[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:it":3,"public-menus:all":45,"post:intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained:it":531,"related:post:intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained:it:1":1934},{"statusCode":4,"data":5,"message":44},200,{"tenantId":6,"lang":7,"defaultLang":8,"siteUrl":9,"contactEmail":10,"brandName":11,"logoUrl":12,"siteName":11,"siteDescription":13,"ogImage":14,"robotsIndex":15,"socialLinks":14,"reservedSlugs":14,"seoPolicy":16},"figure","it","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":17,"relatedContent":18,"crossDomainLinks":19},{"logoUrl":12},{"enabled":15},[20,23,26,29,32,35,38,41],{"url":21,"label":22,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":24,"label":25,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fstajic.de","stajic.de",{"url":27,"label":28,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.com","bazify.com",{"url":30,"label":31,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.de","bazify.de",{"url":33,"label":34,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":36,"label":37,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":39,"label":40,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.at","bazify.at",{"url":42,"label":43,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",[46],{"id":47,"name":48,"location":49,"isActive":15,"isDefault":15,"items":50},2,"Main Menu","sidebar",[51,65,189,282,358,424],{"id":52,"title":53,"url":61,"target":62,"icon":63,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":64},"1",{"de":54,"en":55,"es":56,"fr":57,"it":55,"ru":58,"sr":59,"zh":60},"Startseite","Home","Inicio","Accueil","Главная","Početna","首页","\u002F","_self","i-lucide-home",[],{"id":66,"title":67,"url":76,"target":62,"icon":77,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":78},"3",{"de":68,"en":69,"es":70,"fr":71,"it":72,"ru":73,"sr":74,"zh":75},"Spiele","Games","Juegos","Jeux","Giochi","Игры","Igre","游戏","\u002Fgames","i-lucide-gamepad-2",[79,92,107,121,135,148,162,176],{"id":80,"title":81,"url":76,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":91},"3-1",{"de":82,"en":83,"es":84,"fr":85,"it":86,"ru":87,"sr":88,"zh":89},"Spiele-Hub","Games Hub","Centro de juegos","Hub de jeux","Hub Giochi","Игровой центр","Centar za igre","游戏中心","i-lucide-layout-grid",[],{"id":93,"title":94,"url":103,"target":62,"icon":104,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":106},"1-1",{"de":95,"en":96,"es":97,"fr":98,"it":99,"ru":100,"sr":101,"zh":102},"Neu & Angesagt","New & Trending","Novedades & Tendencias","Nouveautés & Tendances","Novità & Tendenze","Новинки & тренды","Novo & Popularno","新品 & 热门","\u002Fnews\u002Fgaming-news","i-lucide-sparkles","custom",[],{"id":108,"title":109,"url":118,"target":62,"icon":119,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":120},"1-2",{"de":110,"en":111,"es":112,"fr":113,"it":114,"ru":115,"sr":116,"zh":117},"Angebote","Deals","Ofertas","Offres","Offerte","Акции","Ponude","优惠","\u002Fdeals","i-lucide-badge-percent",[],{"id":122,"title":123,"url":132,"target":62,"icon":133,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":134},"1-3",{"de":124,"en":125,"es":126,"fr":127,"it":128,"ru":129,"sr":130,"zh":131},"Release-Kalender","Release Calendar","Calendario de lanzamientos","Calendrier des sorties","Calendario delle uscite","Календарь релизов","Kalendar izdanja","发布日历","\u002Freleases","i-lucide-calendar-days",[],{"id":136,"title":137,"url":145,"target":62,"icon":146,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":147},"3-2",{"de":138,"en":139,"es":140,"fr":141,"it":142,"sr":143,"zh":144},"amiibo-kompatible Spiele","amiibo-Compatible Games","Juegos compatibles con Amiibo","Jeux compatibles Amiibo","Giochi compatibili con amiibo","Amiibo kompatibilne igre","Amiibo 兼容游戏","\u002Freference\u002Fcompatibility","i-lucide-check-circle-2",[],{"id":149,"title":150,"url":159,"target":62,"icon":160,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":161},"3-3",{"de":151,"en":152,"es":153,"fr":154,"it":155,"ru":156,"sr":157,"zh":158},"Wie amiibo funktionieren","How amiibo work","Cómo funcionan los Amiibo","Comment fonctionnent les Amiibo","Come funzionano gli Amiibo","Как работают Amiibo","Kako Amiibo rade","Amiibo 如何运作","\u002Fgames\u002Fhow-amiibo-unlocks-work","i-lucide-puzzle",[],{"id":163,"title":164,"url":173,"target":62,"icon":174,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":175},"3-4",{"de":165,"en":166,"es":167,"fr":168,"it":169,"ru":170,"sr":171,"zh":172},"Beste Amiibo pro Spiel","Best amiibo per Game","Mejores Amiibo por juego","Meilleurs Amiibo par jeu","Migliori Amiibo per gioco","Лучшие Amiibo по играм","Najbolji Amiibo po igri","各游戏最佳 Amiibo","\u002Fgames\u002Fbest-amiibo-per-game","i-lucide-award",[],{"id":177,"title":178,"url":186,"target":62,"icon":187,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":188},"3-5",{"de":179,"en":180,"es":181,"fr":182,"it":183,"ru":184,"sr":185},"Freischaltbares & Belohnungen","Unlockables & Rewards","Desbloqueables & Recompensas","Déblocables & Récompenses","Sbloccabili & Ricompense","Разблокировки & награды","Otključavanja & nagrade","\u002Fgames\u002Funlocks-and-benefits","i-lucide-gift",[],{"id":190,"title":191,"url":199,"target":62,"icon":200,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":201},"4",{"de":192,"en":193,"es":194,"it":195,"ru":196,"sr":197,"zh":198},"Sammeln","Collecting","Coleccionismo","Collezionismo","Коллекционирование","Kolekcionarstvo","收藏","\u002Fcollecting","i-lucide-gem",[202,213,227,240,254,268],{"id":203,"title":204,"url":211,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":212},"4-1",{"de":205,"en":206,"fr":207,"it":208,"ru":209,"zh":210},"Sammel-Hub","Collecting Hub","Hub de collecte","Hub di raccolta","Центр сбора","收藏中心","\u002Famiibo\u002Fcollecting",[],{"id":214,"title":215,"url":224,"target":62,"icon":225,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":226},"4-2",{"de":216,"en":217,"es":218,"fr":219,"it":220,"ru":221,"sr":222,"zh":223},"Kaufberatung","Buying Guide","Guía de compra","Guide d'achat","Guida all'acquisto","Гид покупателя","Vodič za kupovinu","购买指南","\u002Famiibo-library\u002Famiibo-buying-smart","i-lucide-shopping-bag",[],{"id":228,"title":229,"url":237,"target":62,"icon":238,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":239},"4-3",{"de":230,"en":230,"es":231,"fr":232,"it":233,"ru":234,"sr":235,"zh":236},"Fake vs Real","Falso vs. Real","Faux vs Vrai","Falso vs Vero","Фейк vs Оригинал","Lažno vs Pravo","真假对比","\u002Famiibo-library\u002Famiibo-buying-smart\u002Favoid-fake-listings","i-lucide-scan",[],{"id":241,"title":242,"url":251,"target":62,"icon":252,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":253},"4-4",{"de":243,"en":244,"es":245,"fr":246,"it":247,"ru":248,"sr":249,"zh":250},"Aufbewahrung & Präsentation","Storage & Display","Almacenamiento & exhibición","Rangement & Présentation","Contenitori & Esposizione","Хранение & витрины","Odlaganje & izlaganje","存储 & 展示","\u002Famiibo-library\u002Famiibo-care-and-storage","i-lucide-box",[],{"id":255,"title":256,"url":265,"target":62,"icon":266,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":267},"4-5",{"de":257,"en":258,"es":259,"fr":260,"it":261,"ru":262,"sr":263,"zh":264},"Preisübersicht","Price Guide","Guía de precios","Guide des prix","Guida ai prezzi","Гид по ценам","Cenovnik","价格指南","\u002Fcollections\u002Fprice-guide","i-lucide-bar-chart-3",[],{"id":269,"title":270,"url":279,"target":62,"icon":280,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":281},"4-6",{"de":271,"en":272,"es":273,"fr":274,"it":275,"ru":276,"sr":277,"zh":278},"Raritäten","Rare Finds","Hallazgos únicos","Trouvailles rares","Pezzi rari","Редкие находки","Retki nalazi","稀有发现","\u002Fcollections\u002Frare-and-notable","i-lucide-trophy",[],{"id":283,"title":284,"url":292,"target":62,"icon":293,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":294},"5",{"de":285,"en":286,"es":287,"fr":286,"it":288,"ru":289,"sr":290,"zh":291},"Technik","Tech","Tecnología","Tecnologia","Технологии","Tehnologija","科技","\u002Ftech","i-lucide-cpu",[295,306,318,331,344],{"id":296,"title":297,"url":292,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":305},"5-1",{"de":298,"en":298,"es":299,"fr":300,"it":301,"ru":302,"sr":303,"zh":304},"Tech Hub","Centro tecnológico","Hub Tech","Hub Tecnologico","Технохаб","Tehnološki centar","科技中心",[],{"id":307,"title":308,"url":315,"target":62,"icon":316,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":317},"5-2",{"de":309,"en":310,"fr":311,"it":312,"ru":313,"zh":314},"Audio- & Mikrofonqualität","Audio & Mic Quality","Qualité audio & micro","Qualità audio & mic","Качество звука & микрофона","音频 & 麦克风质量","\u002Fgear\u002Faudio","i-lucide-mic",[],{"id":319,"title":320,"url":328,"target":62,"icon":329,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":330},"5-3",{"de":321,"en":322,"es":323,"fr":324,"it":325,"sr":326,"zh":327},"Controller & Zubehör","Controllers & Accessories","Mandos & accesorios","Manettes & accessoires","Controller & Accessori","Kontroleri & dodatna oprema","控制器 & 配件","\u002Fgear\u002Fcontrols","i-lucide-joystick",[],{"id":332,"title":333,"url":341,"target":62,"icon":342,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":343},"5-4",{"de":334,"en":335,"es":336,"fr":337,"it":338,"ru":339,"sr":340},"Displays & Aufnahme","Displays & Capture","Pantallas & Captura","Écrans & Capture","Display & Acquisizione","Дисплеи & Захват","Ekrani & snimanje","\u002Fgear\u002Fdisplays","i-lucide-monitor",[],{"id":345,"title":346,"url":355,"target":62,"icon":356,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":357},"5-5",{"de":347,"en":348,"es":349,"fr":350,"it":351,"ru":352,"sr":353,"zh":354},"Netzwerkstabilität","Network Stability","Estabilidad de la red","Stabilité du réseau","Stabilità della rete","Стабильность сети","Stabilnost mreže","网络稳定性","\u002Fplaybooks\u002Fnetwork-stability","i-lucide-wifi",[],{"id":359,"title":360,"url":368,"target":62,"icon":369,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":370},"6",{"de":361,"en":361,"es":362,"fr":363,"it":364,"ru":365,"sr":366,"zh":367},"Shop","Tienda","Boutique","Negozio","Магазин","Prodavnica","商店","\u002Fshop","i-lucide-shopping-cart",[371,383,391,399,412],{"id":372,"title":373,"url":368,"target":62,"icon":381,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":382},"6-1",{"de":374,"en":375,"es":376,"fr":377,"ru":378,"sr":379,"zh":380},"Shop-Hub","Shop Hub","Centro de compras","Espace Boutique","Центр магазина","Centar za kupovinu","购物中心","i-lucide-store",[],{"id":384,"title":385,"url":388,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":390},"6-2",{"de":386,"en":386,"es":387,"fr":387,"it":387,"sr":387,"zh":387},"amiibo","Amiibo","\u002Famiibo-shop","i-lucide-scan-line",[],{"id":392,"title":393,"url":396,"target":62,"icon":397,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":398},"6-3",{"de":394,"en":394,"es":394,"fr":394,"it":394,"ru":394,"sr":394,"zh":395},"LEGO","乐高","\u002Flego-shop","i-lucide-blocks",[],{"id":400,"title":401,"url":409,"target":62,"icon":410,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":411},"6-4",{"de":402,"en":403,"es":404,"fr":405,"it":406,"sr":407,"zh":408},"Figuren & Sammlerstücke","Figures & Collectibles","Figuras & Coleccionables","Figurines & Objets de collection","Figure & Collezionismo","Figure & kolekcionarstvo","手办 & 收藏品","\u002Fshop\u002Ffigures","i-lucide-package",[],{"id":413,"title":414,"url":421,"target":62,"icon":422,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":423},"6-5",{"de":415,"en":415,"fr":416,"it":417,"ru":418,"sr":419,"zh":420},"Gaming Gear","Équipement gaming","Accessori gaming","Игровое снаряжение","Gejming oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"id":425,"title":426,"url":427,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":428},"2",{"de":386,"en":386,"es":386,"fr":386,"it":386,"ru":386,"sr":386,"zh":386},"\u002Famiibo",[429,440,447,461,475,489,503,517],{"id":430,"title":431,"url":427,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":439},"2-1",{"de":432,"en":433,"es":434,"fr":435,"it":435,"ru":436,"sr":437,"zh":438},"amiibo-Hub","amiibo Hub","Centro amiibo","Hub amiibo","Хаб amiibo","amiibo centar","amiibo 中心",[],{"id":441,"title":442,"url":444,"target":62,"icon":445,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":446},"1772724791061",{"de":443,"en":443},"Franchise","\u002Famiibo\u002Ffranchise","i-lucide-star",[],{"id":448,"title":449,"url":458,"target":62,"icon":459,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":460},"2-3",{"de":450,"en":451,"es":452,"fr":453,"it":454,"ru":455,"sr":456,"zh":457},"Region & Verpackung (EU\u002FUS\u002FJP)","Region & Packaging (EU\u002FUS\u002FJP)","Región y embalaje (UE\u002FEE. UU.\u002FJP)","Région & Emballage (UE\u002FUS\u002FJP)","Regione & Confezione (EU\u002FUS\u002FJP)","Регион & упаковка (EU\u002FUS\u002FJP)","Region & pakovanje (EU\u002FUS\u002FJP)","地区 & 包装 (EU\u002FUS\u002FJP)","\u002Famiibo-library\u002Famiibo-editions-and-regions","i-lucide-globe",[],{"id":462,"title":463,"url":472,"target":62,"icon":473,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":474},"2-4",{"de":464,"en":465,"es":466,"fr":467,"it":468,"ru":469,"sr":470,"zh":471},"Schnellidentifikations-Checkliste","Fast Identification Checklist","Lista de identificación rápida","Liste d'identification rapide","Checklist identificazione rapida","Чек-лист быстрой идентификации","Kontrolna lista za brzu identifikaciju","快速识别清单","\u002Famiibo\u002Fidentify-checklist","i-lucide-list-checks",[],{"id":476,"title":477,"url":486,"target":62,"icon":487,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":488},"2-6",{"de":478,"en":479,"es":480,"fr":481,"it":482,"ru":483,"sr":484,"zh":485},"Tipps für Sealed-Sammlungen","Sealed Collection Tips","Consejos de colección sellada","Conseils collection scellée","Consigli collezione sigillata","Советы по коллекции Sealed","Saveti za zapečaćene kolekcije","密封收藏贴士","\u002Famiibo\u002Fsealed-tips","i-lucide-shield-check",[],{"id":490,"title":491,"url":500,"target":62,"icon":501,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":502},"2-5",{"de":492,"en":493,"es":494,"fr":495,"it":496,"ru":497,"sr":498,"zh":499},"Zustand & Bewertung","Condition & Grading","Estado & Graduación","État & Évaluation","Condizioni & Valutazione","Состояние & Оценка","Stanje & ocenjivanje","品相与分级","\u002Famiibo-library\u002Famiibo-condition-and-grading","i-lucide-badge-check",[],{"id":504,"title":505,"url":514,"target":62,"icon":515,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":516},"2-2",{"de":506,"en":507,"es":508,"fr":509,"it":510,"ru":511,"sr":512,"zh":513},"Ausgaben & Nachdrucke","Editions & Reprints","Ediciones & Reimpresiones","Éditions & Réimpressions","Edizioni & ristampe","Издания & переиздания","Izdanja & reizdanja","版本 & 重印","\u002Famiibo\u002Fcollecting\u002F","i-lucide-layers",[],{"id":518,"title":519,"url":528,"target":62,"icon":529,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":530},"2-7",{"de":520,"en":521,"es":522,"fr":523,"it":524,"ru":525,"sr":526,"zh":527},"Nachdruck-Timeline","Reprint Timeline","Cronología de reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":1933},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1131,"featuredImage":1132,"featuredImageAlt":1133,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":886,"status":1134,"publishedAt":1135,"createdAt":1136,"updatedAt":1137,"seoLocalePaths":1138,"categories":1147,"author":1160,"translations":1164},"447","Intel XeSS 3 è più di un semplice upscaling: spiegazione della generazione multi-frame e di Xe Low Latency","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u003Cp>XeSS 3 è facile da fraintendere se pensi a XeSS solo come all'upscaler di Intel. Nel 2026, lo stack XeSS di Intel include Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency. Queste funzionalità risolvono parti diverse del problema di rendering e reattività.