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Važna razlika je u tome gde se tehnologija nalazi. Auto SR je ugrađen u Windows, pokreće svoj AI model na NPU-u i može poboljšati podržane igre bez potrebe da programer integriše super-resolution SDK u igru.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Auto SR je AI skaliranje na nivou Windows-a.\u003C\u002Fstrong> Igra se renderuje u nižoj rezoluciji, Windows preuzima taj izlaz, AI model se pokreće na NPU-u kako bi rekonstruisao sliku više rezolucije, a rezultat se šalje na ekran. Sama igra ne mora da zna kako AI model funkcioniše.\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\">Najjednostavnija razlika\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> obično integrisani unutar engine-a igre.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrisan u Windows i cevovod prikaza.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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\">Prvo: koji problem Auto SR pokušava da reši?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Auto SR tok rada jednostavnim rečima\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Zašto koristiti NPU umesto GPU-a?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">Podela posla između GPU-a i NPU-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Auto SR nije DLSS, FSR ili XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">Zašto upscaleri integrisani u igru mogu imati bolje informacije\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">Zašto Auto SR koristi veći model\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Cena je latencija\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Zašto NPU i dalje može indirektno uticati na performanse GPU-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Granica deljene snage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Zašto tekst i HUD elementi mogu izgledati lošije\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">Zašto zrnatost filma može zbuniti model\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Test pogodnosti za Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Sa kojim igrama Auto SR može da radi?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">Trenutna hardverska podrška se širi\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Ulazna rezolucija je važnija nego što mnogi korisnici očekuju\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Zašto je Auto SR posebno zanimljiv za starije igre\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">Ali integrisani SR u igrama i dalje ima prednost\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Auto SR nije generisanje frejmova\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Razdvajanje rezolucije, frejmova i latencije\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">Zašto snimci ekrana nisu dovoljni za procenu funkcije Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Šta bi moglo da promeni ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-92\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-96\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-101\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-103\" class=\"editorjs-toc__link\">Rečnik termina\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-105\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Prvo: koji problem Auto SR pokušava da reši?\u003C\u002Fh2>\n\u003Cp>Veća rezolucija renderovanja poboljšava detalje slike, ali zahteva više rada od GPU-a. Nižu rezoluciju renderovanja je lakše obraditi i može povećati FPS, ali slika postaje mekša.\u003C\u002Fp>\n\u003Cp>Super-rezolucija pokušava da zadrži manje zahtevno renderovanje u nižoj rezoluciji dok istovremeno rekonstruiše izlaz koji izgleda bliže slici više rezolucije.\u003C\u002Fp>\n\u003Cp>Auto SR to radi na nivou operativnog sistema, umesto da zahteva od svake starije igre da implementira moderan upscaler.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Auto SR tok rada jednostavnim rečima\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Šta se dešava kada je Auto SR aktivan\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. Igra se renderuje u nižoj rezoluciji\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">GPU ima manje piksela za osenčavanje, pa osnovno opterećenje renderovanja postaje lakše.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Windows prima frejm niže rezolucije\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR je integrisan u Windows grafički cevovod i cevovod prikaza.\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. NPU pokreće Auto SR model\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Neuronska mreža rekonstruiše verziju frejma više rezolucije.\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. Rekonstruisana slika se prikazuje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ekran dobija izlaz više rezolucije iako je igra renderovala manje piksela.\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. GPU može nastaviti sa renderovanjem\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pošto upscaler radi na NPU-u, GPU može da se fokusira na stvaranje sledećeg frejma igre.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Mentalni model\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>GPU = renderuje igru.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = rekonstruiše sliku.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = koordinira proces.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Ekran = prikazuje rezultat više rezolucije.