourquoi le texte et les éléments du HUD peuvent sembler dégradés",{},{"id":877,"data":878,"type":544,"tunes":880},"8dabea36a7",{"text":879},"Auto SR reçoit l'image finale composée du jeu, ce qui signifie que le texte et les éléments du HUD font déjà partie de l'image en basse résolution.",{},{"id":882,"data":883,"type":544,"tunes":885},"07569b72eb",{"text":884},"Lorsque ces éléments sont reconstruits en même temps que la scène 3D, les polices fines, les icônes et les lignes discrètes de l'interface peuvent devenir plus floues ou instables.",{},{"id":887,"data":888,"type":544,"tunes":890},"e2a564b736",{"text":889},"La documentation du support de Microsoft prévient explicitement que le texte et les détails fins de l'interface peuvent ne pas offrir un rendu optimal dans certains jeux.",{},{"id":892,"data":893,"type":544,"tunes":895},"fa5c21da32",{"text":894},"Une solution de mise à l'échelle (upscaling) profondément intégrée au jeu peut parfois éviter ce problème en reconstruisant la scène 3D avant la composition finale de l'interface.",{},{"id":897,"data":898,"type":572,"tunes":900},"fc5c44a45a",{"text":899,"level":47},"Pourquoi le grain de film peut perturber le modèle",{},{"id":902,"data":903,"type":544,"tunes":905},"abbb6b4251",{"text":904},"Les effets de post-traitement tels que le grain de film ajoutent délibérément du bruit visuel à haute fréquence.",{},{"id":907,"data":908,"type":544,"tunes":910},"0b4329a469",{"text":909},"Le modèle Auto SR peut interpréter ce bruit comme un détail de l'image et consacrer des ressources de reconstruction à tenter de le préserver ou de l'amplifier.",{},{"id":912,"data":913,"type":544,"tunes":915},"c3d70c1fe3",{"text":914},"Microsoft recommande par conséquent de désactiver le grain de film si cela permet d'obtenir un résultat plus net.",{},{"id":917,"data":918,"type":572,"tunes":920},"839c0e3988",{"text":919,"level":47},"Le test d'adéquation d'Auto SR",{},{"id":922,"data":923,"type":615,"tunes":947},"cba5dd109b",{"steps":924,"title":946,"orientation":614},[925,928,931,934,937,940,943],{"label":926,"description":927},"1. Vérifier si le jeu est limité par le GPU","Auto SR est plus efficace lorsque la baisse de la résolution de rendu réduit véritablement le principal goulot d'étranglement.",{"label":929,"description":930},"2. Vérifier la présence d'une super-résolution intégrée","Si le jeu propose déjà une bonne implémentation de DLSS, FSR ou XeSS, testez-la en priorité.",{"label":932,"description":933},"3. Utiliser une résolution d'entrée prise en charge","Auto SR est entraîné et configuré pour des plages spécifiques de basse résolution qui varient selon les appareils.",{"label":935,"description":936},"4. Examiner la qualité du texte et du HUD","Les interfaces détaillées peuvent révéler les limites d'une reconstruction post-rendu gérée au niveau de l'OS.",{"label":938,"description":939},"5. Désactiver les post-traitements conflictuels","Le grain de film et les effets similaires peuvent dégrader la qualité de la reconstruction.",{"label":941,"description":942},"6. Mesurer le FPS et la latence séparément","Ne supposez pas qu'un compteur d'images par seconde plus élevé implique un jeu plus réactif.",{"label":944,"description":945},"7. Comparer le comportement énergétique","Sur le matériel mobile, l'activité du NPU peut modifier l'équilibre de consommation partagé entre le CPU, le GPU et le NPU.","Quand Auto SR est le plus susceptible d'aider",{},{"id":949,"data":950,"type":572,"tunes":952},"ad82f7172d",{"text":951,"level":47},"Avec quels jeux Auto SR peut-il fonctionner ?",{},{"id":954,"data":955,"type":544,"tunes":957},"80a0fd1364",{"text":956},"La documentation d'assistance actuelle de Microsoft exige DirectX 10 ou une version ultérieure ainsi qu'un chemin de jeu pris en charge en x64, x64 émulé ou Arm64.",{},{"id":959,"data":960,"type":544,"tunes":962},"95bb0fb154",{"text":961},"DirectX 9, Vulkan et OpenGL ne sont actuellement pas pris en charge, et Microsoft répertorie également les jeux exclusivement x86 ainsi que certains formats 10 bits comme incompatibles.",{},{"id":964,"data":965,"type":544,"tunes":967},"facfd85d5e",{"text":966},"Il s'agit d'une autre différence importante par rapport aux outils de mise à l'échelle spécifiques aux pilotes des fabricants : Auto SR n'est pas un filtre universel pouvant simplement s'appliquer à n'importe quelle application rendue.",{},{"id":969,"data":970,"type":572,"tunes":972},"ec88eaac9f",{"text":971,"level":47},"La prise en charge matérielle actuelle s'étend",{},{"id":974,"data":975,"type":544,"tunes":977},"e2e43ce998",{"text":976},"Auto SR a fait ses débuts sur une sélection de PC Copilot+ équipés de processeurs Snapdragon et s'est étendu depuis.",{},{"id":979,"data":980,"type":544,"tunes":982},"7c82f021e1",{"text":981},"En septembre 2026, Microsoft a annoncé la prise en charge d'Auto SR pour les PC Copilot+ équipés de processeurs Intel Core Ultra Série 3.",{},{"id":984,"data":985,"type":544,"tunes":987},"9e9a02e41c",{"text":986},"La page d'assistance actuelle de Microsoft documente également la préversion pour la ROG Xbox Ally X ainsi que des packages Auto SR spécifiques aux plateformes Snapdragon, AMD Ryzen et Intel Core Ultra Série 3.",{},{"id":989,"data":990,"type":544,"tunes":992},"61927dbb25",{"text":991},"La liste exacte des appareils, les prérequis de pilotes et les plages de définition continuent d'évoluer ; la compatibilité doit donc être vérifiée sur la page d'assistance actuelle de Microsoft plutôt que déduite de la simple présence d'un NPU.",{},{"id":994,"data":995,"type":572,"tunes":997},"e3496e5343",{"text":996,"level":47},"La définition d'entrée compte plus que ce que beaucoup d'utilisateurs imaginent",{},{"id":999,"data":1000,"type":544,"tunes":1002},"eff0af15b1",{"text":1001},"Auto SR n'est pas simplement une option générique permettant de « mettre à l'échelle n'importe quelle définition vers n'importe quoi ».",{},{"id":1004,"data":1005,"type":544,"tunes":1007},"5d1281c85a",{"text":1006},"Le modèle est entraîné et optimisé autour de plages de définitions d'entrée bien spécifiques.",{},{"id":1009,"data":1010,"type":544,"tunes":1012},"ec59f270e1",{"text":1011},"Microsoft recommande actuellement une définition d'environ 800p pour les PC Copilot+ sous Snapdragon, prend en charge une entrée d'environ 800p à 1080p sur les systèmes Intel Core Ultra Série 3, et utilise une cible de 720p en entrée pour la préversion sur ROG Xbox Ally X.",{},{"id":1014,"data":1015,"type":544,"tunes":1017},"16326dc780",{"text":1016},"Les modes exacts pris en charge sont indiqués dans Windows et la Game Bar afin que les utilisateurs n'aient pas à faire d'estimations.",{},{"id":1019,"data":1020,"type":572,"tunes":1022},"e4731ed915",{"text":1021,"level":47},"Pourquoi Auto SR est particulièrement intéressant pour les jeux plus anciens",{},{"id":1024,"data":1025,"type":544,"tunes":1027},"3220021f77",{"text":1026},"Un jeu sorti il y a des années ne bénéficiera jamais du DLSS, du FSR ou du XeSS, à moins que le développeur ne publie un correctif ou qu'une modification tierce ne modifie le moteur de rendu.",{},{"id":1029,"data":1030,"type":544,"tunes":1032},"190b983e1b",{"text":1031},"Auto SR peut améliorer certains titres existants depuis l'extérieur du jeu, car le système d'exploitation prend en charge l'étape de reconstruction.",{},{"id":1034,"data":1035,"type":544,"tunes":1037},"455252b075",{"text":1036},"C'est son atout architectural majeur : la prise en charge ne dépend pas entièrement de la feuille de route de développement du jeu d'origine.",{},{"id":1039,"data":1040,"type":572,"tunes":1042},"29dac09d8a",{"text":1041,"level":47},"Mais la SR intégrée au jeu reste privilégiée",{},{"id":1044,"data":1045,"type":544,"tunes":1047},"19f30b1ee5",{"text":1046},"Microsoft indique explicitement que la super-résolution intégrée au jeu reste