\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\">Risposta diretta\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>XeSS 3 è una suite grafica, non una singola funzionalità.\u003C\u002Fstrong> XeSS Super Resolution ricostruisce un&#39;immagine a risoluzione superiore, XeSS Frame Generation inserisce frame generati dall&#39;IA, XeSS 3 Multi Frame Generation può aggiungere fino a tre frame generati dall&#39;IA per ogni frame renderizzato su hardware Intel supportato, e Xe Low Latency riduce il ritardo tra il lavoro della CPU e ciò che raggiunge il display.\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\">Perché è importante\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Una volta abilitata la generazione dei frame, \u003Cstrong>gli FPS visualizzati non sono più la stessa cosa degli FPS renderizzati tradizionalmente\u003C\u002Fstrong>. E una volta che la tecnologia a bassa latenza fa parte dello stack, la reattività deve essere misurata separatamente dall&#39;output grezzo dei frame.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenuti\">\u003Cstrong class=\"editorjs-toc__title\">Contenuti\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">XeSS non è più solo upscaling\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Lo stack a quattro livelli di XeSS 3\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-11\" class=\"editorjs-toc__link\">Cosa significa realmente &quot;fino a 4× i frame&quot;\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">XeSS Super Resolution svolge ancora un compito diverso\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-20\" class=\"editorjs-toc__link\">La divisione tra output e risposta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-24\" class=\"editorjs-toc__link\">Cosa fa Xe Low Latency\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Perché Multi Frame Generation aiuta di più quando la pipeline di base è già sana\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Il test renderizzato-generato-reattivo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">Perché UI e disocclusione sono difficili per la frame generation\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">L&#39;accelerazione hardware Intel è importante\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-45\" class=\"editorjs-toc__link\">La mappa delle funzionalità XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-47\" class=\"editorjs-toc__link\">Perché XeSS 3 dovrebbe essere confrontato strato per strato, non marchio per marchio\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Perché 4× frame non significa 4× reattività\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Quando la Multi Frame Generation è più utile\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Cosa cambierebbe questa risposta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Limitazioni\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-65\" class=\"editorjs-toc__link\">Conclusione\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Glossario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Fonti primarie\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">XeSS non è più solo upscaling\u003C\u002Fh2>\n\u003Cp>La storia originale di XeSS era semplice: renderizzare a una risoluzione interna inferiore e ricostruire un'immagine a risoluzione superiore con tecniche temporali basate sull'IA.\u003C\u002Fp>\n\u003Cp>XeSS 2 ha aggiunto più della semplice ricostruzione dell'immagine, combinando Super Resolution, Frame Generation e Xe Low Latency.\u003C\u002Fp>\n\u003Cp>XeSS 3 estende quello stack con Multi Frame Generation, che secondo Intel può generare fino a tre frame IA per ogni frame renderizzato tradizionalmente su hardware Intel supportato.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Lo stack a quattro livelli di XeSS 3\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Quattro compiti diversi all'interno di XeSS 3\u003C\u002Fh3>\u003Cdiv class=\"flex flex-col sm:flex-row gap-3\">\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. XeSS Super Resolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ricostruisce un'immagine a risoluzione superiore da un rendering a risoluzione inferiore utilizzando informazioni temporali e basate sull'IA.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. XeSS Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Genera frame aggiuntivi tra i frame renderizzati per aumentare il flusso di frame visualizzati.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. XeSS Multi Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">XeSS 3 può generare fino a tre frame IA per ogni frame renderizzato su hardware Intel supportato, producendo fino a quattro frame visualizzati da un singolo frame renderizzato tradizionalmente.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__arrow shrink-0 self-center text-xl text-gray-400 rotate-90 sm:rotate-0\" aria-hidden=\"true\">→\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0 flex-1 rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ottimizza il percorso dalla CPU al display in modo che un output di frame più elevato non comporti automaticamente una latenza extra non necessaria.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-11\">Cosa significa realmente \"fino a 4× i frame\"\u003C\u002Fh2>\n\u003Cp>Intel descrive XeSS 3 Multi Frame Generation come capace di produrre fino a tre frame generati dall'IA per ogni frame renderizzato.\u003C\u002Fp>\n\u003Cp>Concettualmente, un frame renderizzato tradizionalmente più tre frame generati possono produrre quattro frame visualizzati.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Frame renderizzati vs generati\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\">Frame renderizzati tradizionalmente\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\">Frame generati dall&#39;IA\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Frame potenzialmente visualizzati\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\">Nessuna generazione di frame\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\">Generazione di frame standard\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">XeSS 3 Multi Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Non leggere il contatore FPS finale come il tasso di rendering nativo del motore\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un valore visualizzato di 240 FPS con Multi Frame Generation \u003Cstrong>non\u003C\u002Fstrong> significa che il motore di gioco ha simulato e renderizzato convenzionalmente 240 frame completamente nuovi ogni secondo.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-16\">XeSS Super Resolution svolge ancora un compito diverso\u003C\u002Fh2>\n\u003Cp>XeSS Super Resolution opera prima dell'output finale sul display. Intel lo descrive come super sampling temporale e anti-aliasing basati sull'IA che prende un color buffer jitterato a risoluzione inferiore insieme a vettori di movimento e profondità, quindi ricostruisce un'immagine anti-aliased alla risoluzione target.\u003C\u002Fp>\n\u003Cp>Ciò significa che Super Resolution riduce la quantità di lavoro di rendering convenzionale dei pixel. Frame Generation non sostituisce quella funzione; cambia il numero di frame presentati dopo che i frame renderizzati esistono già.\u003C\u002Fp>\n\u003Cp>Ecco perché un benchmark XeSS dovrebbe indicare se sta misurando Super Resolution, Frame Generation, Multi Frame Generation o una combinazione.\u003C\u002Fp>\n\u003Ch2 id=\"section-20\">La divisione tra output e risposta\u003C\u002Fh2>\n\u003Cp>Il modo più importante per comprendere XeSS 3 è separare la frequenza di output dalla latenza di risposta.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Due diverse domande sulle prestazioni\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\">Domanda\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\">Cosa conta\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\">Quanto fluido appare il movimento?\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\">Quanto rapidamente reagisce il gioco?\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>FPS visualizzati più alti possono migliorare la fluidità visiva. Non dimostrano automaticamente che l'input del giocatore venga elaborato alla stessa frequenza.\u003C\u002Fp>\n\u003Ch2 id=\"section-24\">Cosa fa Xe Low Latency\u003C\u002Fh2>\n\u003Cp>La tecnologia Xe Low Latency di Intel è progettata per ridurre la latenza dall'input allo schermo ottimizzando il tempo tra l'elaborazione della CPU e la visualizzazione finale del frame.\u003C\u002Fp>\n\u003Cp>Questo ruolo è particolarmente importante una volta che la frame generation è attiva, perché l'interpolazione dei frame aggiunge più lavoro alla pipeline di presentazione.\u003C\u002Fp>\n\u003Cp>Il modo corretto per giudicare lo stack non è quindi \"XeSS 3 mostra più FPS, quindi la latenza deve essere migliore\". Fluidità e reattività richiedono misurazioni separate.\u003C\u002Fp>\n\u003Ch2 id=\"section-28\">Perché Multi Frame Generation aiuta di più quando la pipeline di base è già sana\u003C\u002Fh2>\n\u003Cp>I frame generati vengono costruiti dalle informazioni fornite dai frame realmente renderizzati e dalla cronologia del movimento.\u003C\u002Fp>\n\u003Cp>Se il gioco di base sta già fornendo tempi frame instabili, gravi stalli della CPU o informazioni di movimento irregolari, generare più frame non elimina la causa originale.\u003C\u002Fp>\n\u003Cp>Il display può diventare più denso mentre la simulazione o la cadenza di rendering sottostante rimane debole.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">La regola utile\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">La frame generation funziona meglio come \u003Cstrong>moltiplicatore di una pipeline di base sana\u003C\u002Fstrong>, non come sostituto della diagnosi di prestazioni di base scadenti.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Perché 120 FPS possono ancora sembrare scarsi: frame time, minimi dell'1% e stutter spiegati\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Perché gli FPS medi possono nascondere una distribuzione instabile dei frame e come diagnosticare i frame lenti invece di fidarsi di un solo numero.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leggi la guida sul frame time →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-34\">Il test renderizzato-generato-reattivo\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Come testare XeSS 3 senza mescolare metriche diverse\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. Misura il gioco di base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Esegui con la frame generation disattivata e registra FPS convenzionali, tempi frame e latenza se disponibile.\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. Abilita Super Resolution\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Misura quanto viene ridotto il carico di rendering GPU convenzionale e se la qualità dell'immagine rimane stabile.\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. Abilita Frame Generation o MFG\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Misura gli FPS finali visualizzati e il frame pacing separatamente dalle prestazioni di rendering di base.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Abilita Xe Low Latency\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Misura la reattività invece di presumere che la maggiore frequenza di output garantisca una latenza inferiore.\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. Controlla gli artefatti\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ispeziona UI, movimento rapido della telecamera, particelle, trasparenza e aree di disocclusione dove i frame generati possono fallire.\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. Ripeti lo stesso carico di lavoro\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa scene o sequenze di benchmark identiche in modo che ogni livello possa essere confrontato equamente.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-36\">Perché UI e disocclusione sono difficili per la frame generation\u003C\u002Fh2>\n\u003Cp>La generazione di frame prevede le informazioni visive tra due stati renderizzati. È più semplice quando il movimento è fluido e la scena visibile rimane prevedibile.\u003C\u002Fp>\n\u003Cp>Rotazioni rapide della telecamera, oggetti appena rivelati, particelle, trasparenza ed elementi UI statici creano casi più difficili perché il frame generato deve dedurre informazioni che potrebbero non esistere in modo pulito nell'immagine precedente.\u003C\u002Fp>\n\u003Cp>Ecco perché la qualità dei frame generati deve essere valutata in movimento anziché dagli screenshot.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">L'accelerazione hardware Intel è importante\u003C\u002Fh2>\n\u003Cp>Le tecnologie XeSS di Intel sono progettate per utilizzare le capacità AI dedicate disponibili sull'hardware Intel Arc per i loro percorsi a prestazioni più elevate.