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">Zašto koristiti NPU umesto GPU-a?\u003C\u002Fh2>\n\u003Cp>Tehnologije super-rezolucije integrisane u igru obično izvršavaju deo svog opterećenja rekonstrukcije na GPU-u.\u003C\u002Fp>\n\u003Cp>To je efikasno jer imaju direktan pristup detaljnim podacima engine-a, ali upscaler i dalje troši deo GPU budžeta za vreme frejma.\u003C\u002Fp>\n\u003Cp>Auto SR ide drugim putem. Microsoft pokreće veći neuronski model na NPU-u kako bi GPU mogao da posveti više vremena renderovanju igre.\u003C\u002Fp>\n\u003Cp>Microsoftovo objašnjenje za ROG Xbox Ally X opisuje NPU model kao proces koji radi paralelno sa renderovanjem na GPU-u, dajući modelu otprilike dodatno vreme jednog frejma umesto da tera GPU da završi posao skaliranja unutar istog budžeta za renderovanje.\u003C\u002Fp>\n\u003Ch2 id=\"section-17\">Podela posla između GPU-a i NPU-a\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ko šta radi?\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">NPU\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Renderovanje igre\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\">Auto SR rekonstrukcija\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\">Predviđena korist\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\">Trošak\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-19\">Auto SR nije DLSS, FSR ili XeSS\u003C\u002Fh2>\n\u003Cp>Ove tehnologije možda dele cilj rekonstrukcije slike veće rezolucije, ali njihove granice informacija i integracije su različite.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR u poređenju sa super-rezolucijom integrisanom u igru\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Windows Auto SR\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Integracija u igru u stilu DLSS \u002F FSR \u002F XeSS\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Integracija\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\">Dostupne informacije\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\">AI izvršavanje\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\">Pokrivenost igara\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\">Microsoft preporuka\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Ne kombinujte upscalere naslepo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Microsoft preporučuje korišćenje sopstvene integrisane tehnologije super-rezolucije u igri kada je ona dostupna. Uključivanje Auto SR-a preko drugog upscalera može promeniti kvalitet slike i performanse na nepredvidive načine.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Intel XeSS 3 je više od upscalinga: Objašnjeni Multi Frame Generation i Xe Low Latency\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Poseban osvrt na u igru integrisanu XeSS rekonstrukciju, generisane frejmove i tehnologiju niske latencije.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Pročitajte XeSS 3 vodič →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fsr\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 nije samo FSR 4: Objašnjeni upscaling, generisanje frejmova, rekonstrukcija zraka i keširanje osvetljenja\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Zašto AMD sada razdvaja upscaling, generisanje frejmova, rekonstrukciju zraka i neuralno osvetljenje u različite tehnologije.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Pročitajte FSR Redstone vodič →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">Zašto upscaleri integrisani u igru mogu imati bolje informacije\u003C\u002Fh2>\n\u003Cp>Upscaler unutar igre može da prima podatke koje Windows automatski nema nakon što je igra već sastavila svoju sliku.\u003C\u002Fp>\n\u003Cp>To može uključivati vektore kretanja, informacije o podrhtavanju (jitter), dubinu i internu istoriju renderovanja.\u003C\u002Fp>\n\u003Cp>Microsoft izričito opisuje Auto SR kao rešenje problema bez potrebe za tim dodatnim informacijama koje pruža igra. Kompromis je u tome što Windows model mora više da zaključi iz same slike.\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">Zašto Auto SR koristi veći model\u003C\u002Fh2>\n\u003Cp>Ako upscaler ima manje informacija iz endžina, sam model mora da obavi više posla na rekonstrukciji.\u003C\u002Fp>\n\u003Cp>Microsoftov dizajn koristi NPU kako bi veći model bio praktičan bez prebacivanja punog troška inferencije na GPU.\u003C\u002Fp>\n\u003Cp>Ovo je jedna od glavnih arhitektonskih razlika između Auto SR-a i GPU upscalera integrisanog u endžin.\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">Cena je latencija\u003C\u002Fh2>\n\u003Cp>Paralelno pokretanje Auto SR modela daje mu više vremena, ali rekonstruisana slika nije bez posledica po tajming.\u003C\u002Fp>\n\u003Cp>Microsoft je dokumentovao prosečnu dodatnu latenciju od približno jednog frejma za Auto SR.\u003C\u002Fp>\n\u003Cp>To znači da Auto SR može povećati vizuelnu glatkoću ili kvalitet slike, dok istovremeno dodaje određeno kašnjenje od unosa do prikaza.\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\">FPS i latencija su različite metrike\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Veći broj frejmova u sekundi ne dokazuje nižu latenciju. Auto SR može poboljšati odnos renderovanja i prikaza, ali i dalje dodaje otprilike jedan frejm latencije rekonstrukcije.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-38\">Zašto NPU i dalje može indirektno uticati na performanse GPU-a\u003C\u002Fh2>\n\u003Cp>Zaseban hardver ne znači neograničenu nezavisnu snagu.