le choix privilégié lorsqu'un studio la prend en charge.",{},{"id":1049,"data":1050,"type":544,"tunes":1052},"1f6e0b3156",{"text":1051},"D'un point de vue technique, cela est logique. Une solution intégrée au jeu bénéficie d'un meilleur accès au pipeline de rendu et peut effectuer la reconstruction avant que certains effets finaux et l'interface utilisateur ne soient appliqués.",{},{"id":1054,"data":1055,"type":544,"tunes":1057},"44420ab625",{"text":1056},"Auto SR est particulièrement utile lorsque cette intégration n'existe pas, lorsque le jeu est plus ancien ou lorsque l'équilibre matériel rend la reconstruction par NPU avantageuse.",{},{"id":1059,"data":1060,"type":572,"tunes":1062},"e9d226f1a7",{"text":1061,"level":47},"Auto SR n'est pas de la génération d'images",{},{"id":1064,"data":1065,"type":544,"tunes":1067},"b00fa83ef5",{"text":1066},"Une autre confusion fréquente consiste à assimiler chaque fonctionnalité graphique basée sur l'IA à de la génération d'images.",{},{"id":1069,"data":1070,"type":544,"tunes":1072},"99cc93d952",{"text":1071},"Auto SR ne crée pas d'images intermédiaires supplémentaires entre les images rendues. Elle reconstruit la définition de chaque image existante.",{},{"id":1074,"data":1075,"type":544,"tunes":1077},"2b6a865e73",{"text":1076},"La génération d'images modifie le nombre d'images affichées à l'écran. Auto SR modifie la définition et le niveau de détail des images qui existent déjà.",{},{"id":1079,"data":1080,"type":742,"tunes":1085},"ded0f6ff1a",{"url":1081,"title":1082,"excerpt":1083,"ctaLabel":1084},"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 calcule 300 images","Une explication distincte des images générées, des images rendues et des raisons pour lesquelles le compteur de FPS final peut représenter différentes choses.","Lire le guide sur les FPS générés",{},{"id":1087,"data":1088,"type":572,"tunes":1090},"3d57d70a2d",{"text":1089,"level":47},"La distinction entre définition, images et latence",{},{"id":1092,"data":1093,"type":683,"tunes":1118},"debd5d04b8",{"rows":1094,"title":1107,"layout":675,"columns":1108},[1095,1099,1103],{"id":1096,"label":1097,"values":1098},"resolution","Super-résolution",[13,13,13],{"id":1100,"label":1101,"values":1102},"frames","Génération d'images",[13,13,13],{"id":1104,"label":1105,"values":1106},"latency","Technologie à faible latence",[13,13,13],"Trois améliorations graphiques à ne pas confondre",[1109,1112,1115],{"id":1110,"label":1111},"changes","Ce qui change",{"id":1113,"label":1114},"example","Exemple de technologie",{"id":1116,"label":1117},"measure","Métrique principale",{},{"id":1120,"data":1121,"type":572,"tunes":1123},"5a178ce282",{"text":1122,"level":47},"Pourquoi les captures d'écran ne suffisent pas pour évaluer Auto SR",{},{"id":1125,"data":1126,"type":544,"tunes":1128},"e4c5f08045",{"text":1127},"La qualité de la super-résolution est d'ordre temporel.",{},{"id":1130,"data":1131,"type":544,"tunes":1133},"1437761741",{"text":1132},"Une image fixe peut sembler nette, tandis que le mouvement révèle des contours instables, des scintillements, une interface floue, des erreurs de reconstruction ou des artefacts de rémanence.",{},{"id":1135,"data":1136,"type":544,"tunes":1138},"ac7aa2f742",{"text":1137},"Un test pertinent d'Auto SR doit donc analyser les mouvements de caméra, la végétation, les géométries fines, les particules, le texte, les éléments de l'ATH et les mouvements répétés, plutôt que de se limiter à la comparaison d'une simple capture d'écran.",{},{"id":1140,"data":1141,"type":572,"tunes":1143},"09bde21a8d",{"text":1142,"level":47},"Qu'est-ce qui pourrait changer la donne ?",{},{"id":1145,"data":1146,"type":544,"tunes":1148},"b0e7ca01a4",{"text":1147},"Auto SR évolue rapidement. Microsoft ajoute de nouvelles familles de processeurs, modifie les plages de définitions prises en charge et explore des scénarios avec des fréquences d'images plus élevées.",{},{"id":1150,"data":1151,"type":544,"tunes":1153},"537568c224",{"text":1152},"L'élargissement à Intel en septembre 2026 démontre déjà que la technologie n'est plus cantonnée au modèle de lancement exclusif à Snapdragon.",{},{"id":1155,"data":1156,"type":544,"tunes":1158},"fe24516c11",{"text":1157},"Les futures versions pourraient élargir les combinaisons GPU\u002FNPU, la prise en charge du HDR, les cibles de taux de rafraîchissement, la compatibilité d'exécution et la manière dont l'interface utilisateur est gérée.",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"0e31e2d54d",{"text":1162,"level":47},"Limitations",{},{"id":1165,"data":1166,"type":544,"tunes":1168},"a7881e11e1",{"text":1167},"Cet article décrit l'architecture documentée d'Auto SR par Microsoft ainsi que la prise en charge actuelle en date de septembre 2026.",{},{"id":1170,"data":1171,"type":544,"tunes":1173},"71ebc16fda",{"text":1172},"Les exemples de FPS et de qualité d'image fournis par Microsoft sont des mesures de fabricants obtenues sur du matériel, des jeux et des paramètres spécifiques. Ils sont utiles pour comprendre la technologie, mais ne doivent pas être considérés comme des garanties universelles de performances.",{},{"id":1175,"data":1176,"type":544,"tunes":1178},"add780d6ba",{"text":1177},"Le comportement d'Auto SR varie en fonction de la résolution du jeu, du mode d'affichage, du post-traitement, de la composition de l'interface utilisateur, du profil d'alimentation et de l'implémentation spécifique du NPU sur le matériel.",{},{"id":1180,"data":1181,"type":572,"tunes":1183},"f7a38af5be",{"text":1182,"level":47},"Conclusion",{},{"id":1185,"data":1186,"type":544,"tunes":1188},"f1308f3e80",{"text":1187},"Auto SR n'est pas la version Microsoft consistant à intégrer le DLSS dans tous les jeux.",{},{"id":1190,"data":1191,"type":544,"tunes":1193},"b102a861bb",{"text":1192},"Il s'agit d'une architecture différente : le jeu effectue le rendu de moins de pixels, Windows intercepte le résultat, le NPU exécute un modèle de reconstruction IA plus volumineux, et l'image en plus haute résolution entre dans le pipeline d'affichage sans nécessiter d'intégration profonde dans le moteur de rendu du jeu.",{},{"id":1195,"data":1196,"type":544,"tunes":1198},"da805fabf0",{"text":1197},"Cela donne à Windows un moyen d'améliorer les jeux existants pris en charge qui n'ont jamais été conçus pour la super-résolution moderne.",{},{"id":1200,"data":1201,"type":544,"tunes":1203},"675aecee06",{"text":1202},"Les compromis restent bien réels : environ une image de latence supplémentaire, un possible flou sur l'interface utilisateur, des limites de résolution propres à chaque appareil et des contraintes de puissance partagée. L'intérêt d'Auto SR ne réside pas dans le remplacement des upscalers intégrés. Il comble l'important vide là où ils n'existent pas.",{},{"id":1205,"data":1206,"type":572,"tunes":1208},"0354b8daaf",{"text":1207,"level":47},"FAQ",{},{"id":1210,"data":1211,"type":1242,"tunes":1243},"e75bc04532",{"items":1212,"title":1241},[1213,1217,1221,1225,1229,1233,1237],{"id":1214,"answer":1215,"question":1216},"faq1","Un système de super-résolution par IA au niveau de l'OS qui permet aux jeux pris en charge de faire leur rendu à une résolution inférieure et utilise le NPU pour reconstruire une image de plus haute résolution.","Qu'est-ce que Windows Auto SR ?",{"id":1218,"answer":1219,"question":1220},"faq2","Non. Ceux-ci sont normalement intégrés dans le moteur de rendu du jeu. Auto SR est intégré dans Windows et peut fonctionner sans implémentation de SR spécifique au jeu.","Auto SR est-il identique à DLSS, FSR ou XeSS ?",{"id":1222,"answer":1223,"question":1224},"faq3","Son modèle de reconstruction IA s'exécute sur le NPU, tandis que le GPU continue d'effectuer le rendu du jeu.","Auto SR utilise-t-il le GPU pour la mise à l'échelle par IA ?",{"id":1226,"answer":1227,"question":1228},"faq4","Oui. Microsoft