\u003C\u002Fp>\n\u003Cp>XeSS Super Resolution ha anche un supporto cross-vendor più ampio, motivo per cui il nome XeSS può riferirsi a percorsi di esecuzione diversi a seconda della GPU.\u003C\u002Fp>\n\u003Cp>XeSS 3 Multi Frame Generation, tuttavia, è attualmente descritta da Intel come una funzionalità introdotta sull'hardware Intel.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Non dare per scontato che ogni funzionalità XeSS abbia un supporto GPU identico\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency possono avere requisiti hardware e di integrazione diversi.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-45\">La mappa delle funzionalità XeSS\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Funzionalità\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Compito principale\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Cosa misurare principalmente\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Super Resolution\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ricostruire un'immagine a risoluzione superiore\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Qualità dell'immagine + FPS convenzionali\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Aggiungere uno o più frame generati\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS visualizzati + artefatti + pacing\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">XeSS Multi Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Generare fino a tre frame AI per ogni frame renderizzato su hardware Intel supportato\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Throughput visualizzato + artefatti + pacing\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Xe Low Latency\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Ridurre il ritardo input-to-display\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latenza\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Renderer di base\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Produrre frame guidati dalla simulazione\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS nativi\u002Frenderizzati + tempo per frame\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-47\">Perché XeSS 3 dovrebbe essere confrontato strato per strato, non marchio per marchio\u003C\u002Fh2>\n\u003Cp>Un semplice grafico \"XeSS vs DLSS vs FSR\" spesso nasconde più di quanto spieghi.\u003C\u002Fp>\n\u003Cp>Il confronto utile è funzionalità contro funzionalità: upscaling contro upscaling, qualità dei frame generati contro qualità dei frame generati, comportamento a bassa latenza contro comportamento a bassa latenza.\u003C\u002Fp>\n\u003Cp>Altrimenti un prodotto potrebbe essere giudicato dagli FPS visualizzati mentre un altro è giudicato dalla qualità di rendering nativa.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fit\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: perché 300 FPS non significa che il gioco stia renderizzando 300 frame\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Una guida complementare che spiega gli FPS renderizzati, gli FPS generati e perché la latenza deve essere misurata separatamente quando Multi Frame Generation è attivo.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leggi la guida sugli FPS generati di DLSS →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fit\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 non è solo FSR 4: upscaling, frame generation, ray regeneration e radiance caching spiegati\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Come AMD ha suddiviso FSR in tecnologie separate di neural rendering e perché ogni funzionalità necessita di una propria metrica di prestazioni.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leggi la guida su FSR Redstone →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-53\">Perché 4× frame non significa 4× reattività\u003C\u002Fh2>\n\u003Cp>Un frame generato migliora ciò che il display mostra tra i frame renderizzati tradizionalmente. Non crea un nuovo passo di simulazione CPU per ogni immagine generata.\u003C\u002Fp>\n\u003Cp>Pertanto, quattro fotogrammi visualizzati derivati da un singolo fotogramma renderizzato non significano che il giocatore riceva quattro aggiornamenti di simulazione indipendenti.\u003C\u002Fp>\n\u003Cp>Questo non è un difetto della tecnologia. È semplicemente un diverso tipo di miglioramento delle prestazioni.\u003C\u002Fp>\n\u003Ch2 id=\"section-57\">Quando la Multi Frame Generation è più utile\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Scenario\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Perché MFG può aiutare\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Display ad alto refresh\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Più fotogrammi presentati possono sfruttare meglio pannelli da 144 Hz, 240 Hz e superiori\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Carico grafico pesante\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">I fotogrammi generati possono aumentare la frequenza di presentazione senza renderizzare convenzionalmente ogni fotogramma visualizzato\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Fluidità visiva in single-player\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Il movimento della telecamera può apparire sostanzialmente più fluido quando il pacing rimane stabile\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rendering limitato dalla CPU\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Gli FPS visualizzati possono salire oltre la cadenza di rendering convenzionale, sebbene il limite della simulazione CPU esista ancora\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Tempi frame base già instabili\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Meno ideale — i fotogrammi generati non eliminano la fonte originale dello stutter\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-59\">Cosa cambierebbe questa risposta?\u003C\u002Fh2>\n\u003Cp>Intel può ampliare il supporto hardware di XeSS 3, cambiare le versioni del modello e migliorare la qualità dei fotogrammi generati attraverso future release di SDK e driver.\u003C\u002Fp>\n\u003Cp>L'attuale distinzione architetturale rimarrà comunque importante: ricostruzione, fotogrammi generati e ottimizzazione della latenza risolvono problemi diversi anche se l'implementazione specifica cambia.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Limitazioni\u003C\u002Fh2>\n\u003Cp>Le pagine pubbliche di Intel su XeSS descrivono le capacità supportate e il comportamento previsto, ma non sono benchmark indipendenti. La qualità effettiva dell'immagine, gli artefatti della generazione dei fotogrammi, la latenza e lo scaling variano in base a gioco, GPU, risoluzione e qualità dell'integrazione.\u003C\u002Fp>\n\u003Cp>La spiegazione \"fino a quattro fotogrammi visualizzati\" è un massimo concettuale basato sul supporto dichiarato da Intel per un massimo di tre fotogrammi generati per fotogramma renderizzato. L'output reale e il pacing dipendono dal gioco in esecuzione e dall'implementazione.\u003C\u002Fp>\n\u003Ch2 id=\"section-65\">Conclusione\u003C\u002Fh2>\n\u003Cp>XeSS 3 rende il nome XeSS più ampio di quanto molti giocatori immaginino.\u003C\u002Fp>\n\u003Cp>Super Resolution ricostruisce l'immagine. Frame Generation aumenta l'output di fotogrammi visualizzati. Multi Frame Generation può aggiungere fino a tre fotogrammi generati dall'IA per ogni fotogramma renderizzato su hardware Intel supportato. Xe Low Latency lavora sul fronte della reattività.\u003C\u002Fp>\n\u003Cp>Il modo corretto per giudicare XeSS 3 è quindi separare tre domande: quanto è buona l'immagine ricostruita, quanto è fluido il flusso di fotogrammi generati e quanto è reattivo il gioco sottostante?\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Intel XeSS 3 in parole semplici\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\">Cos&#39;è XeSS 3?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">XeSS 3 è l&#39;attuale suite XeSS di Intel che combina Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Quanti fotogrammi può creare XeSS 3 Multi Frame Generation?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Intel afferma che XeSS 3 può generare fino a tre fotogrammi generati dall&#39;IA per fotogramma renderizzato su hardware Intel supportato, producendo fino a quattro fotogrammi visualizzati da un singolo fotogramma renderizzato tradizionalmente.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS 3 è la stessa cosa di XeSS Super Resolution?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Super Resolution è solo una parte dello stack XeSS 3.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">4× FPS visualizzati significano che il gioco funziona 4× più velocemente internamente?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. I fotogrammi generati aumentano l&#39;output di presentazione, ma non creano quattro aggiornamenti di simulazione CPU indipendenti per ogni fotogramma base renderizzato.\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\">Cosa fa Xe Low Latency?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">È progettato per ridurre la latenza input-to-screen ottimizzando il percorso CPU-to-display.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS, DLSS e FSR dovrebbero essere confrontati solo in base agli FPS finali?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Confronta separatamente la qualità dell&#39;upscaling, le prestazioni di rendering base, la qualità dei fotogrammi generati, il frame pacing e la latenza.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Glossario\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\">Termini chiave di XeSS 3\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"xess-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Super Resolution\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnologia di upscaling temporale e anti-aliasing basata sull'IA di Intel che ricostruisce un output a risoluzione più alta da input di rendering a risoluzione inferiore.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnologia Intel che genera fotogrammi intermedi per aumentare il flusso di fotogrammi visualizzati.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-multi-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">XeSS Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Funzionalità di XeSS 3 che può generare fino a tre fotogrammi IA per ogni fotogramma renderizzato tradizionalmente su hardware Intel supportato.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xe-low-latency\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Xe Low Latency\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnologia Intel progettata per ridurre il ritardo tra il lavoro della CPU e il fotogramma visibile sul display.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"xess-four-layer-stack\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Stack a quattro livelli\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modello Figure Rocks che separa XeSS Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency per funzione.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"rendered-generated-responsive-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Test Rendered-Generated-Responsive\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un flusso di lavoro Figure Rocks per misurare le prestazioni di rendering base, l'output di fotogrammi generati e la latenza come metriche separate.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-73\">Fonti primarie\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Developer — XeSS 3 per sviluppatori\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentazione ufficiale per sviluppatori Intel che copre XeSS Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Gaming Access — XeSS 3\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Panoramica ufficiale Intel per il gaming di XeSS 3 e delle sue tecnologie di prestazioni e reattività basate sull&#39;IA.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Gaming Access — Giochi abilitati a XeSS\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Pagina ufficiale di compatibilità Intel che mostra la ripartizione delle funzionalità tra XeSS, XeSS 2 e XeSS 3, inclusa Multi Frame Generation.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Intel Developer — Guida per sviluppatori di XeSS Super Resolution\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guida tecnica ufficiale che spiega gli input di XeSS Super Resolution, la ricostruzione temporale e le modalità di qualità.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1130},1790378679343,[540,546,554,561,568,574,579,584,589,594,614,619,624,629,659,666,671,676,681,686,691,696,717,722,727,732,737,742,747,752,757,762,769,778,783,807,812,817,822,827,832,837,842,847,853,858,888,893,898,903,908,916,924,929,934,939,944,949,972,977,982,987,992,997,1002,1007,1012,1017,1022,1027,1057,1062,1088,1093,1103,1112,1121],{"id":541,"data":542,"type":544,"tunes":545},"intro",{"text":543},"XeSS 3 è facile da fraintendere se pensi a XeSS solo come all'upscaler di Intel. Nel 2026, lo stack XeSS di Intel include Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency. Queste funzionalità risolvono parti diverse del problema di rendering e reattività.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"direct",{"body":549,"title":550,"variant":551},"\u003Cstrong>XeSS 3 è una suite grafica, non una singola funzionalità.