\u003C\u002Fp>\n\u003Cp>Na mobilnim i integrisanim sistemima, CPU, GPU i NPU često dele ukupan energetski i termalni budžet uređaja.\u003C\u002Fp>\n\u003Cp>Microsoft napominje da aktivnost NPU-a može oduzimati snagu dostupnu CPU-u i GPU-u. U nekim slučajevima, Auto SR stoga može dovesti do blagog pada broja frejmova, iako GPU renderuje manje piksela.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Granica deljene snage\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Zašto manji rad GPU-a ne garantuje veći FPS\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Potencijalni dobitak\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\">Moguće ograničenje\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\">Niža ulazna rezolucija\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\">NPU rekonstrukcija\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\">Sistemska memorija\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\">Termalni okvir\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Zašto tekst i HUD elementi mogu izgledati lošije\u003C\u002Fh2>\n\u003Cp>Auto SR prima već komponovanu sliku igre, što znači da tekst i HUD elementi mogu već biti deo frejma niže rezolucije.\u003C\u002Fp>\n\u003Cp>Kada se ti elementi rekonstruišu zajedno sa 3D scenom, sitni fontovi, ikonice i tanke linije interfejsa mogu postati mekši ili manje stabilni.\u003C\u002Fp>\n\u003Cp>Microsoftova dokumentacija za podršku izričito upozorava da tekst i sitni detalji korisničkog interfejsa u nekim igrama možda neće izgledati idealno.\u003C\u002Fp>\n\u003Cp>Duboko integrisani upscaler unutar same igre ponekad može to da izbegne rekonstrukcijom 3D scene pre nego što se kompozitira konačni korisnički interfejs.\u003C\u002Fp>\n\u003Ch2 id=\"section-49\">Zašto zrnatost filma može zbuniti model\u003C\u002Fh2>\n\u003Cp>Efekti post-obrade kao što je zrnatost filma namerno dodaju vizuelni šum visoke frekvencije.\u003C\u002Fp>\n\u003Cp>Model Auto SR može protumačiti taj šum kao detalj slike i uložiti napor rekonstrukcije pokušavajući da ga sačuva ili pojača.\u003C\u002Fp>\n\u003Cp>Microsoft stoga preporučuje isključivanje zrnatosti filma kada to daje čistiji rezultat.\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Test pogodnosti za Auto SR\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kada je najverovatnije da će Auto SR pomoći\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. Proverite da li je igra ograničena GPU-om\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR najviše pomaže kada smanjenje rezolucije renderovanja zaista rastereti glavno usko grlo.\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. Proverite postojanje integrisane super-rezolucije\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ako igra već ima dobru DLSS, FSR ili XeSS implementaciju, prvo testirajte nju.\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. Koristite podržanu ulaznu rezoluciju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR je obučen i konfigurisan za specifične opsege nižih rezolucija koji variraju u zavisnosti od uređaja.\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. Pregledajte kvalitet teksta i HUD-a\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Sitni korisnički interfejs može otkriti ograničenja rekonstrukcije nakon renderovanja na nivou operativnog sistema.\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. Isključite efekte post-obrade koji prave smetnje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Zrnatost filma i slični efekti mogu smanjiti kvalitet rekonstrukcije.\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. Merite FPS i latenciju odvojeno\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Nemojte pretpostavljati da veći brojač FPS-a automatski znači i bolji odziv u igri.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. Uporedite ponašanje potrošnje energije\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Na mobilnom hardveru, aktivnost NPU-a može promeniti deljeni energetski balans između CPU-a, GPU-a i NPU-a.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">Sa kojim igrama Auto SR može da radi?\u003C\u002Fh2>\n\u003Cp>Trenutna Microsoftova dokumentacija o podršci zahteva DirectX 10 ili noviji i podržanu x64, x64-emuliranu ili Arm64 putanju igre.\u003C\u002Fp>\n\u003Cp>DirectX 9, Vulkan i OpenGL trenutno nisu podržani, a Microsoft takođe navodi igre isključivo za x86 i određene 10-bitne formate kao nepodržane.\u003C\u002Fp>\n\u003Cp>Ovo je još jedna važna razlika u odnosu na skejlere u drajverima specifičnim za proizvođače: Auto SR nije univerzalni filter koji se jednostavno može primeniti na svaku renderovanu aplikaciju.\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">Trenutna hardverska podrška se širi\u003C\u002Fh2>\n\u003Cp>Auto SR je počeo na odabranim Copilot+ računarima zasnovanim na Snapdragon-u i od tada se proširio.\u003C\u002Fp>\n\u003Cp>U septembru 2026. godine, Microsoft je najavio podršku za Auto SR za Intel Core Ultra Series 3 Copilot+ računare.\u003C\u002Fp>\n\u003Cp>Trenutna Microsoftova stranica za podršku takođe dokumentuje ROG Xbox Ally X preview putanju i pakete za Auto SR specifične za platforme za Snapdragon, AMD Ryzen i Intel Core Ultra Series 3 sisteme.\u003C\u002Fp>\n\u003Cp>Tačna lista uređaja, zahtevi za drajverima i rasponi rezolucija se i dalje razvijaju, pa bi kompatibilnost trebalo proveriti na Microsoftovoj trenutnoj stranici za podršku, umesto da se pretpostavlja na osnovu prisustva bilo kog NPU-a.