documente environ une image supplémentaire de latence en moyenne dans le cadre de son approche de reconstruction basée sur le NPU.","Auto SR ajoute-t-il de la latence ?",{"id":1230,"answer":1231,"question":1232},"faq5","Microsoft recommande d'utiliser l'option de super-résolution intégrée au jeu lorsqu'elle est disponible et fonctionne bien.","Dois-je utiliser Auto SR lorsqu'un jeu intègre déjà DLSS, FSR ou XeSS ?",{"id":1234,"answer":1235,"question":1236},"faq6","Non. Il reconstruit une version en plus haute résolution de chaque image ; il n'insère pas d'images intermédiaires supplémentaires.","Auto SR fait-il de la génération d'images (frame generation) ?",{"id":1238,"answer":1239,"question":1240},"faq7","Pas actuellement. La page de support de Microsoft indique que DirectX 10 ou ultérieur est pris en charge, tandis que Vulkan, OpenGL et DirectX 9 ne le sont pas.","Auto SR fonctionne-t-il avec les jeux Vulkan ou OpenGL ?","Windows Auto SR en clair","faq",{},{"id":1245,"data":1246,"type":572,"tunes":1248},"8733f298cd",{"text":1247,"level":47},"Glossaire",{},{"id":1250,"data":1251,"type":1284,"tunes":1285},"407257a6d1",{"title":1252,"entries":1253},"Termes clés d'Auto SR",[1254,1258,1260,1264,1268,1272,1276,1280],{"term":1255,"anchor":1256,"definition":1257},"Auto SR","auto-sr","Automatic Super Resolution, la technologie de mise à l'échelle par IA intégrée à Windows de Microsoft pour les jeux pris en charge.",{"term":682,"anchor":681,"definition":1259},"Neural Processing Unit (unité de traitement neuronal), matériel spécialisé conçu pour exécuter efficacement les charges de travail d'IA et de calcul matriciel.",{"term":1261,"anchor":1262,"definition":1263},"Super-résolution intégrée au jeu","game-integrated-super-resolution","Un upscaler intégré directement dans le moteur de rendu d'un jeu, ayant accès aux données internes du moteur.",{"term":1265,"anchor":1266,"definition":1267},"Résolution d'entrée","input-resolution","La résolution inférieure à laquelle le jeu effectue son rendu avant qu'Auto SR ne reconstruise l'image.",{"term":1269,"anchor":1270,"definition":1271},"Résolution de sortie","output-resolution","La résolution effective plus élevée affichée après la reconstruction.",{"term":1273,"anchor":1274,"definition":1275},"GPU–NPU Work Split","gpu-npu-work-split","Un modèle Figure Rocks séparant le travail de rendu du jeu par le GPU du travail de reconstruction Auto SR par le NPU.",{"term":1277,"anchor":1278,"definition":1279},"Shared-Power Boundary","shared-power-boundary","Un modèle Figure Rocks décrivant la façon dont les charges de travail du CPU, du GPU et du NPU peuvent continuer à se disputer la même enveloppe thermique et énergétique d'un appareil.",{"term":1281,"anchor":1282,"definition":1283},"Auto SR Suitability Test","auto-sr-suitability-test","Un processus Figure Rocks permettant de déterminer si Windows Auto SR est susceptible d'améliorer un jeu et un appareil spécifiques.","glossary",{},{"id":1287,"data":1288,"type":572,"tunes":1290},"3ab856f2b4",{"text":1289,"level":47},"Sources principales",{},{"id":1292,"data":1293,"type":1299,"tunes":1300},"367d2e3548",{"link":1294,"meta":1295},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F",{"image":1296,"title":1297,"description":1298},{"url":13},"Microsoft DirectX — Auto SR débarque sur les processeurs Intel Core Ultra Série 3","Mise à jour officielle de septembre 2026 couvrant l'extension à Intel, l'exécution sur NPU, les résolutions d'entrée prises en charge, les avertissements concernant l'interface utilisateur et le post-traitement, les effets du profil d'alimentation et les conseils de Microsoft recommandant de privilégier la SR intégrée aux jeux lorsqu'elle est disponible.","linkTool",{},{"id":1302,"data":1303,"type":1299,"tunes":1309},"5641b514c0",{"link":1304,"meta":1305},"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution",{"image":1306,"title":1307,"description":1308},{"url":13},"Support Microsoft — Super-résolution automatique","Documentation officielle actuelle des exigences et de la configuration pour Windows Auto SR.",{},{"id":1311,"data":1312,"type":1299,"tunes":1318},"22a5b77a1b",{"link":1313,"meta":1314},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F",{"image":1315,"title":1316,"description":1317},{"url":13},"Microsoft DirectX — Super-résolution automatique","Explication officielle de l'architecture couvrant l'intégration dans l'OS, le modèle NPU, la reconstruction indépendante du jeu et le compromis documenté d'une image de latence supplémentaire.",{},{"id":1320,"data":1321,"type":1299,"tunes":1327},"cc3301d997",{"link":1322,"meta":1323},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F",{"image":1324,"title":1325,"description":1326},{"url":13},"Microsoft DirectX — Auto SR sur ROG Xbox Ally X","Explication officielle de 2026 sur le parallélisme NPU\u002FGPU, les contraintes des consoles portables et les raisons pour lesquelles la super-résolution intégrée reste la solution privilégiée lorsqu'elle est disponible.",{},"2.31","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 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Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.\"},\"tunes\":{}},{\"id\":\"c84f5eccba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.\"},\"tunes\":{}},{\"id\":\"1483104be8\",\"type\":\"header\",\"data\":{\"text\":\"The GPU–NPU Work Split\",\"level\":2},\"tunes\":{}},{\"id\":\"963a590531\",\"type\":\"comparison\",\"data\":{\"title\":\"Who does what?\",\"layout\":\"table\",\"columns\":[{\"id\":\"gpu\",\"label\":\"GPU\"},{\"id\":\"npu\",\"label\":\"NPU\"}],\"rows\":[{\"id\":\"render\",\"label\":\"Game rendering\",\"values\":[\"\",\"\"]},{\"id\":\"upscale\",\"label\":\"Auto SR reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"benefit\",\"label\":\"Intended benefit\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Cost\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"ad87d167f7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not DLSS, FSR or XeSS\",\"level\":2},\"tunes\":{}},{\"id\":\"48c4d79694\",\"type\":\"paragraph\",\"data\":{\"text\":\"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.\"},\"tunes\":{}},{\"id\":\"b0d2c82690\",\"type\":\"comparison\",\"data\":{\"title\":\"Windows Auto SR vs game-integrated super resolution\",\"layout\":\"table\",\"columns\":[{\"id\":\"autosr\",\"label\":\"Windows Auto SR\"},{\"id\":\"integrated\",\"label\":\"DLSS \u002F FSR \u002F XeSS-style game integration\"}],\"rows\":[{\"id\":\"integration\",\"label\":\"Integration\",\"values\":[\"\",\"\"]},{\"id\":\"information\",\"label\":\"Information available\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"AI execution\",\"values\":[\"\",\"\"]},{\"id\":\"games\",\"label\":\"Game coverage\",\"values\":[\"\",\"\"]},{\"id\":\"preference\",\"label\":\"Microsoft guidance\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"6900302b02\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not stack upscalers blindly\",\"body\":\"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.\"},\"tunes\":{}},{\"id\":\"1ad1ec1f90\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\",\"title\":\"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained\",\"excerpt\":\"A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.\",\"ctaLabel\":\"Read the XeSS 3 guide\"},\"tunes\":{}},{\"id\":\"10104644c3\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"d662b057f7\",\"type\":\"header\",\"data\":{\"text\":\"Why game-integrated upscalers can have better information\",\"level\":2},\"tunes\":{}},{\"id\":\"b04e7aab57\",\"type\":\"paragraph\",\"data\":{\"text\":\"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.\"},\"tunes\":{}},{\"id\":\"f9579cc7d5\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can include motion vectors, jitter information, depth and internal rendering history.