\u003C\u002Fstrong> XeSS Super Resolution ricostruisce un'immagine a risoluzione superiore, XeSS Frame Generation inserisce frame generati dall'IA, XeSS 3 Multi Frame Generation può aggiungere fino a tre frame generati dall'IA per ogni frame renderizzato su hardware Intel supportato, e Xe Low Latency riduce il ritardo tra il lavoro della CPU e ciò che raggiunge il display.","Risposta diretta","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"why-note",{"body":557,"title":558,"variant":559},"Una volta abilitata la generazione dei frame, \u003Cstrong>gli FPS visualizzati non sono più la stessa cosa degli FPS renderizzati tradizionalmente\u003C\u002Fstrong>. E una volta che la tecnologia a bassa latenza fa parte dello stack, la reattività deve essere misurata separatamente dall'output grezzo dei frame.","Perché è importante","note",{},{"id":562,"data":563,"type":566,"tunes":567},"toc",{"title":564,"maxLevel":565,"minLevel":47},"Contenuti",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"h-notjust",{"text":571,"level":47},"XeSS non è più solo upscaling","header",{},{"id":575,"data":576,"type":544,"tunes":578},"p-notjust-1",{"text":577},"La storia originale di XeSS era semplice: renderizzare a una risoluzione interna inferiore e ricostruire un'immagine a risoluzione superiore con tecniche temporali basate sull'IA.",{},{"id":580,"data":581,"type":544,"tunes":583},"p-notjust-2",{"text":582},"XeSS 2 ha aggiunto più della semplice ricostruzione dell'immagine, combinando Super Resolution, Frame Generation e Xe Low Latency.",{},{"id":585,"data":586,"type":544,"tunes":588},"p-notjust-3",{"text":587},"XeSS 3 estende quello stack con Multi Frame Generation, che secondo Intel può generare fino a tre frame IA per ogni frame renderizzato tradizionalmente su hardware Intel supportato.",{},{"id":590,"data":591,"type":572,"tunes":593},"h-stack",{"text":592,"level":47},"Lo stack a quattro livelli di XeSS 3",{},{"id":595,"data":596,"type":612,"tunes":613},"stack-flow",{"steps":597,"title":610,"orientation":611},[598,601,604,607],{"label":599,"description":600},"1. XeSS Super Resolution","Ricostruisce un'immagine a risoluzione superiore da un rendering a risoluzione inferiore utilizzando informazioni temporali e basate sull'IA.",{"label":602,"description":603},"2. XeSS Frame Generation","Genera frame aggiuntivi tra i frame renderizzati per aumentare il flusso di frame visualizzati.",{"label":605,"description":606},"3. XeSS Multi Frame Generation","XeSS 3 può generare fino a tre frame IA per ogni frame renderizzato su hardware Intel supportato, producendo fino a quattro frame visualizzati da un singolo frame renderizzato tradizionalmente.",{"label":608,"description":609},"4. Xe Low Latency","Ottimizza il percorso dalla CPU al display in modo che un output di frame più elevato non comporti automaticamente una latenza extra non necessaria.","Quattro compiti diversi all'interno di XeSS 3","auto","processFlow",{},{"id":615,"data":616,"type":572,"tunes":618},"h-4x",{"text":617,"level":47},"Cosa significa realmente \"fino a 4× i frame\"",{},{"id":620,"data":621,"type":544,"tunes":623},"p-4x-1",{"text":622},"Intel descrive XeSS 3 Multi Frame Generation come capace di produrre fino a tre frame generati dall'IA per ogni frame renderizzato.",{},{"id":625,"data":626,"type":544,"tunes":628},"p-4x-2",{"text":627},"Concettualmente, un frame renderizzato tradizionalmente più tre frame generati possono produrre quattro frame visualizzati.",{},{"id":630,"data":631,"type":657,"tunes":658},"frames-table",{"rows":632,"title":645,"layout":646,"columns":647},[633,637,641],{"id":634,"label":635,"values":636},"normal","Nessuna generazione di frame",[13,13,13],{"id":638,"label":639,"values":640},"fg","Generazione di frame standard",[13,13,13],{"id":642,"label":643,"values":644},"mfg","XeSS 3 Multi Frame Generation",[13,13,13],"Frame renderizzati vs generati","table",[648,651,654],{"id":649,"label":650},"rendered","Frame renderizzati tradizionalmente",{"id":652,"label":653},"generated","Frame generati dall'IA",{"id":655,"label":656},"displayed","Frame potenzialmente visualizzati","comparison",{},{"id":660,"data":661,"type":552,"tunes":665},"fps-warning",{"body":662,"title":663,"variant":664},"Un valore visualizzato di 240 FPS con Multi Frame Generation \u003Cstrong>non\u003C\u002Fstrong> significa che il motore di gioco ha simulato e renderizzato convenzionalmente 240 frame completamente nuovi ogni secondo.","Non leggere il contatore FPS finale come il tasso di rendering nativo del motore","warning",{},{"id":667,"data":668,"type":572,"tunes":670},"h-sr",{"text":669,"level":47},"XeSS Super Resolution svolge ancora un compito diverso",{},{"id":672,"data":673,"type":544,"tunes":675},"p-sr-1",{"text":674},"XeSS Super Resolution opera prima dell'output finale sul display. Intel lo descrive come super sampling temporale e anti-aliasing basati sull'IA che prende un color buffer jitterato a risoluzione inferiore insieme a vettori di movimento e profondità, quindi ricostruisce un'immagine anti-aliased alla risoluzione target.",{},{"id":677,"data":678,"type":544,"tunes":680},"p-sr-2",{"text":679},"Ciò significa che Super Resolution riduce la quantità di lavoro di rendering convenzionale dei pixel. Frame Generation non sostituisce quella funzione; cambia il numero di frame presentati dopo che i frame renderizzati esistono già.",{},{"id":682,"data":683,"type":544,"tunes":685},"p-sr-3",{"text":684},"Ecco perché un benchmark XeSS dovrebbe indicare se sta misurando Super Resolution, Frame Generation, Multi Frame Generation o una combinazione.",{},{"id":687,"data":688,"type":572,"tunes":690},"h-output-response",{"text":689,"level":47},"La divisione tra output e risposta",{},{"id":692,"data":693,"type":544,"tunes":695},"p-or-1",{"text":694},"Il modo più importante per comprendere XeSS 3 è separare la frequenza di output dalla latenza di risposta.",{},{"id":697,"data":698,"type":657,"tunes":716},"response-table",{"rows":699,"title":708,"layout":646,"columns":709},[700,704],{"id":701,"label":702,"values":703},"smoothness","Quanto fluido appare il movimento?",[13,13],{"id":705,"label":706,"values":707},"response","Quanto rapidamente reagisce il gioco?",[13,13],"Due diverse domande sulle prestazioni",[710,713],{"id":711,"label":712},"question","Domanda",{"id":714,"label":715},"metric","Cosa conta",{},{"id":718,"data":719,"type":544,"tunes":721},"p-or-2",{"text":720},"FPS visualizzati più alti possono migliorare la fluidità visiva. Non dimostrano automaticamente che l'input del giocatore venga elaborato alla stessa frequenza.",{},{"id":723,"data":724,"type":572,"tunes":726},"h-xell",{"text":725,"level":47},"Cosa fa Xe Low Latency",{},{"id":728,"data":729,"type":544,"tunes":731},"p-xell-1",{"text":730},"La tecnologia Xe Low Latency di Intel è progettata per ridurre la latenza dall'input allo schermo ottimizzando il tempo tra l'elaborazione della CPU e la visualizzazione finale del frame.",{},{"id":733,"data":734,"type":544,"tunes":736},"p-xell-2",{"text":735},"Questo ruolo è particolarmente importante una volta che la frame generation è attiva, perché l'interpolazione dei frame aggiunge più lavoro alla pipeline di presentazione.",{},{"id":738,"data":739,"type":544,"tunes":741},"p-xell-3",{"text":740},"Il modo corretto per giudicare lo stack non è quindi \"XeSS 3 mostra più FPS, quindi la latenza deve essere migliore\". Fluidità e reattività richiedono misurazioni separate.",{},{"id":743,"data":744,"type":572,"tunes":746},"h-base",{"text":745,"level":47},"Perché Multi Frame Generation aiuta di più quando la pipeline di base è già sana",{},{"id":748,"data":749,"type":544,"tunes":751},"p-base-1",{"text":750},"I frame generati vengono costruiti dalle informazioni fornite dai frame realmente renderizzati e dalla cronologia del movimento.",{},{"id":753,"data":754,"type":544,"tunes":756},"p-base-2",{"text":755},"Se il gioco di base sta già fornendo tempi frame instabili, gravi stalli della CPU o informazioni di movimento irregolari, generare più frame non elimina la causa originale.",{},{"id":758,"data":759,"type":544,"tunes":761},"p-base-3",{"text":760},"Il display può diventare più denso mentre la simulazione o la cadenza di rendering sottostante rimane debole.",{},{"id":763,"data":764,"type":552,"tunes":768},"healthy-base",{"body":765,"title":766,"variant":767},"La frame generation funziona meglio come \u003Cstrong>moltiplicatore di una pipeline di base sana\u003C\u002Fstrong>, non come sostituto della diagnosi di prestazioni di base scadenti.","La regola utile","success",{},{"id":770,"data":771,"type":776,"tunes":777},"ref-frametime",{"url":772,"title":773,"excerpt":774,"ctaLabel":775},"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Perché 120 FPS possono ancora sembrare scarsi: frame time, minimi dell'1% e stutter spiegati","Perché gli FPS medi possono nascondere una distribuzione instabile dei frame e come diagnosticare i frame lenti invece di fidarsi di un solo numero.","Leggi la guida sul frame time","referralArticle",{},{"id":779,"data":780,"type":572,"tunes":782},"h-test",{"text":781,"level":47},"Il test renderizzato-generato-reattivo",{},{"id":784,"data":785,"type":612,"tunes":806},"test-flow",{"steps":786,"title":805,"orientation":611},[787,790,793,796,799,802],{"label":788,"description":789},"1. Misura il gioco di base","Esegui con la frame generation disattivata e registra FPS convenzionali, tempi frame e latenza se disponibile.",{"label":791,"description":792},"2. Abilita Super Resolution","Misura quanto viene ridotto il carico di rendering GPU convenzionale e se la qualità dell'immagine rimane stabile.",{"label":794,"description":795},"3. Abilita Frame Generation o MFG","Misura gli FPS finali visualizzati e il frame pacing separatamente dalle prestazioni di rendering di base.",{"label":797,"description":798},"4. Abilita Xe Low Latency","Misura la reattività invece di presumere che la maggiore frequenza di output garantisca una latenza inferiore.",{"label":800,"description":801},"5. Controlla gli artefatti","Ispeziona UI, movimento rapido della telecamera, particelle, trasparenza e aree di disocclusione dove i frame generati possono fallire.",{"label":803,"description":804},"6. Ripeti lo stesso carico di lavoro","Usa scene o sequenze di benchmark identiche in modo che ogni livello possa essere confrontato equamente.","Come testare XeSS 3 senza mescolare metriche diverse",{},{"id":808,"data":809,"type":572,"tunes":811},"h-artifacts",{"text":810,"level":47},"Perché UI e disocclusione sono difficili per la frame generation",{},{"id":813,"data":814,"type":544,"tunes":816},"p-art-1",{"text":815},"La generazione di frame prevede le informazioni visive tra due stati renderizzati. È più semplice quando il movimento è fluido e la scena visibile rimane prevedibile.",{},{"id":818,"data":819,"type":544,"tunes":821},"p-art-2",{"text":820},"Rotazioni rapide della telecamera, oggetti appena rivelati, particelle, trasparenza ed elementi UI statici creano casi più difficili perché il frame generato deve dedurre informazioni che potrebbero non esistere in modo pulito nell'immagine precedente.",{},{"id":823,"data":824,"type":544,"tunes":826},"p-art-3",{"text":825},"Ecco perché la qualità dei frame generati deve essere valutata in movimento anziché dagli screenshot.",{},{"id":828,"data":829,"type":572,"tunes":831},"h-hardware",{"text":830,"level":47},"L'accelerazione hardware Intel è importante",{},{"id":833,"data":834,"type":544,"tunes":836},"p-hw-1",{"text":835},"Le tecnologie XeSS di Intel sono progettate per utilizzare le capacità AI dedicate disponibili sull'hardware Intel Arc per i loro percorsi a prestazioni più elevate.",{},{"id":838,"data":839,"type":544,"tunes":841},"p-hw-2",{"text":840},"XeSS Super Resolution ha anche un supporto cross-vendor più ampio, motivo per cui il nome XeSS può riferirsi a percorsi di esecuzione diversi a seconda della GPU.",{},{"id":843,"data":844,"type":544,"tunes":846},"p-hw-3",{"text":845},"XeSS 3 Multi Frame Generation, tuttavia, è attualmente descritta da Intel come una funzionalità introdotta sull'hardware Intel.",{},{"id":848,"data":849,"type":552,"tunes":852},"support-note",{"body":850,"title":851,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency possono avere requisiti hardware e di integrazione diversi.","Non dare per scontato che ogni funzionalità XeSS abbia un supporto GPU identico",{},{"id":854,"data":855,"type":572,"tunes":857},"h-map",{"text":856,"level":47},"La mappa delle funzionalità XeSS",{},{"id":859,"data":860,"type":646,"tunes":887},"feature-map",{"content":861,"stretched":886,"withHeadings":15},[862,866,870,874,878,882],[863,864,865],"Funzionalità","Compito principale","Cosa misurare principalmente",[867,868,869],"XeSS Super Resolution","Ricostruire un'immagine a risoluzione superiore","Qualità dell'immagine + FPS convenzionali",[871,872,873],"XeSS Frame Generation","Aggiungere uno o più frame generati","FPS visualizzati + artefatti + pacing",[875,876,877],"XeSS Multi Frame Generation","Generare fino a tre frame AI per ogni frame renderizzato su hardware Intel supportato","Throughput visualizzato + artefatti + pacing",[879,880,881],"Xe Low Latency","Ridurre il ritardo input-to-display","Latenza",[883,884,885],"Renderer di base","Produrre frame guidati dalla simulazione","FPS nativi\u002Frenderizzati + tempo per frame",false,{},{"id":889,"data":890,"type":572,"tunes":892},"h-compare",{"text":891,"level":47},"Perché XeSS 3 dovrebbe essere confrontato strato per strato, non marchio per marchio",{},{"id":894,"data":895,"type":544,"tunes":897},"p-compare-1",{"text":896},"Un semplice grafico \"XeSS vs DLSS vs FSR\" spesso nasconde più di quanto spieghi.",{},{"id":899,"data":900,"type":544,"tunes":902},"p-compare-2",{"text":901},"Il confronto utile è funzionalità contro funzionalità: upscaling contro upscaling, qualità dei frame generati contro qualità dei frame generati, comportamento a bassa latenza contro comportamento a bassa latenza.",{},{"id":904,"data":905,"type":544,"tunes":907},"p-compare-3",{"text":906},"Altrimenti un prodotto potrebbe essere giudicato dagli FPS visualizzati mentre un altro è giudicato dalla qualità di rendering nativa.",{},{"id":909,"data":910,"type":776,"tunes":915},"ref-dlss",{"url":911,"title":912,"excerpt":913,"ctaLabel":914},"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: perché 300 FPS non significa che il gioco stia renderizzando 300 frame","Una guida complementare che spiega gli FPS renderizzati, gli FPS generati e perché la latenza deve essere misurata separatamente quando Multi Frame Generation è attivo.","Leggi la guida sugli FPS generati di DLSS",{},{"id":917,"data":918,"type":776,"tunes":923},"ref-fsr",{"url":919,"title":920,"excerpt":921,"ctaLabel":922},"https:\u002F\u002Ffigure.rocks\u002Fit\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone non è solo FSR 4: upscaling, frame generation, ray regeneration e radiance caching spiegati","Come AMD ha suddiviso FSR in tecnologie separate di neural rendering e perché ogni funzionalità necessita di una propria metrica di prestazioni.","Leggi la guida su FSR Redstone",{},{"id":925,"data":926,"type":572,"tunes":928},"h-not4x",{"text":927,"level":47},"Perché 4× frame non significa 4× reattività",{},{"id":930,"data":931,"type":544,"tunes":933},"p-not4x-1",{"text":932},"Un frame generato migliora ciò che il display mostra tra i frame renderizzati tradizionalmente. Non crea un nuovo passo di simulazione CPU per ogni immagine