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Ulazna rezolucija je važnija nego što mnogi korisnici očekuju\u003C\u002Fh2>\n\u003Cp>Auto SR nije jednostavno generički prekidač za 'skaliranje bilo koje rezolucije na bilo šta'.\u003C\u002Fp>\n\u003Cp>Model je treniran i podešen oko specifičnih raspona ulaznih rezolucija.\u003C\u002Fp>\n\u003Cp>Microsoft trenutno preporučuje oko 800p za Copilot+ računare zasnovane na Snapdragon-u, podržava ulaz od približno 800p do 1080p na Intel Core Ultra Series 3 sistemima i koristi ciljni ulaz od 720p za ROG Xbox Ally X preview putanju.\u003C\u002Fp>\n\u003Cp>Tačni podržani režimi su prikazani kroz Windows i Game Bar kako korisnici ne bi morali da nagađaju.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Zašto je Auto SR posebno zanimljiv za starije igre\u003C\u002Fh2>\n\u003Cp>Igra objavljena pre mnogo godina nikada neće dobiti DLSS, FSR ili XeSS osim ako je programer ne ažurira ili modifikacija treće strane ne promeni renderer.\u003C\u002Fp>\n\u003Cp>Auto SR može da poboljša odabrane postojeće naslove van same igre jer operativni sistem upravlja fazom rekonstrukcije.\u003C\u002Fp>\n\u003Cp>To je njegova najjača arhitektonska prednost: pokrivenost ne zavisi u potpunosti od plana razvoja originalne igre.\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">Ali integrisani SR u igrama i dalje ima prednost\u003C\u002Fh2>\n\u003Cp>Microsoft izričito navodi da super-rezolucija integrisana u samu igru ostaje poželjan izbor kada je studio podržava.\u003C\u002Fp>\n\u003Cp>To ima tehničkog smisla. Rešenje integrisano u igru ima bolji pristup render pipeline-u i može izvršiti rekonstrukciju pre nego što se primene određeni konačni efekti i korisnički interfejs.\u003C\u002Fp>\n\u003Cp>Auto SR je najkorisniji kada ta integracija ne postoji, kada je igra starija ili kada hardverski balans čini NPU rekonstrukciju korisnom.\u003C\u002Fp>\n\u003Ch2 id=\"section-77\">Auto SR nije generisanje frejmova\u003C\u002Fh2>\n\u003Cp>Još jedna česta zabluda je tretiranje svake AI grafičke funkcije kao generisanja frejmova.\u003C\u002Fp>\n\u003Cp>Auto SR ne kreira dodatne međufrejmove između renderovanih frejmova. On rekonstruiše rezoluciju svakog postojećeg frejma.\u003C\u002Fp>\n\u003Cp>Generisanje frejmova menja broj frejmova koji stižu do ekrana. Auto SR menja rezoluciju i detalje frejmova koji već postoje.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fsr\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: Zašto 300 FPS ne znači da igra renderuje 300 frejmova\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Posebno objašnjenje generisanih frejmova, renderovanih frejmova i zašto konačni FPS brojač može predstavljati različite stvari.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Pročitajte vodič o generisanim frejmovima →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-82\">Razdvajanje rezolucije, frejmova i latencije\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Tri grafička poboljšanja koja ne treba mešati\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\">Šta se menja\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\">Primer tehnologije\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\">Primarna metrika\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Super-rezolucija\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\">Generisanje frejmova\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\">Tehnologija niske latencije\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-84\">Zašto snimci ekrana nisu dovoljni za procenu funkcije Auto SR\u003C\u002Fh2>\n\u003Cp>Kvalitet super-rezolucije je temporalan.\u003C\u002Fp>\n\u003Cp>Statična slika može delovati oštro, dok pokret otkriva nestabilne ivice, treperenje, mutan korisnički interfejs, greške u rekonstrukciji ili artefakte u vidu duhova.\u003C\u002Fp>\n\u003Cp>Koristan Auto SR test bi stoga trebalo da ispita kretanje kamere, vegetaciju, tanku geometriju, čestice, tekst, HUD elemente i ponavljajuće pokrete, umesto da samo upoređuje jedan snimak ekrana.\u003C\u002Fp>\n\u003Ch2 id=\"section-88\">Šta bi moglo da promeni ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Auto SR se aktivno širi. Microsoft dodaje porodice procesora, menja podržane opsege rezolucija i istražuje scenarije sa višim FPS-om.\u003C\u002Fp>\n\u003Cp>Širenje na Intel procesore iz septembra 2026. već pokazuje da tehnologija više nije vezana isključivo za prvobitni model lansiranja samo na Snapdragon-u.\u003C\u002Fp>\n\u003Cp>Buduće verzije mogle bi da prošire kombinacije GPU\u002FNPU-a, HDR podršku, ciljane brzine osvežavanja, kompatibilnost izvršnog okruženja i način na koji se postupa sa korisničkim interfejsom.\u003C\u002Fp>\n\u003Ch2 id=\"section-92\">Ograničenja\u003C\u002Fh2>\n\u003Cp>Ovaj članak opisuje Microsoftovu dokumentovanu Auto SR arhitekturu i trenutnu podršku zaključno sa septembrom 2026. godine.\u003C\u002Fp>\n\u003Cp>Microsoftovi primeri za FPS i kvalitet slike predstavljaju merenja proizvođača na specifičnom hardveru, igrama i podešavanjima. Oni su korisni za razumevanje tehnologije, ali ih ne treba tretirati kao univerzalne garancije performansi.\u003C\u002Fp>\n\u003Cp>Ponašanje Auto SR-a varira u zavisnosti od rezolucije igre, režima prikaza, post-procesiranja, kompozicije korisničkog interfejsa, profila napajanja i hardverski specifične NPU implementacije.\u003C\u002Fp>\n\u003Ch2 id=\"section-96\">Zaključak\u003C\u002Fh2>\n\u003Cp>Auto SR nije Microsoftova verzija uvođenja DLSS-a u svaku igru.