\"},\"tunes\":{}},{\"id\":\"2c00b6940e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.\"},\"tunes\":{}},{\"id\":\"3566f9d539\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR uses a larger model\",\"level\":2},\"tunes\":{}},{\"id\":\"963431cd0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"If an upscaler has less engine information, the model itself has to do more reconstruction work.\"},\"tunes\":{}},{\"id\":\"327edf4365\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.\"},\"tunes\":{}},{\"id\":\"69f5489bf5\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.\"},\"tunes\":{}},{\"id\":\"b8595e84b4\",\"type\":\"header\",\"data\":{\"text\":\"The price is latency\",\"level\":2},\"tunes\":{}},{\"id\":\"575449f6f0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.\"},\"tunes\":{}},{\"id\":\"0bb987768f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has documented an average additional latency of roughly one frame for Auto SR.\"},\"tunes\":{}},{\"id\":\"e292c6d914\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.\"},\"tunes\":{}},{\"id\":\"851c271be2\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"FPS and latency are different metrics\",\"body\":\"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.\"},\"tunes\":{}},{\"id\":\"fc6ad665a3\",\"type\":\"header\",\"data\":{\"text\":\"Why the NPU can still affect GPU performance indirectly\",\"level\":2},\"tunes\":{}},{\"id\":\"c19d91b7b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Separate hardware does not mean unlimited independent power.\"},\"tunes\":{}},{\"id\":\"5622c5e45f\",\"type\":\"paragraph\",\"data\":{\"text\":\"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.\"},\"tunes\":{}},{\"id\":\"108d8fab76\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.\"},\"tunes\":{}},{\"id\":\"fe09f46337\",\"type\":\"header\",\"data\":{\"text\":\"The Shared-Power Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"dcf79f1799\",\"type\":\"comparison\",\"data\":{\"title\":\"Why lower GPU work does not guarantee higher FPS\",\"layout\":\"table\",\"columns\":[{\"id\":\"gain\",\"label\":\"Potential gain\"},{\"id\":\"limit\",\"label\":\"Possible limit\"}],\"rows\":[{\"id\":\"pixels\",\"label\":\"Lower input resolution\",\"values\":[\"\",\"\"]},{\"id\":\"npu\",\"label\":\"NPU reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"memory\",\"label\":\"System memory\",\"values\":[\"\",\"\"]},{\"id\":\"thermal\",\"label\":\"Thermal envelope\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"bb768dd81b\",\"type\":\"header\",\"data\":{\"text\":\"Why text and HUD elements can look worse\",\"level\":2},\"tunes\":{}},{\"id\":\"8dabea36a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.\"},\"tunes\":{}},{\"id\":\"07569b72eb\",\"type\":\"paragraph\",\"data\":{\"text\":\"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.\"},\"tunes\":{}},{\"id\":\"e2a564b736\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.\"},\"tunes\":{}},{\"id\":\"fa5c21da32\",\"type\":\"paragraph\",\"data\":{\"text\":\"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.\"},\"tunes\":{}},{\"id\":\"fc5c44a45a\",\"type\":\"header\",\"data\":{\"text\":\"Why film grain can confuse the model\",\"level\":2},\"tunes\":{}},{\"id\":\"abbb6b4251\",\"type\":\"paragraph\",\"data\":{\"text\":\"Post-processing effects such as film grain deliberately add high-frequency visual noise.\"},\"tunes\":{}},{\"id\":\"0b4329a469\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.\"},\"tunes\":{}},{\"id\":\"c3d70c1fe3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft therefore recommends disabling film grain when it produces a cleaner result.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR Suitability Test\",\"level\":2},\"tunes\":{}},{\"id\":\"cba5dd109b\",\"type\":\"processFlow\",\"data\":{\"title\":\"When Auto SR is most likely to help\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Check whether the game is GPU-limited\",\"description\":\"Auto SR helps most when lowering render resolution actually reduces the main bottleneck.\"},{\"label\":\"2. Check for integrated super resolution\",\"description\":\"If the game already has a good DLSS, FSR or XeSS implementation, test that first.\"},{\"label\":\"3. Use a supported input resolution\",\"description\":\"Auto SR is trained and configured around specific lower-resolution ranges that vary by device.\"},{\"label\":\"4. Inspect text and HUD quality\",\"description\":\"Fine UI can reveal the limitations of OS-level post-render reconstruction.\"},{\"label\":\"5. Disable conflicting post-processing\",\"description\":\"Film grain and similar effects can reduce reconstruction quality.\"},{\"label\":\"6. Measure FPS and latency separately\",\"description\":\"Do not assume that a higher FPS counter means a more responsive game.\"},{\"label\":\"7. Compare power behavior\",\"description\":\"On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.\"}]},\"tunes\":{}},{\"id\":\"ad82f7172d\",\"type\":\"header\",\"data\":{\"text\":\"Which games can Auto SR work with?\",\"level\":2},\"tunes\":{}},{\"id\":\"80a0fd1364\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.\"},\"tunes\":{}},{\"id\":\"95bb0fb154\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.\"},\"tunes\":{}},{\"id\":\"facfd85d5e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.\"},\"tunes\":{}},{\"id\":\"ec88eaac9f\",\"type\":\"header\",\"data\":{\"text\":\"Current hardware support is expanding\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.\"},\"tunes\":{}},{\"id\":\"61927dbb25\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.\"},\"tunes\":{}},{\"id\":\"e3496e5343\",\"type\":\"header\",\"data\":{\"text\":\"Input resolution matters more than many users expect\",\"level\":2},\"tunes\":{}},{\"id\":\"eff0af15b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not simply a generic 'scale any resolution to anything' switch.\"},\"tunes\":{}},{\"id\":\"5d1281c85a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model is trained and tuned around specific input-resolution ranges.\"},\"tunes\":{}},{\"id\":\"ec59f270e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.\"},\"tunes\":{}},{\"id\":\"16326dc780\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.\"},\"tunes\":{}},{\"id\":\"e4731ed915\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR is especially interesting for older games\",\"level\":2},\"tunes\":{}},{\"id\":\"3220021f77\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.\"},\"tunes\":{}},{\"id\":\"190b983e1b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.\"},\"tunes\":{}},{\"id\":\"455252b075\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.\"},\"tunes\":{}},{\"id\":\"29dac09d8a\",\"type\":\"header\",\"data\":{\"text\":\"But game-integrated SR is still preferred\",\"level\":2},\"tunes\":{}},{\"id\":\"19f30b1ee5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.\"},\"tunes\":{}},{\"id\":\"1f6e0b3156\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.\"},\"tunes\":{}},{\"id\":\"44420ab625\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.\"},\"tunes\":{}},{\"id\":\"e9d226f1a7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"b00fa83ef5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Another common confusion is to treat every AI graphics feature as frame generation.\"},\"tunes\":{}},{\"id\":\"99cc93d952\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.\"},\"tunes\":{}},{\"id\":\"2b6a865e73\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.\"},\"tunes\":{}},{\"id\":\"ded0f6ff1a\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.