generata.",{},{"id":935,"data":936,"type":544,"tunes":938},"p-not4x-2",{"text":937},"Pertanto, quattro fotogrammi visualizzati derivati da un singolo fotogramma renderizzato non significano che il giocatore riceva quattro aggiornamenti di simulazione indipendenti.",{},{"id":940,"data":941,"type":544,"tunes":943},"p-not4x-3",{"text":942},"Questo non è un difetto della tecnologia. È semplicemente un diverso tipo di miglioramento delle prestazioni.",{},{"id":945,"data":946,"type":572,"tunes":948},"h-useful",{"text":947,"level":47},"Quando la Multi Frame Generation è più utile",{},{"id":950,"data":951,"type":646,"tunes":971},"useful-table",{"content":952,"stretched":886,"withHeadings":15},[953,956,959,962,965,968],[954,955],"Scenario","Perché MFG può aiutare",[957,958],"Display ad alto refresh","Più fotogrammi presentati possono sfruttare meglio pannelli da 144 Hz, 240 Hz e superiori",[960,961],"Carico grafico pesante","I fotogrammi generati possono aumentare la frequenza di presentazione senza renderizzare convenzionalmente ogni fotogramma visualizzato",[963,964],"Fluidità visiva in single-player","Il movimento della telecamera può apparire sostanzialmente più fluido quando il pacing rimane stabile",[966,967],"Rendering limitato dalla CPU","Gli FPS visualizzati possono salire oltre la cadenza di rendering convenzionale, sebbene il limite della simulazione CPU esista ancora",[969,970],"Tempi frame base già instabili","Meno ideale — i fotogrammi generati non eliminano la fonte originale dello stutter",{},{"id":973,"data":974,"type":572,"tunes":976},"h-change",{"text":975,"level":47},"Cosa cambierebbe questa risposta?",{},{"id":978,"data":979,"type":544,"tunes":981},"p-change-1",{"text":980},"Intel può ampliare il supporto hardware di XeSS 3, cambiare le versioni del modello e migliorare la qualità dei fotogrammi generati attraverso future release di SDK e driver.",{},{"id":983,"data":984,"type":544,"tunes":986},"p-change-2",{"text":985},"L'attuale distinzione architetturale rimarrà comunque importante: ricostruzione, fotogrammi generati e ottimizzazione della latenza risolvono problemi diversi anche se l'implementazione specifica cambia.",{},{"id":988,"data":989,"type":572,"tunes":991},"h-limit",{"text":990,"level":47},"Limitazioni",{},{"id":993,"data":994,"type":544,"tunes":996},"p-limit-1",{"text":995},"Le pagine pubbliche di Intel su XeSS descrivono le capacità supportate e il comportamento previsto, ma non sono benchmark indipendenti. La qualità effettiva dell'immagine, gli artefatti della generazione dei fotogrammi, la latenza e lo scaling variano in base a gioco, GPU, risoluzione e qualità dell'integrazione.",{},{"id":998,"data":999,"type":544,"tunes":1001},"p-limit-2",{"text":1000},"La spiegazione \"fino a quattro fotogrammi visualizzati\" è un massimo concettuale basato sul supporto dichiarato da Intel per un massimo di tre fotogrammi generati per fotogramma renderizzato. L'output reale e il pacing dipendono dal gioco in esecuzione e dall'implementazione.",{},{"id":1003,"data":1004,"type":572,"tunes":1006},"h-conclusion",{"text":1005,"level":47},"Conclusione",{},{"id":1008,"data":1009,"type":544,"tunes":1011},"p-conc-1",{"text":1010},"XeSS 3 rende il nome XeSS più ampio di quanto molti giocatori immaginino.",{},{"id":1013,"data":1014,"type":544,"tunes":1016},"p-conc-2",{"text":1015},"Super Resolution ricostruisce l'immagine. Frame Generation aumenta l'output di fotogrammi visualizzati. Multi Frame Generation può aggiungere fino a tre fotogrammi generati dall'IA per ogni fotogramma renderizzato su hardware Intel supportato. Xe Low Latency lavora sul fronte della reattività.",{},{"id":1018,"data":1019,"type":544,"tunes":1021},"p-conc-3",{"text":1020},"Il modo corretto per giudicare XeSS 3 è quindi separare tre domande: quanto è buona l'immagine ricostruita, quanto è fluido il flusso di fotogrammi generati e quanto è reattivo il gioco sottostante?",{},{"id":1023,"data":1024,"type":572,"tunes":1026},"h-faq",{"text":1025,"level":47},"FAQ",{},{"id":1028,"data":1029,"type":1028,"tunes":1056},"faq",{"items":1030,"title":1055},[1031,1035,1039,1043,1047,1051],{"id":1032,"answer":1033,"question":1034},"faq1","XeSS 3 è l'attuale suite XeSS di Intel che combina Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency.","Cos'è XeSS 3?",{"id":1036,"answer":1037,"question":1038},"faq2","Intel afferma che XeSS 3 può generare fino a tre fotogrammi generati dall'IA per fotogramma renderizzato su hardware Intel supportato, producendo fino a quattro fotogrammi visualizzati da un singolo fotogramma renderizzato tradizionalmente.","Quanti fotogrammi può creare XeSS 3 Multi Frame Generation?",{"id":1040,"answer":1041,"question":1042},"faq3","No. Super Resolution è solo una parte dello stack XeSS 3.","XeSS 3 è la stessa cosa di XeSS Super Resolution?",{"id":1044,"answer":1045,"question":1046},"faq4","No. I fotogrammi generati aumentano l'output di presentazione, ma non creano quattro aggiornamenti di simulazione CPU indipendenti per ogni fotogramma base renderizzato.","4× FPS visualizzati significano che il gioco funziona 4× più velocemente internamente?",{"id":1048,"answer":1049,"question":1050},"faq5","È progettato per ridurre la latenza input-to-screen ottimizzando il percorso CPU-to-display.","Cosa fa Xe Low Latency?",{"id":1052,"answer":1053,"question":1054},"faq6","No. Confronta separatamente la qualità dell'upscaling, le prestazioni di rendering base, la qualità dei fotogrammi generati, il frame pacing e la latenza.","XeSS, DLSS e FSR dovrebbero essere confrontati solo in base agli FPS finali?","Intel XeSS 3 in parole semplici",{},{"id":1058,"data":1059,"type":572,"tunes":1061},"h-glossary",{"text":1060,"level":47},"Glossario",{},{"id":1063,"data":1064,"type":1063,"tunes":1087},"glossary",{"title":1065,"entries":1066},"Termini chiave di XeSS 3",[1067,1070,1073,1076,1079,1083],{"term":867,"anchor":1068,"definition":1069},"xess-super-resolution","Tecnologia di upscaling temporale e anti-aliasing basata sull'IA di Intel che ricostruisce un output a risoluzione più alta da input di rendering a risoluzione inferiore.",{"term":871,"anchor":1071,"definition":1072},"xess-frame-generation","Tecnologia Intel che genera fotogrammi intermedi per aumentare il flusso di fotogrammi visualizzati.",{"term":875,"anchor":1074,"definition":1075},"xess-multi-frame-generation","Funzionalità di XeSS 3 che può generare fino a tre fotogrammi IA per ogni fotogramma renderizzato tradizionalmente su hardware Intel supportato.",{"term":879,"anchor":1077,"definition":1078},"xe-low-latency","Tecnologia Intel progettata per ridurre il ritardo tra il lavoro della CPU e il fotogramma visibile sul display.",{"term":1080,"anchor":1081,"definition":1082},"Stack a quattro livelli","xess-four-layer-stack","Un modello Figure Rocks che separa XeSS Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency per funzione.",{"term":1084,"anchor":1085,"definition":1086},"Test Rendered-Generated-Responsive","rendered-generated-responsive-test","Un flusso di lavoro Figure Rocks per misurare le prestazioni di rendering base, l'output di fotogrammi generati e la latenza come metriche separate.",{},{"id":1089,"data":1090,"type":572,"tunes":1092},"h-sources",{"text":1091,"level":47},"Fonti primarie",{},{"id":1094,"data":1095,"type":1101,"tunes":1102},"src-intel-xess3-dev",{"link":1096,"meta":1097},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html",{"image":1098,"title":1099,"description":1100},{"url":13},"Intel Developer — XeSS 3 per sviluppatori","Documentazione ufficiale per sviluppatori Intel che copre XeSS Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency.","linkTool",{},{"id":1104,"data":1105,"type":1101,"tunes":1111},"src-intel-xess-gaming",{"link":1106,"meta":1107},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F",{"image":1108,"title":1109,"description":1110},{"url":13},"Intel Gaming Access — XeSS 3","Panoramica ufficiale Intel per il gaming di XeSS 3 e delle sue tecnologie di prestazioni e reattività basate sull'IA.",{},{"id":1113,"data":1114,"type":1101,"tunes":1120},"src-intel-games",{"link":1115,"meta":1116},"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F",{"image":1117,"title":1118,"description":1119},{"url":13},"Intel Gaming Access — Giochi abilitati a XeSS","Pagina ufficiale di compatibilità Intel che mostra la ripartizione delle funzionalità tra XeSS, XeSS 2 e XeSS 3, inclusa Multi Frame Generation.",{},{"id":1122,"data":1123,"type":1101,"tunes":1129},"src-intel-sr-guide",{"link":1124,"meta":1125},"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html",{"image":1126,"title":1127,"description":1128},{"url":13},"Intel Developer — Guida per sviluppatori di XeSS Super Resolution","Guida tecnica ufficiale che spiega gli input di XeSS Super Resolution, la ricostruzione temporale e le modalità di qualità.",{},"2.31","XeSS 3 non è più solo l'upscaler di Intel. Ora combina Super Resolution, Frame Generation, Multi Frame Generation e Xe Low Latency, con fino a tre frame generati dall'IA per ogni frame renderizzato su hardware Intel supportato.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43","PUBLISHED","2026-09-25T19:20:00.000Z","2026-09-25T23:20:58.726Z","2026-09-25T23:26:01.705Z",{"en":1139,"de":1140,"sr":1141,"es":1142,"fr":1143,"it":1144,"ru":1145,"zh":1146},"\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fde\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fsr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fes\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Ffr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fit\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fru\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","\u002Fzh\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained",[1148,1152,1156],{"id":1149,"name":1150,"slug":1151},147,"Generazione di fotogrammi","frame-generation",{"id":1153,"name":1154,"slug":1155},146,"Upscaling","upscaling",{"id":1157,"name":1158,"slug":1159},45,"Latenza di input","input-latency",{"id":283,"login":1161,"email":1162,"displayName":1163},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1165,1632],{"lang":8,"title":1166,"content":1167,"contentJson":1168,"excerpt":1631},"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","{\"time\":1790378534476,\"blocks\":[{\"id\":\"intro\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.\"},\"tunes\":{}},{\"id\":\"why-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Why this matters\",\"body\":\"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-notjust\",\"type\":\"header\",\"data\":{\"text\":\"XeSS is no longer just upscaling\",\"level\":2},\"tunes\":{}},{\"id\":\"p-notjust-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.\"},\"tunes\":{}},{\"id\":\"p-notjust-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.\"},\"tunes\":{}},{\"id\":\"p-notjust-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\"},\"tunes\":{}},{\"id\":\"h-stack\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS 3 Four-Layer Stack\",\"level\":2},\"tunes\":{}},{\"id\":\"stack-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"Four different jobs inside XeSS 3\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. XeSS Super Resolution\",\"description\":\"Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.\"},{\"label\":\"2. XeSS Frame Generation\",\"description\":\"Generates additional frames between rendered frames to increase the displayed frame stream.\"},{\"label\":\"3. XeSS Multi Frame Generation\",\"description\":\"XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"label\":\"4. Xe Low Latency\",\"description\":\"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.\"}]},\"tunes\":{}},{\"id\":\"h-4x\",\"type\":\"header\",\"data\":{\"text\":\"What “up to 4× the frames” actually means\",\"level\":2},\"tunes\":{}},{\"id\":\"p-4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.\"},\"tunes\":{}},{\"id\":\"p-4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.\"},\"tunes\":{}},{\"id\":\"frames-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Rendered vs generated frames\",\"layout\":\"table\",\"columns\":[{\"id\":\"rendered\",\"label\":\"Traditionally rendered frames\"},{\"id\":\"generated\",\"label\":\"AI-generated frames\"},{\"id\":\"displayed\",\"label\":\"Potential displayed frames\"}],\"rows\":[{\"id\":\"normal\",\"label\":\"No frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"fg\",\"label\":\"Standard frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"mfg\",\"label\":\"XeSS 3 Multi Frame Generation\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"fps-warning\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not read the final FPS counter as the engine's native render rate\",\"body\":\"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.\"},\"tunes\":{}},{\"id\":\"h-sr\",\"type\":\"header\",\"data\":{\"text\":\"XeSS Super Resolution still does a different job\",\"level\":2},\"tunes\":{}},{\"id\":\"p-sr-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.\"},\"tunes\":{}},{\"id\":\"p-sr-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.\"},\"tunes\":{}},{\"id\":\"p-sr-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.\"},\"tunes\":{}},{\"id\":\"h-output-response\",\"type\":\"header\",\"data\":{\"text\":\"The Output vs Response Split\",\"level\":2},\"tunes\":{}},{\"id\":\"p-or-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The most important way to understand XeSS 3 is to separate output rate from response latency.\"},\"tunes\":{}},{\"id\":\"response-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Two different performance questions\",\"layout\":\"table\",\"columns\":[{\"id\":\"question\",\"label\":\"Question\"},{\"id\":\"metric\",\"label\":\"What matters\"}],\"rows\":[{\"id\":\"smoothness\",\"label\":\"How smooth does motion look?\",\"values\":[\"\",\"\"]},{\"id\":\"response\",\"label\":\"How fast does the game react?\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"p-or-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.\"},\"tunes\":{}},{\"id\":\"h-xell\",\"type\":\"header\",\"data\":{\"text\":\"What Xe Low Latency does\",\"level\":2},\"tunes\":{}},{\"id\":\"p-xell-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.\"},\"tunes\":{}},{\"id\":\"p-xell-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.\"},\"tunes\":{}},{\"id\":\"p-xell-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.