\u003C\u002Fp>\n\u003Cp>Reč je o drugačijoj arhitekturi: igra renderuje manji broj piksela, Windows presreće rezultat, NPU pokreće veći model veštačke inteligencije za rekonstrukciju, a slika više rezolucije ulazi u pajplajn prikaza bez potrebe za dubokom integracijom u endžin za renderovanje igre.\u003C\u002Fp>\n\u003Cp>To pruža Windowsu način da unapredi podržane postojeće igre koje nikada nisu bile napravljene za modernu super-rezoluciju.\u003C\u002Fp>\n\u003Cp>Kompromisi ostaju stvarni: približno jedan frejm dodatnog kašnjenja, moguće zamućenje korisničkog interfejsa, ograničenja rezolucije specifična za uređaj i deljeni energetski okviri. Vrednost nije u tome što Auto SR zamenjuje integrisane skejlere. On popunjava veliku prazninu tamo gde oni ne postoje.\u003C\u002Fp>\n\u003Ch2 id=\"section-101\">Često postavljana pitanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR jednostavnim rečnikom\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\">Šta je Windows Auto SR?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sistem super-rezolucije na nivou operativnog sistema zasnovan na veštačkoj inteligenciji koji omogućava podržanim igrama da se renderuju u nižoj rezoluciji i koristi NPU za rekonstrukciju slike više rezolucije.\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\">Da li je Auto SR isto što i DLSS, FSR ili XeSS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Te tehnologije su obično integrisane u rendererski endžin igre. Auto SR je integrisan u Windows i može da radi bez implementacije super-rezolucije specifične za samu igru.\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\">Da li Auto SR koristi GPU za AI upscaling?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Njegov model AI rekonstrukcije radi na NPU-u, dok GPU nastavlja da renderuje igru.\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\">Da li Auto SR unosi kašnjenje?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Da. Microsoft dokumentuje prosečno oko jedan dodatni frejm kašnjenja kao deo svog pristupa rekonstrukciji zasnovanog na NPU-u.\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\">Da li treba da koristim Auto SR kada igra već ima DLSS, FSR ili XeSS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Microsoft preporučuje opciju integrisane super-rezolucije u samoj igri kada je ona dostupna i funkcioniše dobro.\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\">Da li je Auto SR generisanje frejmova?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. On rekonstruiše verziju svakog frejma u višoj rezoluciji; ne ubacuje dodatne međufrejmove.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq7\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Da li Auto SR radi sa Vulkan ili OpenGL igrama?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Trenutno ne. Microsoftova stranica za podršku navodi DirectX 10 ili noviji kao podržan, dok su Vulkan, OpenGL i DirectX 9 nepodržani.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-103\">Rečnik termina\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\">Ključni Auto SR termini\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"auto-sr\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Automatic Super Resolution, Microsoftova tehnologija za AI upscaling integrisana u Windows za podržane igre.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"npu\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Neural Processing Unit (Jedinica za neuronsku obradu), specijalizovani hardver dizajniran za efikasno izvršavanje AI i matričnih radnih opterećenja.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"game-integrated-super-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Super-rezolucija integrisana u igru\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Skejler ugrađen direktno u rendererski endžin igre sa pristupom internim podacima endžina.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"input-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Ulazna rezolucija\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Niža rezolucija u kojoj igra renderuje pre nego što Auto SR rekonstruiše sliku.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"output-resolution\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Izlazna rezolucija\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Viša efektivna rezolucija prikazana nakon rekonstrukcije.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-npu-work-split\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Podela rada GPU–NPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Model Figure Rocks-a koji razdvaja posao renderovanja igre na GPU-u od posla Auto SR rekonstrukcije na NPU-u.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"shared-power-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Granica deljene snage\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Model Figure Rocks-a koji opisuje kako radna opterećenja CPU-a, GPU-a i NPU-a i dalje mogu međusobno da se takmiče unutar jedinstvenog energetskog i termalnog okvira uređaja.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"auto-sr-suitability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Test pogodnosti za Auto SR\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Radni tok Figure Rocks-a za procenu kada postoji velika verovatnoća da će Windows Auto SR unaprediti određenu igru i uređaj.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-105\">Primarni izvori\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR stiže na Intel Core Ultra Series 3 procesore\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično ažuriranje iz septembra 2026. koje pokriva proširenje na Intel, NPU izvršavanje, podržane ulazne rezolucije, napomene o korisničkom interfejsu i post-procesiranju, efekte profila napajanja i Microsoftove preporuke da se da prednost super-rezoluciji integrisanoj u igru kada je dostupna.