\",\"ctaLabel\":\"Read the generated-FPS guide\"},\"tunes\":{}},{\"id\":\"3d57d70a2d\",\"type\":\"header\",\"data\":{\"text\":\"The Resolution–Frame–Latency Separation\",\"level\":2},\"tunes\":{}},{\"id\":\"debd5d04b8\",\"type\":\"comparison\",\"data\":{\"title\":\"Three graphics improvements that should not be mixed together\",\"layout\":\"table\",\"columns\":[{\"id\":\"changes\",\"label\":\"What changes\"},{\"id\":\"example\",\"label\":\"Example technology\"},{\"id\":\"measure\",\"label\":\"Primary metric\"}],\"rows\":[{\"id\":\"resolution\",\"label\":\"Super resolution\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"frames\",\"label\":\"Frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Low-latency technology\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5a178ce282\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots are not enough to judge Auto SR\",\"level\":2},\"tunes\":{}},{\"id\":\"e4c5f08045\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super-resolution quality is temporal.\"},\"tunes\":{}},{\"id\":\"1437761741\",\"type\":\"paragraph\",\"data\":{\"text\":\"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.\"},\"tunes\":{}},{\"id\":\"ac7aa2f742\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"add780d6ba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not Microsoft's version of putting DLSS into every game.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That gives Windows a way to improve supported existing games that were never built for modern super resolution.\"},\"tunes\":{}},{\"id\":\"675aecee06\",\"type\":\"paragraph\",\"data\":{\"text\":\"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Windows Auto SR in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Windows Auto SR?\",\"answer\":\"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.\"},{\"id\":\"faq2\",\"question\":\"Is Auto SR the same as DLSS, FSR or XeSS?\",\"answer\":\"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.\"},{\"id\":\"faq3\",\"question\":\"Does Auto SR use the GPU for AI upscaling?\",\"answer\":\"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.\"},{\"id\":\"faq4\",\"question\":\"Does Auto SR add latency?\",\"answer\":\"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.\"},{\"id\":\"faq5\",\"question\":\"Should I use Auto SR when a game already has DLSS, FSR or XeSS?\",\"answer\":\"Microsoft recommends the game's integrated super-resolution option when it is available and working well.\"},{\"id\":\"faq6\",\"question\":\"Is Auto SR frame generation?\",\"answer\":\"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.\"},{\"id\":\"faq7\",\"question\":\"Does Auto SR work with Vulkan or OpenGL games?\",\"answer\":\"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key Auto SR terms\",\"entries\":[{\"term\":\"Auto SR\",\"definition\":\"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.\",\"anchor\":\"auto-sr\"},{\"term\":\"NPU\",\"definition\":\"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.\",\"anchor\":\"npu\"},{\"term\":\"Game-integrated super resolution\",\"definition\":\"An upscaler built directly into a game's renderer with access to internal engine data.\",\"anchor\":\"game-integrated-super-resolution\"},{\"term\":\"Input resolution\",\"definition\":\"The lower resolution at which the game renders before Auto SR reconstructs the image.\",\"anchor\":\"input-resolution\"},{\"term\":\"Output resolution\",\"definition\":\"The higher effective resolution shown after reconstruction.\",\"anchor\":\"output-resolution\"},{\"term\":\"GPU–NPU Work Split\",\"definition\":\"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.\",\"anchor\":\"gpu-npu-work-split\"},{\"term\":\"Shared-Power Boundary\",\"definition\":\"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.\",\"anchor\":\"shared-power-boundary\"},{\"term\":\"Auto SR Suitability Test\",\"definition\":\"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.\",\"anchor\":\"auto-sr-suitability-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors\",\"description\":\"Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Support — Automatic Super Resolution\",\"description\":\"Official current requirements and configuration documentation for Windows Auto SR.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Automatic Super Resolution\",\"description\":\"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR on ROG Xbox Ally X\",\"description\":\"Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1797,"blocks":1798,"version":2409},1790406943197,[1799,1803,1808,1813,1817,1821,1825,1829,1833,1837,1857,1862,1866,1870,1874,1878,1882,1886,1906,1910,1914,1938,1943,1950,1957,1961,1965,1969,1973,1977,1981,1985,1989,1993,1997,2001,2005,2010,2014,2018,2022,2026,2030,2052,2056,2060,2064,2068,2072,2076,2080,2084,2088,2092,2118,2122,2126,2130,2134,2138,2142,2146,2150,2154,2158,2162,2166,2170,2174,2178,2182,2186,2190,2194,2198,2202,2206,2210,2214,2218,2222,2229,2233,2254,2258,2262,2266,2270,2274,2278,2282,2286,2289,2293,2297,2301,2304,2308,2312,2316,2320,2323,2349,2353,2377,2381,2388,2395,2402],{"id":541,"data":1800,"type":544,"tunes":1802},{"text":1801},"Windows Auto SR is easy to confuse with DLSS, FSR or XeSS because all of them can turn a lower-resolution render into a higher-resolution image. The important difference is where the technology lives. Auto SR is built into Windows, runs its AI model on the NPU, and can improve supported games without the developer integrating a super-resolution SDK into the game.",{},{"id":547,"data":1804,"type":552,"tunes":1807},{"body":1805,"title":1806,"variant":551},"\u003Cstrong>Auto SR is Windows-level AI upscaling.\u003C\u002Fstrong> The game renders at a lower resolution, Windows captures that output, an AI model runs on the NPU to reconstruct a higher-resolution image, and the result is sent to the display. The game itself does not need to know how the AI model works.","Direct answer",{},{"id":555,"data":1809,"type":552,"tunes":1812},{"body":1810,"title":1811,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normally integrated inside the game engine.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrated into Windows and the display pipeline.","The simplest difference",{},{"id":562,"data":1814,"type":566,"tunes":1816},{"title":1815,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1818,"type":572,"tunes":1820},{"text":1819,"level":47},"First: what problem is Auto SR trying to solve?",{},{"id":575,"data":1822,"type":544,"tunes":1824},{"text":1823},"Higher rendering resolution improves image detail but makes the GPU do more work. Lower rendering resolution is easier to render and can increase FPS, but the image becomes softer.",{},{"id":580,"data":1826,"type":544,"tunes":1828},{"text":1827},"Super resolution tries to keep the cheaper lower-resolution render while reconstructing an output that looks closer to a higher-resolution image.",{},{"id":585,"data":1830,"type":544,"tunes":1832},{"text":1831},"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.",{},{"id":590,"data":1834,"type":572,"tunes":1836},{"text":1835,"level":47},"The Auto SR pipeline in plain English",{},{"id":595,"data":1838,"type":615,"tunes":1856},{"steps":1839,"title":1855,"orientation":614},[1840,1843,1846,1849,1852],{"label":1841,"description":1842},"1. The game renders at a lower resolution","The GPU has fewer pixels to shade, so the base rendering workload can become lighter.",{"label":1844,"description":1845},"2. Windows receives the lower-resolution frame","Auto SR is integrated into the Windows graphics and display pipeline.",{"label":1847,"description":1848},"3. The NPU runs the Auto SR model","A neural network reconstructs a higher-resolution version of the frame.",{"label":1850,"description":1851},"4. The reconstructed image is presented","The display receives a higher-resolution output even though the game rendered fewer pixels.",{"label":1853,"description":1854},"5. The GPU can continue rendering","Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.","What