\"},\"tunes\":{}},{\"id\":\"h-base\",\"type\":\"header\",\"data\":{\"text\":\"Why Multi Frame Generation helps most when the base pipeline is already healthy\",\"level\":2},\"tunes\":{}},{\"id\":\"p-base-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Generated frames are built from information provided by real rendered frames and motion history.\"},\"tunes\":{}},{\"id\":\"p-base-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.\"},\"tunes\":{}},{\"id\":\"p-base-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The display can become denser while the underlying simulation or rendering cadence remains weak.\"},\"tunes\":{}},{\"id\":\"healthy-base\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The useful rule\",\"body\":\"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.\"},\"tunes\":{}},{\"id\":\"ref-frametime\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained\",\"title\":\"Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained\",\"excerpt\":\"Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.\",\"ctaLabel\":\"Read the frame-time guide\"},\"tunes\":{}},{\"id\":\"h-test\",\"type\":\"header\",\"data\":{\"text\":\"The Rendered-Generated-Responsive Test\",\"level\":2},\"tunes\":{}},{\"id\":\"test-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to test XeSS 3 without mixing different metrics\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Measure the base game\",\"description\":\"Run with frame generation disabled and record conventional FPS, frame times and latency if available.\"},{\"label\":\"2. Enable Super Resolution\",\"description\":\"Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.\"},{\"label\":\"3. Enable Frame Generation or MFG\",\"description\":\"Measure final displayed FPS and frame pacing separately from base rendered performance.\"},{\"label\":\"4. Enable Xe Low Latency\",\"description\":\"Measure responsiveness rather than assuming the higher output rate guarantees lower latency.\"},{\"label\":\"5. Check artifacts\",\"description\":\"Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.\"},{\"label\":\"6. Repeat the same workload\",\"description\":\"Use identical scenes or benchmark sequences so each layer can be compared fairly.\"}]},\"tunes\":{}},{\"id\":\"h-artifacts\",\"type\":\"header\",\"data\":{\"text\":\"Why UI and disocclusion are difficult for frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"p-art-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.\"},\"tunes\":{}},{\"id\":\"p-art-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.\"},\"tunes\":{}},{\"id\":\"p-art-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why generated-frame quality must be judged in motion rather than from screenshots.\"},\"tunes\":{}},{\"id\":\"h-hardware\",\"type\":\"header\",\"data\":{\"text\":\"Intel hardware acceleration matters\",\"level\":2},\"tunes\":{}},{\"id\":\"p-hw-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.\"},\"tunes\":{}},{\"id\":\"p-hw-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.\"},\"tunes\":{}},{\"id\":\"p-hw-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.\"},\"tunes\":{}},{\"id\":\"support-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Do not assume every XeSS feature has identical GPU support\",\"body\":\"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.\"},\"tunes\":{}},{\"id\":\"h-map\",\"type\":\"header\",\"data\":{\"text\":\"The XeSS Feature Map\",\"level\":2},\"tunes\":{}},{\"id\":\"feature-map\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Feature\",\"Main job\",\"Primary thing to measure\"],[\"XeSS Super Resolution\",\"Reconstruct higher-resolution image\",\"Image quality + conventional FPS\"],[\"XeSS Frame Generation\",\"Add one or more generated frames\",\"Displayed FPS + artifacts + pacing\"],[\"XeSS Multi Frame Generation\",\"Generate up to three AI frames per rendered frame on supported Intel hardware\",\"Displayed throughput + artifacts + pacing\"],[\"Xe Low Latency\",\"Reduce input-to-display delay\",\"Latency\"],[\"Base renderer\",\"Produce simulation-driven frames\",\"Native\u002Frendered FPS + frame time\"]]},\"tunes\":{}},{\"id\":\"h-compare\",\"type\":\"header\",\"data\":{\"text\":\"Why XeSS 3 should be compared layer by layer, not brand by brand\",\"level\":2},\"tunes\":{}},{\"id\":\"p-compare-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.\"},\"tunes\":{}},{\"id\":\"p-compare-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.\"},\"tunes\":{}},{\"id\":\"p-compare-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.\"},\"tunes\":{}},{\"id\":\"ref-dlss\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.\",\"ctaLabel\":\"Read the DLSS generated-FPS guide\"},\"tunes\":{}},{\"id\":\"ref-fsr\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"h-not4x\",\"type\":\"header\",\"data\":{\"text\":\"Why 4× frames does not mean 4× responsiveness\",\"level\":2},\"tunes\":{}},{\"id\":\"p-not4x-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.\"},\"tunes\":{}},{\"id\":\"p-not4x-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.\"},\"tunes\":{}},{\"id\":\"p-not4x-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is not a flaw in the technology. It is simply a different type of performance improvement.\"},\"tunes\":{}},{\"id\":\"h-useful\",\"type\":\"header\",\"data\":{\"text\":\"When Multi Frame Generation is most useful\",\"level\":2},\"tunes\":{}},{\"id\":\"useful-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Scenario\",\"Why MFG can help\"],[\"High-refresh display\",\"More presented frames can better use 144 Hz, 240 Hz and higher panels\"],[\"Heavy graphics workload\",\"Generated frames can increase presentation rate without conventionally rendering every displayed frame\"],[\"Single-player visual smoothness\",\"Camera motion can look substantially smoother when pacing remains stable\"],[\"CPU-limited rendering\",\"Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists\"],[\"Already unstable base frame times\",\"Less ideal — generated frames do not remove the original stutter source\"]]},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.\"},\"tunes\":{}},{\"id\":\"h-limit\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conc-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"XeSS 3 makes the XeSS name broader than many gamers realize.\"},\"tunes\":{}},{\"id\":\"p-conc-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.\"},\"tunes\":{}},{\"id\":\"p-conc-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"Intel XeSS 3 in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is XeSS 3?\",\"answer\":\"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"},{\"id\":\"faq2\",\"question\":\"How many frames can XeSS 3 Multi Frame Generation create?\",\"answer\":\"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.\"},{\"id\":\"faq3\",\"question\":\"Is XeSS 3 the same as XeSS Super Resolution?\",\"answer\":\"No. Super Resolution is only one part of the XeSS 3 stack.\"},{\"id\":\"faq4\",\"question\":\"Does 4× displayed FPS mean the game is running 4× faster internally?\",\"answer\":\"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.\"},{\"id\":\"faq5\",\"question\":\"What does Xe Low Latency do?\",\"answer\":\"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.\"},{\"id\":\"faq6\",\"question\":\"Should XeSS, DLSS and FSR be compared only by final FPS?\",\"answer\":\"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key XeSS 3 terms\",\"entries\":[{\"term\":\"XeSS Super Resolution\",\"definition\":\"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.\",\"anchor\":\"xess-super-resolution\"},{\"term\":\"XeSS Frame Generation\",\"definition\":\"Intel technology that generates intermediate frames to increase the displayed frame stream.\",\"anchor\":\"xess-frame-generation\"},{\"term\":\"XeSS Multi Frame Generation\",\"definition\":\"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.\",\"anchor\":\"xess-multi-frame-generation\"},{\"term\":\"Xe Low Latency\",\"definition\":\"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.\",\"anchor\":\"xe-low-latency\"},{\"term\":\"Four-Layer Stack\",\"definition\":\"A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.\",\"anchor\":\"xess-four-layer-stack\"},{\"term\":\"Rendered-Generated-Responsive Test\",\"definition\":\"A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.\",\"anchor\":\"rendered-generated-responsive-test\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-intel-xess3-dev\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Ftopic-technology\u002Fgamedev\u002Fxess.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS 3 for Developers\",\"description\":\"Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.\"}},\"tunes\":{}},{\"id\":\"src-intel-xess-gaming\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-gaming\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS 3\",\"description\":\"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.\"}},\"tunes\":{}},{\"id\":\"src-intel-games\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgame.intel.com\u002Fus\u002Fxess-enabled-games\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Gaming Access — XeSS Enabled Games\",\"description\":\"Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.\"}},\"tunes\":{}},{\"id\":\"src-intel-sr-guide\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.intel.com\u002Fcontent\u002Fwww\u002Fus\u002Fen\u002Fdeveloper\u002Farticles\u002Ftechnical\u002Fxess-sr-developer-guide.html\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Intel Developer — XeSS Super Resolution Developer Guide\",\"description\":\"Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1169,"blocks":1170,"version":1630},1790378534476,[1171,1175,1180,1185,1189,1193,1197,1201,1205,1209,1222,1226,1230,1234,1254,1259,1263,1267,1271,1275,1279,1283,1299,1303,1307,1311,1315,1319,1323,1327,1331,1335,1340,1347,1351,1374,1378,1382,1386,1390,1394,1398,1402,1406,1411,1415,1439,1443,1447,1451,1455,1462,1469,1473,1477,1481,1485,1489,1510,1514,1518,1522,1526,1530,1534,1538,1542,1546,1550,1553,1576,1580,1599,1603,1610,1616,1623],{"id":541,"data":1172,"type":544,"tunes":1174},{"text":1173},"XeSS 3 is easy to misunderstand if you think of XeSS only as Intel's upscaler. In 2026, Intel's XeSS stack includes Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency. Those features solve different parts of the rendering and responsiveness problem.",{},{"id":547,"data":1176,"type":552,"tunes":1179},{"body":1177,"title":1178,"variant":551},"\u003Cstrong>XeSS 3 is a graphics suite, not one feature.\u003C\u002Fstrong> XeSS Super Resolution reconstructs a higher-resolution image, XeSS Frame Generation inserts AI-generated frames, XeSS 3 Multi Frame Generation can add up to three AI-generated frames per rendered frame on supported Intel hardware, and Xe Low Latency reduces the delay between CPU work and what reaches the display.","Direct answer",{},{"id":555,"data":1181,"type":552,"tunes":1184},{"body":1182,"title":1183,"variant":559},"Once frame generation is enabled, \u003Cstrong>displayed FPS is no longer the same thing as traditionally rendered FPS\u003C\u002Fstrong>. And once low-latency technology is part of the stack, responsiveness must be measured separately from raw frame output.","Why this matters",{},{"id":562,"data":1186,"type":566,"tunes":1188},{"title":1187,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1190,"type":572,"tunes":1192},{"text":1191,"level":47},"XeSS is no longer just upscaling",{},{"id":575,"data":1194,"type":544,"tunes":1196},{"text":1195},"The original XeSS story was straightforward: render at a lower internal resolution and reconstruct a higher-resolution image with AI-based temporal techniques.",{},{"id":580,"data":1198,"type":544,"tunes":1200},{"text":1199},"XeSS 2 added more than image reconstruction by combining Super Resolution, Frame Generation and Xe Low Latency.",{},{"id":585,"data":1202,"type":544,"tunes":1204},{"text":1203},"XeSS 3 extends that stack with Multi Frame Generation, which Intel says can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{},{"id":590,"data":1206,"type":572,"tunes":1208},{"text":1207,"level":47},"The XeSS 3 Four-Layer Stack",{},{"id":595,"data":1210,"type":612,"tunes":1221},{"steps":1211,"title":1220,"orientation":611},[1212,1214,1216,1218],{"label":599,"description":1213},"Reconstructs a higher-resolution image from a lower-resolution render using temporal and AI-based information.",{"label":602,"description":1215},"Generates additional frames between rendered frames to increase the displayed frame stream.",{"label":605,"description":1217},"XeSS 3 can generate up to three AI frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.",{"label":608,"description":1219},"Optimizes the CPU-to-display path so higher frame output does not automatically come with unnecessary extra latency.","Four different jobs inside XeSS 3",{},{"id":615,"data":1223,"type":572,"tunes":1225},{"text":1224,"level":47},"What “up to 4× the frames” actually means",{},{"id":620,"data":1227,"type":544,"tunes":1229},{"text":1228},"Intel describes XeSS 3 Multi Frame Generation as producing up to three AI-generated frames for every rendered frame.",{},{"id":625,"data":1231,"type":544,"tunes":1233},{"text":1232},"Conceptually, one traditionally rendered frame plus three generated frames can produce four displayed frames.",{},{"id":630,"data":1235,"type":657,"tunes":1253},{"rows":1236,"title":1245,"layout":646,"columns":1246},[1237,1240,1243],{"id":634,"label":1238,"values":1239},"No frame generation",[13,13,13],{"id":638,"label":1241,"values":1242},"Standard frame generation",[13,13,13],{"id":642,"label":643,"values":1244},[13,13,13],"Rendered vs generated frames",[1247,1249,1251],{"id":649,"label":1248},"Traditionally rendered frames",{"id":652,"label":1250},"AI-generated frames",{"id":655,"label":1252},"Potential displayed frames",{},{"id":660,"data":1255,"type":552,"tunes":1258},{"body":1256,"title":1257,"variant":664},"A displayed 240 FPS with Multi Frame Generation does \u003Cstrong>not\u003C\u002Fstrong> mean the game engine conventionally simulated and rendered 240 completely new frames every second.","Do not read the final FPS counter as the engine's native render rate",{},{"id":667,"data":1260,"type":572,"tunes":1262},{"text":1261,"level":47},"XeSS Super Resolution still does a different job",{},{"id":672,"data":1264,"type":544,"tunes":1266},{"text":1265},"XeSS Super Resolution operates before the final display output. Intel describes it as AI-based temporal super sampling and anti-aliasing that takes a lower-resolution jittered color buffer