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft podrška — Automatska super-rezolucija (Automatic Super Resolution)\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična dokumentacija o trenutnim zahtevima i konfiguraciji za Windows Auto SR.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Automatska super-rezolucija (Automatic Super Resolution)\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično objašnjenje arhitekture koje pokriva integraciju u operativni sistem, NPU model, rekonstrukciju nezavisnu od igre i dokumentovani kompromis kašnjenja od jednog frejma.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — Auto SR na ROG Xbox Ally X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično objašnjenje za 2026. godinu o NPU\u002FGPU paralelizmu, ograničenjima prenosnih uređaja i zašto integrisana super rezolucija ostaje preferirani izbor kada je dostupna.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1326},1790407176157,[540,546,554,561,568,574,579,584,589,594,617,624,629,634,639,644,649,654,685,690,695,728,735,744,752,757,762,767,772,777,782,787,792,797,802,807,812,818,823,828,833,838,843,871,876,881,886,891,896,901,906,911,916,921,948,953,958,963,968,973,978,983,988,993,998,1003,1008,1013,1018,1023,1028,1033,1038,1043,1048,1053,1058,1063,1068,1073,1078,1086,1091,1119,1124,1129,1134,1139,1144,1149,1154,1159,1164,1169,1174,1179,1184,1189,1194,1199,1204,1209,1244,1249,1284,1289,1299,1308,1317],{"id":541,"data":542,"type":544,"tunes":545},"3cee674645",{"text":543},"Windows Auto SR se lako može pomešati sa DLSS-om, FSR-om ili XeSS-om jer svi oni mogu pretvoriti prikaz niže rezolucije u sliku više rezolucije. Važna razlika je u tome gde se tehnologija nalazi. Auto SR je ugrađen u Windows, pokreće svoj AI model na NPU-u i može poboljšati podržane igre bez potrebe da programer integriše super-resolution SDK u igru.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"f0e8e3eeaf",{"body":549,"title":550,"variant":551},"\u003Cstrong>Auto SR je AI skaliranje na nivou Windows-a.\u003C\u002Fstrong> Igra se renderuje u nižoj rezoluciji, Windows preuzima taj izlaz, AI model se pokreće na NPU-u kako bi rekonstruisao sliku više rezolucije, a rezultat se šalje na ekran. Sama igra ne mora da zna kako AI model funkcioniše.","Direktan odgovor","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"0bef4d072d",{"body":557,"title":558,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> obično integrisani unutar engine-a igre.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrisan u Windows i cevovod prikaza.","Najjednostavnija razlika","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"Sadržaj",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"ad0d4ac26b",{"text":571,"level":47},"Prvo: koji problem Auto SR pokušava da reši?","header",{},{"id":575,"data":576,"type":544,"tunes":578},"37b5f93864",{"text":577},"Veća rezolucija renderovanja poboljšava detalje slike, ali zahteva više rada od GPU-a. Nižu rezoluciju renderovanja je lakše obraditi i može povećati FPS, ali slika postaje mekša.",{},{"id":580,"data":581,"type":544,"tunes":583},"7e0b0b30fb",{"text":582},"Super-rezolucija pokušava da zadrži manje zahtevno renderovanje u nižoj rezoluciji dok istovremeno rekonstruiše izlaz koji izgleda bliže slici više rezolucije.",{},{"id":585,"data":586,"type":544,"tunes":588},"bb603f67fd",{"text":587},"Auto SR to radi na nivou operativnog sistema, umesto da zahteva od svake starije igre da implementira moderan upscaler.",{},{"id":590,"data":591,"type":572,"tunes":593},"9ce7e91c28",{"text":592,"level":47},"Auto SR tok rada jednostavnim rečima",{},{"id":595,"data":596,"type":615,"tunes":616},"6cbee50199",{"steps":597,"title":613,"orientation":614},[598,601,604,607,610],{"label":599,"description":600},"1. Igra se renderuje u nižoj rezoluciji","GPU ima manje piksela za osenčavanje, pa osnovno opterećenje renderovanja postaje lakše.",{"label":602,"description":603},"2. Windows prima frejm niže rezolucije","Auto SR je integrisan u Windows grafički cevovod i cevovod prikaza.",{"label":605,"description":606},"3. NPU pokreće Auto SR model","Neuronska mreža rekonstruiše verziju frejma više rezolucije.",{"label":608,"description":609},"4. Rekonstruisana slika se prikazuje","Ekran dobija izlaz više rezolucije iako je igra renderovala manje piksela.",{"label":611,"description":612},"5. GPU može nastaviti sa renderovanjem","Pošto upscaler radi na NPU-u, GPU može da se fokusira na stvaranje sledećeg frejma igre.","Šta se dešava kada je Auto SR aktivan","auto","processFlow",{},{"id":618,"data":619,"type":552,"tunes":623},"ba677ce51a",{"body":620,"title":621,"variant":622},"\u003Cstrong>GPU = renderuje igru.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = rekonstruiše sliku.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = koordinira proces.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Ekran = prikazuje rezultat više rezolucije.