happens when Auto SR is active",{},{"id":618,"data":1858,"type":552,"tunes":1861},{"body":1859,"title":1860,"variant":622},"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>","The mental model",{},{"id":625,"data":1863,"type":572,"tunes":1865},{"text":1864,"level":47},"Why use the NPU instead of the GPU?",{},{"id":630,"data":1867,"type":544,"tunes":1869},{"text":1868},"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.",{},{"id":635,"data":1871,"type":544,"tunes":1873},{"text":1872},"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.",{},{"id":640,"data":1875,"type":544,"tunes":1877},{"text":1876},"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.",{},{"id":645,"data":1879,"type":544,"tunes":1881},{"text":1880},"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.",{},{"id":650,"data":1883,"type":572,"tunes":1885},{"text":1884,"level":47},"The GPU–NPU Work Split",{},{"id":655,"data":1887,"type":683,"tunes":1905},{"rows":1888,"title":1901,"layout":675,"columns":1902},[1889,1892,1895,1898],{"id":659,"label":1890,"values":1891},"Game rendering",[13,13],{"id":663,"label":1893,"values":1894},"Auto SR reconstruction",[13,13],{"id":667,"label":1896,"values":1897},"Intended benefit",[13,13],{"id":671,"label":1899,"values":1900},"Cost",[13,13],"Who does what?",[1903,1904],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1907,"type":572,"tunes":1909},{"text":1908,"level":47},"Auto SR is not DLSS, FSR or XeSS",{},{"id":691,"data":1911,"type":544,"tunes":1913},{"text":1912},"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.",{},{"id":696,"data":1915,"type":683,"tunes":1937},{"rows":1916,"title":1932,"layout":675,"columns":1933},[1917,1920,1923,1926,1929],{"id":700,"label":1918,"values":1919},"Integration",[13,13],{"id":704,"label":1921,"values":1922},"Information available",[13,13],{"id":708,"label":1924,"values":1925},"AI execution",[13,13],{"id":712,"label":1927,"values":1928},"Game coverage",[13,13],{"id":716,"label":1930,"values":1931},"Microsoft guidance",[13,13],"Windows Auto SR vs game-integrated super resolution",[1934,1935],{"id":722,"label":723},{"id":725,"label":1936},"DLSS \u002F FSR \u002F XeSS-style game integration",{},{"id":729,"data":1939,"type":552,"tunes":1942},{"body":1940,"title":1941,"variant":733},"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.","Do not stack upscalers blindly",{},{"id":736,"data":1944,"type":742,"tunes":1949},{"url":1945,"title":1946,"excerpt":1947,"ctaLabel":1948},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.","Read the XeSS 3 guide",{},{"id":745,"data":1951,"type":742,"tunes":1956},{"url":1952,"title":1953,"excerpt":1954,"ctaLabel":1955},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.","Read the FSR Redstone guide",{},{"id":753,"data":1958,"type":572,"tunes":1960},{"text":1959,"level":47},"Why game-integrated upscalers can have better information",{},{"id":758,"data":1962,"type":544,"tunes":1964},{"text":1963},"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.",{},{"id":763,"data":1966,"type":544,"tunes":1968},{"text":1967},"That can include motion vectors, jitter information, depth and internal rendering history.",{},{"id":768,"data":1970,"type":544,"tunes":1972},{"text":1971},"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.",{},{"id":773,"data":1974,"type":572,"tunes":1976},{"text":1975,"level":47},"Why Auto SR uses a larger model",{},{"id":778,"data":1978,"type":544,"tunes":1980},{"text":1979},"If an upscaler has less engine information, the model itself has to do more reconstruction work.",{},{"id":783,"data":1982,"type":544,"tunes":1984},{"text":1983},"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.",{},{"id":788,"data":1986,"type":544,"tunes":1988},{"text":1987},"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.",{},{"id":793,"data":1990,"type":572,"tunes":1992},{"text":1991,"level":47},"The price is latency",{},{"id":798,"data":1994,"type":544,"tunes":1996},{"text":1995},"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.",{},{"id":803,"data":1998,"type":544,"tunes":2000},{"text":1999},"Microsoft has documented an average additional latency of roughly one frame for Auto SR.",{},{"id":808,"data":2002,"type":544,"tunes":2004},{"text":2003},"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.",{},{"id":813,"data":2006,"type":552,"tunes":2009},{"body":2007,"title":2008,"variant":559},"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.","FPS and latency are different metrics",{},{"id":819,"data":2011,"type":572,"tunes":2013},{"text":2012,"level":47},"Why the NPU can still affect GPU performance indirectly",{},{"id":824,"data":2015,"type":544,"tunes":2017},{"text":2016},"Separate hardware does not mean unlimited independent power.",{},{"id":829,"data":2019,"type":544,"tunes":2021},{"text":2020},"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.",{},{"id":834,"data":2023,"type":544,"tunes":2025},{"text":2024},"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.",{},{"id":839,"data":2027,"type":572,"tunes":2029},{"text":2028,"level":47},"The Shared-Power Boundary",{},{"id":844,"data":2031,"type":683,"tunes":2051},{"rows":2032,"title":2045,"layout":675,"columns":2046},[2033,2036,2039,2042],{"id":848,"label":2034,"values":2035},"Lower input resolution",[13,13],{"id":681,"label":2037,"values":2038},"NPU reconstruction",[13,13],{"id":855,"label":2040,"values":2041},"System memory",[13,13],{"id":859,"label":2043,"values":2044},"Thermal envelope",[13,13],"Why lower GPU work does not guarantee higher FPS",[2047,2049],{"id":865,"label":2048},"Potential gain",{"id":868,"label":2050},"Possible limit",{},{"id":872,"data":2053,"type":572,"tunes":2055},{"text":2054,"level":47},"Why text and HUD elements can look worse",{},{"id":877,"data":2057,"type":544,"tunes":2059},{"text":2058},"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.",{},{"id":882,"data":2061,"type":544,"tunes":2063},{"text":2062},"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.",{},{"id":887,"data":2065,"type":544,"tunes":2067},{"text":2066},"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.",{},{"id":892,"data":2069,"type":544,"tunes":2071},{"text":2070},"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.",{},{"id":897,"data":2073,"type":572,"tunes":2075},{"text":2074,"level":47},"Why film grain can confuse the model",{},{"id":902,"data":2077,"type":544,"tunes":2079},{"text":2078},"Post-processing effects such as film grain deliberately add high-frequency visual noise.",{},{"id":907,"data":2081,"type":544,"tunes":2083},{"text":2082},"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.",{},{"id":912,"data":2085,"type":544,"tunes":2087},{"text":2086},"Microsoft therefore recommends disabling film grain when it produces a cleaner result.",{},{"id":917,"data":2089,"type":572,"tunes":2091},{"text":2090,"level":47},"The Auto SR Suitability Test",{},{"id":922,"data":2093,"type":615,"tunes":2117},{"steps":2094,"title":2116,"orientation":614},[2095,2098,2101,2104,2107,2110,2113],{"label":2096,"description":2097},"1. Check whether the game is GPU-limited","Auto SR helps most when lowering render resolution actually reduces the main bottleneck.",{"label":2099,"description":2100},"2. Check for integrated super resolution","If the game already has a good DLSS, FSR or XeSS implementation, test that first.",{"label":2102,"description":2103},"3. Use a supported input resolution","Auto SR is trained and configured around specific lower-resolution ranges that vary by device.",{"label":2105,"description":2106},"4. Inspect text and HUD quality","Fine UI can reveal the limitations of OS-level post-render reconstruction.",{"label":2108,"description":2109},"5. Disable conflicting post-processing","Film grain and similar effects can reduce reconstruction quality.",{"label":2111,"description":2112},"6. Measure