together with motion vectors and depth, then reconstructs an anti-aliased image at the target resolution.",{},{"id":677,"data":1268,"type":544,"tunes":1270},{"text":1269},"That means Super Resolution reduces the amount of conventional pixel rendering work. Frame Generation does not replace that function; it changes the number of frames presented after rendered frames already exist.",{},{"id":682,"data":1272,"type":544,"tunes":1274},{"text":1273},"This is why an XeSS benchmark should say whether it is measuring Super Resolution, Frame Generation, Multi Frame Generation, or a combination.",{},{"id":687,"data":1276,"type":572,"tunes":1278},{"text":1277,"level":47},"The Output vs Response Split",{},{"id":692,"data":1280,"type":544,"tunes":1282},{"text":1281},"The most important way to understand XeSS 3 is to separate output rate from response latency.",{},{"id":697,"data":1284,"type":657,"tunes":1298},{"rows":1285,"title":1292,"layout":646,"columns":1293},[1286,1289],{"id":701,"label":1287,"values":1288},"How smooth does motion look?",[13,13],{"id":705,"label":1290,"values":1291},"How fast does the game react?",[13,13],"Two different performance questions",[1294,1296],{"id":711,"label":1295},"Question",{"id":714,"label":1297},"What matters",{},{"id":718,"data":1300,"type":544,"tunes":1302},{"text":1301},"Higher displayed FPS can improve visual smoothness. It does not automatically prove that player input is processed at the same rate.",{},{"id":723,"data":1304,"type":572,"tunes":1306},{"text":1305,"level":47},"What Xe Low Latency does",{},{"id":728,"data":1308,"type":544,"tunes":1310},{"text":1309},"Intel's Xe Low Latency technology is designed to reduce input-to-screen latency by optimizing the time between CPU processing and final frame display.",{},{"id":733,"data":1312,"type":544,"tunes":1314},{"text":1313},"That role is especially important once frame generation is active because frame interpolation adds more work to the presentation pipeline.",{},{"id":738,"data":1316,"type":544,"tunes":1318},{"text":1317},"The correct way to judge the stack is therefore not “XeSS 3 shows more FPS, so latency must be better.” Smoothness and responsiveness need separate measurements.",{},{"id":743,"data":1320,"type":572,"tunes":1322},{"text":1321,"level":47},"Why Multi Frame Generation helps most when the base pipeline is already healthy",{},{"id":748,"data":1324,"type":544,"tunes":1326},{"text":1325},"Generated frames are built from information provided by real rendered frames and motion history.",{},{"id":753,"data":1328,"type":544,"tunes":1330},{"text":1329},"If the base game is already delivering unstable frame times, severe CPU stalls or irregular motion information, generating more frames does not remove the original root cause.",{},{"id":758,"data":1332,"type":544,"tunes":1334},{"text":1333},"The display can become denser while the underlying simulation or rendering cadence remains weak.",{},{"id":763,"data":1336,"type":552,"tunes":1339},{"body":1337,"title":1338,"variant":767},"Frame generation works best as a \u003Cstrong>multiplier of a healthy base pipeline\u003C\u002Fstrong>, not as a replacement for diagnosing bad base performance.","The useful rule",{},{"id":770,"data":1341,"type":776,"tunes":1346},{"url":1342,"title":1343,"excerpt":1344,"ctaLabel":1345},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Why 120 FPS Can Still Feel Bad: Frame Time, 1% Lows and Stutter Explained","Why average FPS can hide unstable frame delivery and how to diagnose slow frames instead of trusting one number.","Read the frame-time guide",{},{"id":779,"data":1348,"type":572,"tunes":1350},{"text":1349,"level":47},"The Rendered-Generated-Responsive Test",{},{"id":784,"data":1352,"type":612,"tunes":1373},{"steps":1353,"title":1372,"orientation":611},[1354,1357,1360,1363,1366,1369],{"label":1355,"description":1356},"1. Measure the base game","Run with frame generation disabled and record conventional FPS, frame times and latency if available.",{"label":1358,"description":1359},"2. Enable Super Resolution","Measure how much conventional GPU rendering load is reduced and whether image quality remains stable.",{"label":1361,"description":1362},"3. Enable Frame Generation or MFG","Measure final displayed FPS and frame pacing separately from base rendered performance.",{"label":1364,"description":1365},"4. Enable Xe Low Latency","Measure responsiveness rather than assuming the higher output rate guarantees lower latency.",{"label":1367,"description":1368},"5. Check artifacts","Inspect UI, fast camera motion, particles, transparency and disocclusion areas where generated frames can fail.",{"label":1370,"description":1371},"6. Repeat the same workload","Use identical scenes or benchmark sequences so each layer can be compared fairly.","How to test XeSS 3 without mixing different metrics",{},{"id":808,"data":1375,"type":572,"tunes":1377},{"text":1376,"level":47},"Why UI and disocclusion are difficult for frame generation",{},{"id":813,"data":1379,"type":544,"tunes":1381},{"text":1380},"Frame generation predicts visual information between two rendered states. That is easiest when motion is smooth and the visible scene remains predictable.",{},{"id":818,"data":1383,"type":544,"tunes":1385},{"text":1384},"Fast camera turns, newly revealed objects, particles, transparency and static UI elements create harder cases because the generated frame has to infer information that may not exist cleanly in the previous image.",{},{"id":823,"data":1387,"type":544,"tunes":1389},{"text":1388},"That is why generated-frame quality must be judged in motion rather than from screenshots.",{},{"id":828,"data":1391,"type":572,"tunes":1393},{"text":1392,"level":47},"Intel hardware acceleration matters",{},{"id":833,"data":1395,"type":544,"tunes":1397},{"text":1396},"Intel's XeSS technologies are designed to use the dedicated AI capabilities available on Intel Arc hardware for their highest-performance paths.",{},{"id":838,"data":1399,"type":544,"tunes":1401},{"text":1400},"XeSS Super Resolution also has broader cross-vendor support, which is one reason the XeSS name can refer to different execution paths depending on the GPU.",{},{"id":843,"data":1403,"type":544,"tunes":1405},{"text":1404},"XeSS 3 Multi Frame Generation, however, is currently described by Intel as a feature introduced on Intel hardware.",{},{"id":848,"data":1407,"type":552,"tunes":1410},{"body":1408,"title":1409,"variant":559},"Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency can have different hardware and integration requirements.","Do not assume every XeSS feature has identical GPU support",{},{"id":854,"data":1412,"type":572,"tunes":1414},{"text":1413,"level":47},"The XeSS Feature Map",{},{"id":859,"data":1416,"type":646,"tunes":1438},{"content":1417,"stretched":886,"withHeadings":15},[1418,1422,1425,1428,1431,1434],[1419,1420,1421],"Feature","Main job","Primary thing to measure",[867,1423,1424],"Reconstruct higher-resolution image","Image quality + conventional FPS",[871,1426,1427],"Add one or more generated frames","Displayed FPS + artifacts + pacing",[875,1429,1430],"Generate up to three AI frames per rendered frame on supported Intel hardware","Displayed throughput + artifacts + pacing",[879,1432,1433],"Reduce input-to-display delay","Latency",[1435,1436,1437],"Base renderer","Produce simulation-driven frames","Native\u002Frendered FPS + frame time",{},{"id":889,"data":1440,"type":572,"tunes":1442},{"text":1441,"level":47},"Why XeSS 3 should be compared layer by layer, not brand by brand",{},{"id":894,"data":1444,"type":544,"tunes":1446},{"text":1445},"A simple “XeSS vs DLSS vs FSR” chart often hides more than it explains.",{},{"id":899,"data":1448,"type":544,"tunes":1450},{"text":1449},"The useful comparison is feature against feature: upscaling against upscaling, generated-frame quality against generated-frame quality, low-latency behavior against low-latency behavior.",{},{"id":904,"data":1452,"type":544,"tunes":1454},{"text":1453},"Otherwise one product may be judged by displayed FPS while another is judged by native rendering quality.",{},{"id":909,"data":1456,"type":776,"tunes":1461},{"url":1457,"title":1458,"excerpt":1459,"ctaLabel":1460},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A companion guide explaining rendered FPS, generated FPS and why latency must be measured separately when Multi Frame Generation is active.","Read the DLSS generated-FPS guide",{},{"id":917,"data":1463,"type":776,"tunes":1468},{"url":1464,"title":1465,"excerpt":1466,"ctaLabel":1467},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","How AMD split FSR into separate neural-rendering technologies and why each feature needs its own performance metric.","Read the FSR Redstone guide",{},{"id":925,"data":1470,"type":572,"tunes":1472},{"text":1471,"level":47},"Why 4× frames does not mean 4× responsiveness",{},{"id":930,"data":1474,"type":544,"tunes":1476},{"text":1475},"A generated frame improves what the display shows between traditionally rendered frames. It does not create a new CPU simulation step for every generated image.",{},{"id":935,"data":1478,"type":544,"tunes":1480},{"text":1479},"Therefore, four displayed frames derived from one rendered frame do not mean the player receives four independent simulation updates.",{},{"id":940,"data":1482,"type":544,"tunes":1484},{"text":1483},"This is not a flaw in the technology. It is simply a different type of performance improvement.",{},{"id":945,"data":1486,"type":572,"tunes":1488},{"text":1487,"level":47},"When Multi Frame Generation is most useful",{},{"id":950,"data":1490,"type":646,"tunes":1509},{"content":1491,"stretched":886,"withHeadings":15},[1492,1494,1497,1500,1503,1506],[954,1493],"Why MFG can help",[1495,1496],"High-refresh display","More presented frames can better use 144 Hz, 240 Hz and higher panels",[1498,1499],"Heavy graphics workload","Generated frames can increase presentation rate without conventionally rendering every displayed frame",[1501,1502],"Single-player visual smoothness","Camera motion can look substantially smoother when pacing remains stable",[1504,1505],"CPU-limited rendering","Displayed FPS can rise beyond the conventional render cadence, although the CPU simulation limit still exists",[1507,1508],"Already unstable base frame times","Less ideal — generated frames do not remove the original stutter source",{},{"id":973,"data":1511,"type":572,"tunes":1513},{"text":1512,"level":47},"What would change this answer?",{},{"id":978,"data":1515,"type":544,"tunes":1517},{"text":1516},"Intel can expand XeSS 3 hardware support, change model versions and improve generated-frame quality through future SDK and driver releases.",{},{"id":983,"data":1519,"type":544,"tunes":1521},{"text":1520},"The current architectural distinction will still matter: reconstruction, generated frames and latency optimization solve different problems even if the specific implementation changes.",{},{"id":988,"data":1523,"type":572,"tunes":1525},{"text":1524,"level":47},"Limitations",{},{"id":993,"data":1527,"type":544,"tunes":1529},{"text":1528},"Intel's public XeSS pages describe supported capabilities and intended behavior, but they are not independent benchmarks. Actual image quality, frame-generation artifacts, latency and scaling vary by game, GPU, resolution and integration quality.",{},{"id":998,"data":1531,"type":544,"tunes":1533},{"text":1532},"The “up to four displayed frames” explanation is a conceptual maximum based on Intel's stated support for up to three generated frames per rendered frame. Real output and pacing depend on the running game and implementation.",{},{"id":1003,"data":1535,"type":572,"tunes":1537},{"text":1536,"level":47},"Conclusion",{},{"id":1008,"data":1539,"type":544,"tunes":1541},{"text":1540},"XeSS 3 makes the XeSS name broader than many gamers realize.",{},{"id":1013,"data":1543,"type":544,"tunes":1545},{"text":1544},"Super Resolution reconstructs the image. Frame Generation increases displayed frame output. Multi Frame Generation can add up to three AI-generated frames for every rendered frame on supported Intel hardware. Xe Low Latency works on the responsiveness side.",{},{"id":1018,"data":1547,"type":544,"tunes":1549},{"text":1548},"The clean way to judge XeSS 3 is therefore to separate three questions: how good is the reconstructed image, how smooth is the generated frame stream, and how responsive is the underlying game?",{},{"id":1023,"data":1551,"type":572,"tunes":1552},{"text":1025,"level":47},{},{"id":1028,"data":1554,"type":1028,"tunes":1575},{"items":1555,"title":1574},[1556,1559,1562,1565,1568,1571],{"id":1032,"answer":1557,"question":1558},"XeSS 3 is Intel's current XeSS suite combining Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.","What is XeSS 3?",{"id":1036,"answer":1560,"question":1561},"Intel says XeSS 3 can generate up to three AI-generated frames per rendered frame on supported Intel hardware, producing up to four displayed frames from one traditionally rendered frame.","How many frames can XeSS 3 Multi Frame Generation create?",{"id":1040,"answer":1563,"question":1564},"No. Super Resolution is only one part of the XeSS 3 stack.","Is XeSS 3 the same as XeSS Super Resolution?",{"id":1044,"answer":1566,"question":1567},"No. Generated frames increase presentation output, but they do not create four independent CPU simulation updates for every base rendered frame.","Does 4× displayed FPS mean the game is running 4× faster internally?",{"id":1048,"answer":1569,"question":1570},"It is designed to reduce input-to-screen latency by optimizing the CPU-to-display path.","What does Xe Low Latency do?",{"id":1052,"answer":1572,"question":1573},"No. Compare upscaling quality, base rendered performance, generated-frame quality, frame pacing and latency separately.","Should XeSS, DLSS and FSR be compared only by final FPS?","Intel XeSS 3 in plain English",{},{"id":1058,"data":1577,"type":572,"tunes":1579},{"text":1578,"level":47},"Glossary",{},{"id":1063,"data":1581,"type":1063,"tunes":1598},{"title":1582,"entries":1583},"Key XeSS 3 terms",[1584,1586,1588,1590,1592,1595],{"term":867,"anchor":1068,"definition":1585},"Intel's AI-based temporal upscaling and anti-aliasing technology that reconstructs a higher-resolution output from lower-resolution rendering inputs.",{"term":871,"anchor":1071,"definition":1587},"Intel technology that generates intermediate frames to increase the displayed frame stream.",{"term":875,"anchor":1074,"definition":1589},"XeSS 