\u003C\u002Fstrong>","Mentalni model","success",{},{"id":625,"data":626,"type":572,"tunes":628},"85ac4379a7",{"text":627,"level":47},"Zašto koristiti NPU umesto GPU-a?",{},{"id":630,"data":631,"type":544,"tunes":633},"4b5bc56dda",{"text":632},"Tehnologije super-rezolucije integrisane u igru obično izvršavaju deo svog opterećenja rekonstrukcije na GPU-u.",{},{"id":635,"data":636,"type":544,"tunes":638},"7f18ef91b3",{"text":637},"To je efikasno jer imaju direktan pristup detaljnim podacima engine-a, ali upscaler i dalje troši deo GPU budžeta za vreme frejma.",{},{"id":640,"data":641,"type":544,"tunes":643},"b797ff9780",{"text":642},"Auto SR ide drugim putem. Microsoft pokreće veći neuronski model na NPU-u kako bi GPU mogao da posveti više vremena renderovanju igre.",{},{"id":645,"data":646,"type":544,"tunes":648},"c84f5eccba",{"text":647},"Microsoftovo objašnjenje za ROG Xbox Ally X opisuje NPU model kao proces koji radi paralelno sa renderovanjem na GPU-u, dajući modelu otprilike dodatno vreme jednog frejma umesto da tera GPU da završi posao skaliranja unutar istog budžeta za renderovanje.",{},{"id":650,"data":651,"type":572,"tunes":653},"1483104be8",{"text":652,"level":47},"Podela posla između GPU-a i NPU-a",{},{"id":655,"data":656,"type":683,"tunes":684},"963a590531",{"rows":657,"title":674,"layout":675,"columns":676},[658,662,666,670],{"id":659,"label":660,"values":661},"render","Renderovanje igre",[13,13],{"id":663,"label":664,"values":665},"upscale","Auto SR rekonstrukcija",[13,13],{"id":667,"label":668,"values":669},"benefit","Predviđena korist",[13,13],{"id":671,"label":672,"values":673},"cost","Trošak",[13,13],"Ko šta radi?","table",[677,680],{"id":678,"label":679},"gpu","GPU",{"id":681,"label":682},"npu","NPU","comparison",{},{"id":686,"data":687,"type":572,"tunes":689},"ad87d167f7",{"text":688,"level":47},"Auto SR nije DLSS, FSR ili XeSS",{},{"id":691,"data":692,"type":544,"tunes":694},"48c4d79694",{"text":693},"Ove tehnologije možda dele cilj rekonstrukcije slike veće rezolucije, ali njihove granice informacija i integracije su različite.",{},{"id":696,"data":697,"type":683,"tunes":727},"b0d2c82690",{"rows":698,"title":719,"layout":675,"columns":720},[699,703,707,711,715],{"id":700,"label":701,"values":702},"integration","Integracija",[13,13],{"id":704,"label":705,"values":706},"information","Dostupne informacije",[13,13],{"id":708,"label":709,"values":710},"hardware","AI izvršavanje",[13,13],{"id":712,"label":713,"values":714},"games","Pokrivenost igara",[13,13],{"id":716,"label":717,"values":718},"preference","Microsoft preporuka",[13,13],"Windows Auto SR u poređenju sa super-rezolucijom integrisanom u igru",[721,724],{"id":722,"label":723},"autosr","Windows Auto SR",{"id":725,"label":726},"integrated","Integracija u igru u stilu DLSS \u002F FSR \u002F XeSS",{},{"id":729,"data":730,"type":552,"tunes":734},"6900302b02",{"body":731,"title":732,"variant":733},"Microsoft preporučuje korišćenje sopstvene integrisane tehnologije super-rezolucije u igri kada je ona dostupna. Uključivanje Auto SR-a preko drugog upscalera može promeniti kvalitet slike i performanse na nepredvidive načine.","Ne kombinujte upscalere naslepo","warning",{},{"id":736,"data":737,"type":742,"tunes":743},"1ad1ec1f90",{"url":738,"title":739,"excerpt":740,"ctaLabel":741},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 je više od upscalinga: Objašnjeni Multi Frame Generation i Xe Low Latency","Poseban osvrt na u igru integrisanu XeSS rekonstrukciju, generisane frejmove i tehnologiju niske latencije.","Pročitajte XeSS 3 vodič","referralArticle",{},{"id":745,"data":746,"type":742,"tunes":751},"10104644c3",{"url":747,"title":748,"excerpt":749,"ctaLabel":750},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone nije samo FSR 4: Objašnjeni upscaling, generisanje frejmova, rekonstrukcija zraka i keširanje osvetljenja","Zašto AMD sada razdvaja upscaling, generisanje frejmova, rekonstrukciju zraka i neuralno osvetljenje u različite tehnologije.","Pročitajte FSR Redstone vodič",{},{"id":753,"data":754,"type":572,"tunes":756},"d662b057f7",{"text":755,"level":47},"Zašto upscaleri integrisani u igru mogu imati bolje informacije",{},{"id":758,"data":759,"type":544,"tunes":761},"b04e7aab57",{"text":760},"Upscaler unutar igre može da prima podatke koje Windows automatski nema nakon što je igra već sastavila svoju sliku.",{},{"id":763,"data":764,"type":544,"tunes":766},"f9579cc7d5",{"text":765},"To može uključivati vektore kretanja, informacije o podrhtavanju (jitter), dubinu i internu istoriju renderovanja.",{},{"id":768,"data":769,"type":544,"tunes":771},"2c00b6940e",{"text":770},"Microsoft izričito opisuje Auto SR kao rešenje problema bez potrebe za tim dodatnim informacijama koje pruža igra. Kompromis je u tome što Windows model mora više da zaključi iz same slike.",{},{"id":773,"data":774,"type":572,"tunes":776},"3566f9d539",{"text":775,"level":47},"Zašto Auto SR koristi veći model",{},{"id":778,"data":779,"type":544,"tunes":781},"963431cd0a",{"text":780},"Ako upscaler ima manje informacija iz endžina, sam model mora da obavi više posla na rekonstrukciji.",{},{"id":783,"data":784,"type":544,"tunes":786},"327edf4365",{"text":785},"Microsoftov dizajn koristi NPU kako bi veći model bio praktičan bez prebacivanja punog troška inferencije na GPU.",{},{"id":788,"data":789,"type":544,"tunes":791},"69f5489bf5",{"text":790},"Ovo je jedna od glavnih arhitektonskih razlika između Auto SR-a i GPU upscalera integrisanog u endžin.",{},{"id":793,"data":794,"type":572,"tunes":796},"b8595e84b4",{"text":795,"level":47},"Cena je latencija",{},{"id":798,"data":799,"type":544,"tunes":801},"575449f6f0",{"text":800},"Paralelno pokretanje Auto SR modela daje mu više vremena, ali rekonstruisana slika nije bez posledica po tajming.",{},{"id":803,"data":804,"type":544,"tunes":806},"0bb987768f",{"text":805},"Microsoft je dokumentovao prosečnu dodatnu latenciju od približno jednog frejma za Auto