FPS and latency separately","Do not assume that a higher FPS counter means a more responsive game.",{"label":2114,"description":2115},"7. Compare power behavior","On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.","When Auto SR is most likely to help",{},{"id":949,"data":2119,"type":572,"tunes":2121},{"text":2120,"level":47},"Which games can Auto SR work with?",{},{"id":954,"data":2123,"type":544,"tunes":2125},{"text":2124},"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.",{},{"id":959,"data":2127,"type":544,"tunes":2129},{"text":2128},"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.",{},{"id":964,"data":2131,"type":544,"tunes":2133},{"text":2132},"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.",{},{"id":969,"data":2135,"type":572,"tunes":2137},{"text":2136,"level":47},"Current hardware support is expanding",{},{"id":974,"data":2139,"type":544,"tunes":2141},{"text":2140},"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.",{},{"id":979,"data":2143,"type":544,"tunes":2145},{"text":2144},"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.",{},{"id":984,"data":2147,"type":544,"tunes":2149},{"text":2148},"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.",{},{"id":989,"data":2151,"type":544,"tunes":2153},{"text":2152},"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.",{},{"id":994,"data":2155,"type":572,"tunes":2157},{"text":2156,"level":47},"Input resolution matters more than many users expect",{},{"id":999,"data":2159,"type":544,"tunes":2161},{"text":2160},"Auto SR is not simply a generic 'scale any resolution to anything' switch.",{},{"id":1004,"data":2163,"type":544,"tunes":2165},{"text":2164},"The model is trained and tuned around specific input-resolution ranges.",{},{"id":1009,"data":2167,"type":544,"tunes":2169},{"text":2168},"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.",{},{"id":1014,"data":2171,"type":544,"tunes":2173},{"text":2172},"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.",{},{"id":1019,"data":2175,"type":572,"tunes":2177},{"text":2176,"level":47},"Why Auto SR is especially interesting for older games",{},{"id":1024,"data":2179,"type":544,"tunes":2181},{"text":2180},"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.",{},{"id":1029,"data":2183,"type":544,"tunes":2185},{"text":2184},"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.",{},{"id":1034,"data":2187,"type":544,"tunes":2189},{"text":2188},"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.",{},{"id":1039,"data":2191,"type":572,"tunes":2193},{"text":2192,"level":47},"But game-integrated SR is still preferred",{},{"id":1044,"data":2195,"type":544,"tunes":2197},{"text":2196},"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.",{},{"id":1049,"data":2199,"type":544,"tunes":2201},{"text":2200},"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.",{},{"id":1054,"data":2203,"type":544,"tunes":2205},{"text":2204},"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.",{},{"id":1059,"data":2207,"type":572,"tunes":2209},{"text":2208,"level":47},"Auto SR is not frame generation",{},{"id":1064,"data":2211,"type":544,"tunes":2213},{"text":2212},"Another common confusion is to treat every AI graphics feature as frame generation.",{},{"id":1069,"data":2215,"type":544,"tunes":2217},{"text":2216},"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.",{},{"id":1074,"data":2219,"type":544,"tunes":2221},{"text":2220},"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.",{},{"id":1079,"data":2223,"type":742,"tunes":2228},{"url":2224,"title":2225,"excerpt":2226,"ctaLabel":2227},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.","Read the generated-FPS guide",{},{"id":1087,"data":2230,"type":572,"tunes":2232},{"text":2231,"level":47},"The Resolution–Frame–Latency Separation",{},{"id":1092,"data":2234,"type":683,"tunes":2253},{"rows":2235,"title":2245,"layout":675,"columns":2246},[2236,2239,2242],{"id":1096,"label":2237,"values":2238},"Super resolution",[13,13,13],{"id":1100,"label":2240,"values":2241},"Frame generation",[13,13,13],{"id":1104,"label":2243,"values":2244},"Low-latency technology",[13,13,13],"Three graphics improvements that should not be mixed together",[2247,2249,2251],{"id":1110,"label":2248},"What changes",{"id":1113,"label":2250},"Example technology",{"id":1116,"label":2252},"Primary metric",{},{"id":1120,"data":2255,"type":572,"tunes":2257},{"text":2256,"level":47},"Why screenshots are not enough to judge Auto SR",{},{"id":1125,"data":2259,"type":544,"tunes":2261},{"text":2260},"Super-resolution quality is temporal.",{},{"id":1130,"data":2263,"type":544,"tunes":2265},{"text":2264},"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.",{},{"id":1135,"data":2267,"type":544,"tunes":2269},{"text":2268},"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.",{},{"id":1140,"data":2271,"type":572,"tunes":2273},{"text":2272,"level":47},"What would change this answer?",{},{"id":1145,"data":2275,"type":544,"tunes":2277},{"text":2276},"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.",{},{"id":1150,"data":2279,"type":544,"tunes":2281},{"text":2280},"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.",{},{"id":1155,"data":2283,"type":544,"tunes":2285},{"text":2284},"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.",{},{"id":1160,"data":2287,"type":572,"tunes":2288},{"text":1162,"level":47},{},{"id":1165,"data":2290,"type":544,"tunes":2292},{"text":2291},"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.",{},{"id":1170,"data":2294,"type":544,"tunes":2296},{"text":2295},"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.",{},{"id":1175,"data":2298,"type":544,"tunes":2300},{"text":2299},"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.",{},{"id":1180,"data":2302,"type":572,"tunes":2303},{"text":1182,"level":47},{},{"id":1185,"data":2305,"type":544,"tunes":2307},{"text":2306},"Auto SR is not Microsoft's version of putting DLSS into every game.",{},{"id":1190,"data":2309,"type":544,"tunes":2311},{"text":2310},"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.",{},{"id":1195,"data":2313,"type":544,"tunes":2315},{"text":2314},"That gives Windows a way to improve supported existing games that were never built for modern super resolution.",{},{"id":1200,"data":2317,"type":544,"tunes":2319},{"text":2318},"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.",{},{"id":1205,"data":2321,"type":572,"tunes":2322},{"text":1207,"level":47},{},{"id":1210,"data":2324,"type":1242,"tunes":2348},{"items":2325,"title":2347},[2326,2329,2332,2335,2338,2341,2344],{"id":1214,"answer":2327,"question":2328},"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.","What is Windows Auto SR?",{"id":1218,"answer":2330,"question":2331},"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.","Is Auto SR the same as DLSS, FSR or XeSS?",{"id":1222,"answer":2333,"question":2334},"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.","Does Auto SR use the GPU for AI upscaling?",{"id":1226,"answer":2336,"question":2337},"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.","Does Auto SR add latency?",{"id":1230,"answer":2339,"question":2340},"Microsoft recommends the game's integrated super-resolution option when it is available and working well.","Should I use Auto SR when a game already has DLSS, FSR or XeSS?",{"id":1234,"answer":2342,"question":2343},"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.","Is Auto SR frame generation?",{"id":1238,"answer":2345,"question":2346},"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.","Does Auto SR work with Vulkan or OpenGL games?","Windows Auto SR in plain English",{},{"id":1245,"data":2350,"type":572,"tunes":2352},{"text":2351,"level":47},"Glossary",{},{"id":1250,"data":2354,"type":1284,"tunes":2376},{"title":2355,"entries":2356},"Key Auto SR