3 feature that can generate up to three AI frames for each traditionally rendered frame on supported Intel hardware.",{"term":879,"anchor":1077,"definition":1591},"Intel technology designed to reduce the delay between CPU work and the visible frame on the display.",{"term":1593,"anchor":1081,"definition":1594},"Four-Layer Stack","A Figure Rocks model separating XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency by function.",{"term":1596,"anchor":1085,"definition":1597},"Rendered-Generated-Responsive Test","A Figure Rocks workflow for measuring base rendered performance, generated-frame output and latency as separate metrics.",{},{"id":1089,"data":1600,"type":572,"tunes":1602},{"text":1601,"level":47},"Primary sources",{},{"id":1094,"data":1604,"type":1101,"tunes":1609},{"link":1096,"meta":1605},{"image":1606,"title":1607,"description":1608},{"url":13},"Intel Developer — XeSS 3 for Developers","Official Intel developer documentation covering XeSS Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency.",{},{"id":1104,"data":1611,"type":1101,"tunes":1615},{"link":1106,"meta":1612},{"image":1613,"title":1109,"description":1614},{"url":13},"Official Intel gaming overview of XeSS 3 and its AI-driven performance and responsiveness technologies.",{},{"id":1113,"data":1617,"type":1101,"tunes":1622},{"link":1115,"meta":1618},{"image":1619,"title":1620,"description":1621},{"url":13},"Intel Gaming Access — XeSS Enabled Games","Official Intel compatibility page showing the feature breakdown between XeSS, XeSS 2 and XeSS 3 including Multi Frame Generation.",{},{"id":1122,"data":1624,"type":1101,"tunes":1629},{"link":1124,"meta":1625},{"image":1626,"title":1627,"description":1628},{"url":13},"Intel Developer — XeSS Super Resolution Developer Guide","Official technical guide explaining XeSS Super Resolution inputs, temporal reconstruction and quality modes.",{},"2.31.6","XeSS 3 is no longer just Intel’s upscaler. It now combines Super Resolution, Frame Generation, Multi Frame Generation and Xe Low Latency, with up to three AI-generated frames per rendered frame on supported Intel hardware.",{"lang":7,"title":534,"content":536,"contentJson":1633,"excerpt":1131},{"time":538,"blocks":1634,"version":1130},[1635,1638,1641,1644,1647,1650,1653,1656,1659,1662,1670,1673,1676,1679,1693,1696,1699,1702,1705,1708,1711,1714,1725,1728,1731,1734,1737,1740,1743,1746,1749,1752,1755,1758,1761,1771,1774,1777,1780,1783,1786,1789,1792,1795,1798,1801,1811,1814,1817,1820,1823,1826,1829,1832,1835,1838,1841,1844,1854,1857,1860,1863,1866,1869,1872,1875,1878,1881,1884,1887,1897,1900,1910,1913,1918,1923,1928],{"id":541,"data":1636,"type":544,"tunes":1637},{"text":543},{},{"id":547,"data":1639,"type":552,"tunes":1640},{"body":549,"title":550,"variant":551},{},{"id":555,"data":1642,"type":552,"tunes":1643},{"body":557,"title":558,"variant":559},{},{"id":562,"data":1645,"type":566,"tunes":1646},{"title":564,"maxLevel":565,"minLevel":47},{},{"id":569,"data":1648,"type":572,"tunes":1649},{"text":571,"level":47},{},{"id":575,"data":1651,"type":544,"tunes":1652},{"text":577},{},{"id":580,"data":1654,"type":544,"tunes":1655},{"text":582},{},{"id":585,"data":1657,"type":544,"tunes":1658},{"text":587},{},{"id":590,"data":1660,"type":572,"tunes":1661},{"text":592,"level":47},{},{"id":595,"data":1663,"type":612,"tunes":1669},{"steps":1664,"title":610,"orientation":611},[1665,1666,1667,1668],{"label":599,"description":600},{"label":602,"description":603},{"label":605,"description":606},{"label":608,"description":609},{},{"id":615,"data":1671,"type":572,"tunes":1672},{"text":617,"level":47},{},{"id":620,"data":1674,"type":544,"tunes":1675},{"text":622},{},{"id":625,"data":1677,"type":544,"tunes":1678},{"text":627},{},{"id":630,"data":1680,"type":657,"tunes":1692},{"rows":1681,"title":645,"layout":646,"columns":1688},[1682,1684,1686],{"id":634,"label":635,"values":1683},[13,13,13],{"id":638,"label":639,"values":1685},[13,13,13],{"id":642,"label":643,"values":1687},[13,13,13],[1689,1690,1691],{"id":649,"label":650},{"id":652,"label":653},{"id":655,"label":656},{},{"id":660,"data":1694,"type":552,"tunes":1695},{"body":662,"title":663,"variant":664},{},{"id":667,"data":1697,"type":572,"tunes":1698},{"text":669,"level":47},{},{"id":672,"data":1700,"type":544,"tunes":1701},{"text":674},{},{"id":677,"data":1703,"type":544,"tunes":1704},{"text":679},{},{"id":682,"data":1706,"type":544,"tunes":1707},{"text":684},{},{"id":687,"data":1709,"type":572,"tunes":1710},{"text":689,"level":47},{},{"id":692,"data":1712,"type":544,"tunes":1713},{"text":694},{},{"id":697,"data":1715,"type":657,"tunes":1724},{"rows":1716,"title":708,"layout":646,"columns":1721},[1717,1719],{"id":701,"label":702,"values":1718},[13,13],{"id":705,"label":706,"values":1720},[13,13],[1722,1723],{"id":711,"label":712},{"id":714,"label":715},{},{"id":718,"data":1726,"type":544,"tunes":1727},{"text":720},{},{"id":723,"data":1729,"type":572,"tunes":1730},{"text":725,"level":47},{},{"id":728,"data":1732,"type":544,"tunes":1733},{"text":730},{},{"id":733,"data":1735,"type":544,"tunes":1736},{"text":735},{},{"id":738,"data":1738,"type":544,"tunes":1739},{"text":740},{},{"id":743,"data":1741,"type":572,"tunes":1742},{"text":745,"level":47},{},{"id":748,"data":1744,"type":544,"tunes":1745},{"text":750},{},{"id":753,"data":1747,"type":544,"tunes":1748},{"text":755},{},{"id":758,"data":1750,"type":544,"tunes":1751},{"text":760},{},{"id":763,"data":1753,"type":552,"tunes":1754},{"body":765,"title":766,"variant":767},{},{"id":770,"data":1756,"type":776,"tunes":1757},{"url":772,"title":773,"excerpt":774,"ctaLabel":775},{},{"id":779,"data":1759,"type":572,"tunes":1760},{"text":781,"level":47},{},{"id":784,"data":1762,"type":612,"tunes":1770},{"steps":1763,"title":805,"orientation":611},[1764,1765,1766,1767,1768,1769],{"label":788,"description":789},{"label":791,"description":792},{"label":794,"description":795},{"label":797,"description":798},{"label":800,"description":801},{"label":803,"description":804},{},{"id":808,"data":1772,"type":572,"tunes":1773},{"text":810,"level":47},{},{"id":813,"data":1775,"type":544,"tunes":1776},{"text":815},{},{"id":818,"data":1778,"type":544,"tunes":1779},{"text":820},{},{"id":823,"data":1781,"type":544,"tunes":1782},{"text":825},{},{"id":828,"data":1784,"type":572,"tunes":1785},{"text":830,"level":47},{},{"id":833,"data":1787,"type":544,"tunes":1788},{"text":835},{},{"id":838,"data":1790,"type":544,"tunes":1791},{"text":840},{},{"id":843,"data":1793,"type":544,"tunes":1794},{"text":845},{},{"id":848,"data":1796,"type":552,"tunes":1797},{"body":850,"title":851,"variant":559},{},{"id":854,"data":1799,"type":572,"tunes":1800},{"text":856,"level":47},{},{"id":859,"data":1802,"type":646,"tunes":1810},{"content":1803,"stretched":886,"withHeadings":15},[1804,1805,1806,1807,1808,1809],[863,864,865],[867,868,869],[871,872,873],[875,876,877],[879,880,881],[883,884,885],{},{"id":889,"data":1812,"type":572,"tunes":1813},{"text":891,"level":47},{},{"id":894,"data":1815,"type":544,"tunes":1816},{"text":896},{},{"id":899,"data":1818,"type":544,"tunes":1819},{"text":901},{},{"id":904,"data":1821,"type":544,"tunes":1822},{"text":906},{},{"id":909,"data":1824,"type":776,"tunes":1825},{"url":911,"title":912,"excerpt":913,"ctaLabel":914},{},{"id":917,"data":1827,"type":776,"tunes":1828},{"url":919,"title":920,"excerpt":921,"ctaLabel":922},{},{"id":925,"data":1830,"type":572,"tunes":1831},{"text":927,"level":47},{},{"id":930,"data":1833,"type":544,"tunes":1834},{"text":932},{},{"id":935,"data":1836,"type":544,"tunes":1837},{"text":937},{},{"id":940,"data":1839,"type":544,"tunes":1840},{"text":942},{},{"id":945,"data":1842,"type":572,"tunes":1843},{"text":947,"level":47},{},{"id":950,"data":1845,"type":646,"tunes":1853},{"content":1846,"stretched":886,"withHeadings":15},[1847,1848,1849,1850,1851,1852],[954,955],[957,958],[960,961],[963,964],[966,967],[969,970],{},{"id":973,"data":1855,"type":572,"tunes":1856},{"text":975,"level":47},{},{"id":978,"data":1858,"type":544,"tunes":1859},{"text":980},{},{"id":983,"data":1861,"type":544,"tunes":1862},{"text":985},{},{"id":988,"data":1864,"type":572,"tunes":1865},{"text":990,"level":47},{},{"id":993,"data":1867,"type":544,"tunes":1868},{"text":995},{},{"id":998,"data":1870,"type":544,"tunes":1871},{"text":1000},{},{"id":1003,"data":1873,"type":572,"tunes":1874},{"text":1005,"level":47},{},{"id":1008,"data":1876,"type":544,"tunes":1877},{"text":1010},{},{"id":1013,"data":1879,"type":544,"tunes":1880},{"text":1015},{},{"id":1018,"data":1882,"type":544,"tunes":1883},{"text":1020},{},{"id":1023,"data":1885,"type":572,"tunes":1886},{"text":1025,"level":47},{},{"id":1028,"data":1888,"type":1028,"tunes":1896},{"items":1889,"title":1055},[1890,1891,1892,1893,1894,1895],{"id":1032,"answer":1033,"question":1034},{"id":1036,"answer":1037,"question":1038},{"id":1040,"answer":1041,"question":1042},{"id":1044,"answer":1045,"question":1046},{"id":1048,"answer":1049,"question":1050},{"id":1052,"answer":1053,"question":1054},{},{"id":1058,"data":1898,"type":572,"tunes":1899},{"text":1060,"level":47},{},{"id":1063,"data":1901,"type":1063,"tunes":1909},{"title":1065,"entries":1902},[1903,1904,1905,1906,1907,1908],{"term":867,"anchor":1068,"definition":1069},{"term":871,"anchor":1071,"definition":1072},{"term":875,"anchor":1074,"definition":1075},{"term":879,"anchor":1077,"definition":1078},{"term":1080,"anchor":1081,"definition":1082},{"term":1084,"anchor":1085,"definition":1086},{},{"id":1089,"data":1911,"type":572,"tunes":1912},{"text":1091,"level":47},{},{"id":1094,"data":1914,"type":1101,"tunes":1917},{"link":1096,"meta":1915},{"image":1916,"title":1099,"description":1100},{"url":13},{},{"id":1104,"data":1919,"type":1101,"tunes":1922},{"link":1106,"meta":1920},{"image":1921,"title":1109,"description":1110},{"url":13},{},{"id":1113,"data":1924,"type":1101,"tunes":1927},{"link":1115,"meta":1925},{"image":1926,"title":1118,"description":1119},{"url":13},{},{"id":1122,"data":1929,"type":1101,"tunes":1932},{"link":1124,"meta":1930},{"image":1931,"title":1127,"description":1128},{"url":13},{},"Post erfolgreich abgerufen",{"items":1935,"source":1987,"manualIds":1988,"manualMatchedIds":1989},[1936,1942,1948,1955,1961,1966,1973,1980],{"id":1937,"slug":1938,"title":1939,"excerpt":1940,"featuredImage":14,"publishedAt":1941},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","Risparmio energetico USB: la causa nascosta di scatti e disconnessioni del mouse","Se la sensazione del mouse cambia in modo casuale, il risparmio energetico USB può esserne la causa. Usa questa checklist per stabilizzare l'input USB e interrompere scatti\u002Fdisconnessioni.","2026-02-20T15:00:00.000Z",{"id":1943,"slug":1944,"title":1945,"excerpt":1946,"featuredImage":14,"publishedAt":1947},"200","bluetooth-latency-myths-why-wireless-can-feel-heavy-even-if-audio-is-fine","Miti sulla latenza Bluetooth: perché il wireless può sembrare ‘pesante’ (anche se l’audio va bene)","Il Bluetooth può essere ottimo per la musica e comunque pessimo per il feeling competitivo. Scopri dove il BT aggiunge ritardo, perché le modalità vocali peggiorano e le alternative pulite.","2026-02-20T18:00:00.000Z",{"id":1949,"slug":1950,"title":1951,"excerpt":1952,"featuredImage":1953,"publishedAt":1954},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally mostra perché i compagni di squadra IA hanno bisogno di due cervelli: riflessi rapidi e ragionamento lento","Un modello linguistico può comprendere tattiche e intenzioni dei giocatori, ma non dovrebbe controllare direttamente ogni movimento e reazione di combattimento. PUBG Ally mostra un'architettura più pratica: un controllo rapido tramite albero comportamentale per le azioni riflesse, combinato con un piccolo modello linguistico per la pianificazione, il coordinamento e la conversazione naturale.","\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":1956,"slug":1957,"title":1958,"excerpt":1959,"featuredImage":14,"publishedAt":1960},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","La catena del feeling nel gaming: perché un singolo upgrade spesso non serve a nulla","Il feeling è una catena: input, sistema, frame pacing, sync, display, rete. Se un anello è instabile, gli upgrade non hanno effetto.","2026-02-19T11:00:00.000Z",{"id":1962,"slug":1963,"title":1964,"excerpt":1965,"featuredImage":14,"publishedAt":1960},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latenza e Input Lag: Da dove proviene realmente il ritardo (L'intera catena)","L'input lag non è un singolo numero. Scopri la vera catena della latenza dalle tue mani ai pixel, cosa causa i controlli pesanti e l'ordine pratico degli interventi.",{"id":1967,"slug":1968,"title":1969,"excerpt":1970,"featuredImage":1971,"publishedAt":1972},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR non è DLSS: come funziona l'upscaling NPU senza integrazione nel gioco","Windows Auto SR può eseguire l'upscaling dei giochi supportati senza l'integrazione di DLSS, FSR o XeSS. Invece di eseguire il modello di ricostruzione all'interno del gioco sulla GPU, Windows utilizza la NPU per ricostruire un'immagine a risoluzione più elevata a partire da un rendering a risoluzione inferiore.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":1974,"slug":1975,"title":1976,"excerpt":1977,"featuredImage":1978,"publishedAt":1979},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 non è solo upscaling: cosa cambia realmente il rendering neurale guidato in 3D","DLSS 5 sposta l'IA in una nuova parte della pipeline grafica. Invece di ricostruire solo la risoluzione o generare frame aggiuntivi, il 3D-Guided Neural Rendering utilizza il frame del motore di gioco stesso come base e migliora l'illuminazione e il dettaglio dei materiali sotto il controllo dello sviluppatore.","\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":1981,"slug":1982,"title":1983,"excerpt":1984,"featuredImage":1985,"publishedAt":1986},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Perché 300 FPS non significa che il gioco stia renderizzando 300 frame","DLSS 4.5 può generare fino a cinque frame aggiuntivi per ogni frame renderizzato tradizionalmente sulle GPU RTX 50 Series supportate. Questa guida spiega la differenza tra FPS renderizzati e FPS visualizzati, perché i colli di bottiglia della CPU possono essere aggirati a livello di presentazione e perché la latenza deve ancora essere misurata separatamente.","\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","fallback",[],[]]