terms",[2357,2359,2361,2364,2367,2370,2372,2374],{"term":1255,"anchor":1256,"definition":2358},"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.",{"term":682,"anchor":681,"definition":2360},"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.",{"term":2362,"anchor":1262,"definition":2363},"Game-integrated super resolution","An upscaler built directly into a game's renderer with access to internal engine data.",{"term":2365,"anchor":1266,"definition":2366},"Input resolution","The lower resolution at which the game renders before Auto SR reconstructs the image.",{"term":2368,"anchor":1270,"definition":2369},"Output resolution","The higher effective resolution shown after reconstruction.",{"term":1273,"anchor":1274,"definition":2371},"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.",{"term":1277,"anchor":1278,"definition":2373},"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.",{"term":1281,"anchor":1282,"definition":2375},"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.",{},{"id":1287,"data":2378,"type":572,"tunes":2380},{"text":2379,"level":47},"Primary sources",{},{"id":1292,"data":2382,"type":1299,"tunes":2387},{"link":1294,"meta":2383},{"image":2384,"title":2385,"description":2386},{"url":13},"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors","Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.",{},{"id":1302,"data":2389,"type":1299,"tunes":2394},{"link":1304,"meta":2390},{"image":2391,"title":2392,"description":2393},{"url":13},"Microsoft Support — Automatic Super Resolution","Official current requirements and configuration documentation for Windows Auto SR.",{},{"id":1311,"data":2396,"type":1299,"tunes":2401},{"link":1313,"meta":2397},{"image":2398,"title":2399,"description":2400},{"url":13},"Microsoft DirectX — Automatic Super Resolution","Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.",{},{"id":1320,"data":2403,"type":1299,"tunes":2408},{"link":1322,"meta":2404},{"image":2405,"title":2406,"description":2407},{"url":13},"Microsoft DirectX — Auto SR on ROG Xbox Ally X","Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.",{},"2.31.6","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","Post erfolgreich abgerufen",{"items":2413,"source":2494,"manualIds":2495,"manualMatchedIds":2496},[2414,2421,2427,2434,2441,2448,2455,2462,2468,2475,2481,2487],{"id":2415,"slug":2416,"title":2417,"excerpt":2418,"featuredImage":2419,"publishedAt":2420},"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":2422,"slug":2423,"title":2424,"excerpt":2425,"featuredImage":14,"publishedAt":2426},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Réglage de l'overdrive : la méthode propre pour réduire le flou sans ghosting","L'Overdrive peut améliorer la clarté ou ajouter des halos disgracieux. Utilisez cette méthode simple pour choisir le réglage intermédiaire net qui réduit le flou sans artefacts de ghosting.","2026-02-21T03:30:00.000Z",{"id":2428,"slug":2429,"title":2430,"excerpt":2431,"featuredImage":2432,"publishedAt":2433},"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":2435,"slug":2436,"title":2437,"excerpt":2438,"featuredImage":2439,"publishedAt":2440},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 est plus que de la mise à l'échelle : génération multi-images et Xe Low Latency expliqués","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","2026-09-25T19:20:00.000Z",{"id":2442,"slug":2443,"title":2444,"excerpt":2445,"featuredImage":2446,"publishedAt":2447},"442","dlss-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","DLSS 4.5 peut générer jusqu'à cinq images supplémentaires pour chaque image rendue de manière traditionnelle sur les GPU de la série RTX 50 pris en charge. 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":2449,"slug":2450,"title":2451,"excerpt":2452,"featuredImage":2453,"publishedAt":2454},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone n'est pas simplement FSR 4 : mise à l'échelle, génération d'images, régénération de rayons et mise en cache de la radiance expliqués","La nomenclature des FSR d’AMD a changé parce que FSR n’est plus une seule fonctionnalité. Redstone est désormais une suite de rendu neuronal avec des technologies distinctes pour la mise à l’échelle, la génération d’images, la reconstruction par lancer de rayons et l’éclairage global appris.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T15:07:00.000Z",{"id":2456,"slug":2457,"title":2458,"excerpt":2459,"featuredImage":2460,"publishedAt":2461},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX devient une plateforme de ML : ce que l'algèbre linéaire et les shaders neuronaux signifient pour les jeux futurs","DirectX dépasse le cadre des shaders graphiques traditionnels. Microsoft ajoute l'algèbre linéaire accélérée par le matériel directement à HLSL et un chemin distinct pour les modèles ML plus volumineux, jetant les bases des textures neuronales, des matériaux appris, de l'éclairage neuronal et d'autres techniques de rendu pilotées par l'IA.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T15:12:00.000Z",{"id":2463,"slug":2464,"title":2465,"excerpt":2466,"featuredImage":14,"publishedAt":2467},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Clarté du mouvement : pourquoi le flou se produit et les solutions qui fonctionnent vraiment","Le flou de mouvement n'est pas seulement un réglage — c'est le timing plus la persistance. Apprenez l'ordre pratique : le bon mode, le bon rafraîchissement, puis les quelques correctifs de netteté qui comptent.","2026-02-20T11:00:00.000Z",{"id":2469,"slug":2470,"title":2471,"excerpt":2472,"featuredImage":2473,"publishedAt":2474},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compression de textures neuronale RTX n'est pas de la mise à l'échelle : comment l'IA peut échanger de la mémoire de textures contre de la puissance de calcul GPU","NVIDIA RTX Neural Texture Compression change la façon dont les matériaux de jeu peuvent être stockés. Au lieu de conserver chaque canal de texture uniquement sous forme de texels conventionnels, un matériau peut être compressé en données latentes compactes et un petit décodeur neuronal, puis reconstruit par le GPU lorsque nécessaire.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":2476,"slug":2477,"title":2478,"excerpt":2479,"featuredImage":14,"publishedAt":2480},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz semble moins fluide ? Liste de diagnostic (Mauvais mode, plage VRR, limitations)","Un taux de rafraîchissement plus élevé peut révéler une instabilité. Utilisez cette liste de contrôle pour diagnostiquer pourquoi le 120 Hz semble moins fluide : mauvais mode, mauvais chemin de rafraîchissement, problèmes de plage VRR ou limites manquantes.","2026-02-20T20:30:00.000Z",{"id":2482,"slug":2483,"title":2484,"excerpt":2485,"featuredImage":14,"publishedAt":2486},"302","amiibo-faq-the-20-questions-everyone-asks-and-the-straight-answers","FAQ amiibo : Les 20 questions que tout le monde se pose (et les réponses claires)","Une FAQ Amiibo sans fioritures : compatibilité, scan, régions, rééditions, valeur et règles de collection — des réponses claires pour que les débutants arrêtent de gaspiller de l'argent.","2026-02-21T17:00:00.000Z",{"id":2488,"slug":2489,"title":2490,"excerpt":2491,"featuredImage":2492,"publishedAt":2493},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Pourquoi les jeux PC saccadent lors de la compilation des shaders — et comment la livraison avancée de shaders change la donne","Les saccades de shaders se produisent lorsqu'un jeu PC doit compiler des programmes GPU au mauvais moment. Microsoft Advanced Shader Delivery déplace une grande partie de ce travail hors du PC du joueur en préparant à l'avance des shaders spécifiques au matériel et en les livrant avec le jeu.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z","fallback",[],[]]