SR.",{},{"id":808,"data":809,"type":544,"tunes":811},"e292c6d914",{"text":810},"To znači da Auto SR može povećati vizuelnu glatkoću ili kvalitet slike, dok istovremeno dodaje određeno kašnjenje od unosa do prikaza.",{},{"id":813,"data":814,"type":552,"tunes":817},"851c271be2",{"body":815,"title":816,"variant":559},"Veći broj frejmova u sekundi ne dokazuje nižu latenciju. Auto SR može poboljšati odnos renderovanja i prikaza, ali i dalje dodaje otprilike jedan frejm latencije rekonstrukcije.","FPS i latencija su različite metrike",{},{"id":819,"data":820,"type":572,"tunes":822},"fc6ad665a3",{"text":821,"level":47},"Zašto NPU i dalje može indirektno uticati na performanse GPU-a",{},{"id":824,"data":825,"type":544,"tunes":827},"c19d91b7b9",{"text":826},"Zaseban hardver ne znači neograničenu nezavisnu snagu.",{},{"id":829,"data":830,"type":544,"tunes":832},"5622c5e45f",{"text":831},"Na mobilnim i integrisanim sistemima, CPU, GPU i NPU često dele ukupan energetski i termalni budžet uređaja.",{},{"id":834,"data":835,"type":544,"tunes":837},"108d8fab76",{"text":836},"Microsoft napominje da aktivnost NPU-a može oduzimati snagu dostupnu CPU-u i GPU-u. U nekim slučajevima, Auto SR stoga može dovesti do blagog pada broja frejmova, iako GPU renderuje manje piksela.",{},{"id":839,"data":840,"type":572,"tunes":842},"fe09f46337",{"text":841,"level":47},"Granica deljene snage",{},{"id":844,"data":845,"type":683,"tunes":870},"dcf79f1799",{"rows":846,"title":862,"layout":675,"columns":863},[847,851,854,858],{"id":848,"label":849,"values":850},"pixels","Niža ulazna rezolucija",[13,13],{"id":681,"label":852,"values":853},"NPU rekonstrukcija",[13,13],{"id":855,"label":856,"values":857},"memory","Sistemska memorija",[13,13],{"id":859,"label":860,"values":861},"thermal","Termalni okvir",[13,13],"Zašto manji rad GPU-a ne garantuje veći FPS",[864,867],{"id":865,"label":866},"gain","Potencijalni dobitak",{"id":868,"label":869},"limit","Moguće ograničenje",{},{"id":872,"data":873,"type":572,"tunes":875},"bb768dd81b",{"text":874,"level":47},"Zašto tekst i HUD elementi mogu izgledati lošije",{},{"id":877,"data":878,"type":544,"tunes":880},"8dabea36a7",{"text":879},"Auto SR prima već komponovanu sliku igre, što znači da tekst i HUD elementi mogu već biti deo frejma niže rezolucije.",{},{"id":882,"data":883,"type":544,"tunes":885},"07569b72eb",{"text":884},"Kada se ti elementi rekonstruišu zajedno sa 3D scenom, sitni fontovi, ikonice i tanke linije interfejsa mogu postati mekši ili manje stabilni.",{},{"id":887,"data":888,"type":544,"tunes":890},"e2a564b736",{"text":889},"Microsoftova dokumentacija za podršku izričito upozorava da tekst i sitni detalji korisničkog interfejsa u nekim igrama možda neće izgledati idealno.",{},{"id":892,"data":893,"type":544,"tunes":895},"fa5c21da32",{"text":894},"Duboko integrisani upscaler unutar same igre ponekad može to da izbegne rekonstrukcijom 3D scene pre nego što se kompozitira konačni korisnički interfejs.",{},{"id":897,"data":898,"type":572,"tunes":900},"fc5c44a45a",{"text":899,"level":47},"Zašto zrnatost filma može zbuniti model",{},{"id":902,"data":903,"type":544,"tunes":905},"abbb6b4251",{"text":904},"Efekti post-obrade kao što je zrnatost filma namerno dodaju vizuelni šum visoke frekvencije.",{},{"id":907,"data":908,"type":544,"tunes":910},"0b4329a469",{"text":909},"Model Auto SR može protumačiti taj šum kao detalj slike i uložiti napor rekonstrukcije pokušavajući da ga sačuva ili pojača.",{},{"id":912,"data":913,"type":544,"tunes":915},"c3d70c1fe3",{"text":914},"Microsoft stoga preporučuje isključivanje zrnatosti filma kada to daje čistiji rezultat.",{},{"id":917,"data":918,"type":572,"tunes":920},"839c0e3988",{"text":919,"level":47},"Test pogodnosti za Auto SR",{},{"id":922,"data":923,"type":615,"tunes":947},"cba5dd109b",{"steps":924,"title":946,"orientation":614},[925,928,931,934,937,940,943],{"label":926,"description":927},"1. Proverite da li je igra ograničena GPU-om","Auto SR najviše pomaže kada smanjenje rezolucije renderovanja zaista rastereti glavno usko grlo.",{"label":929,"description":930},"2. Proverite postojanje integrisane super-rezolucije","Ako igra već ima dobru DLSS, FSR ili XeSS implementaciju, prvo testirajte nju.",{"label":932,"description":933},"3. Koristite podržanu ulaznu rezoluciju","Auto SR je obučen i konfigurisan za specifične opsege nižih rezolucija koji variraju u zavisnosti od uređaja.",{"label":935,"description":936},"4. Pregledajte kvalitet teksta i HUD-a","Sitni korisnički interfejs može otkriti ograničenja rekonstrukcije nakon renderovanja na nivou operativnog sistema.",{"label":938,"description":939},"5. Isključite efekte post-obrade koji prave smetnje","Zrnatost filma i slični efekti mogu smanjiti kvalitet rekonstrukcije.",{"label":941,"description":942},"6. Merite FPS i latenciju odvojeno","Nemojte pretpostavljati da veći brojač FPS-a automatski znači i bolji odziv u igri.",{"label":944,"description":945},"7. Uporedite ponašanje potrošnje energije","Na mobilnom hardveru, aktivnost NPU-a može promeniti deljeni energetski balans između CPU-a, GPU-a i NPU-a.","Kada je najverovatnije da će Auto SR pomoći",{},{"id":949,"data":950,"type":572,"tunes":952},"ad82f7172d",{"text":951,"level":47},"Sa kojim igrama Auto SR može da radi?",{},{"id":954,"data":955,"type":544,"tunes":957},"80a0fd1364",{"text":956},"Trenutna Microsoftova dokumentacija o podršci zahteva DirectX 10 ili noviji i podržanu x64, x64-emuliranu ili Arm64 putanju igre.",{},{"id":959,"data":960,"type":544,"tunes":962},"95bb0fb154",{"text":961},"DirectX 9, Vulkan i OpenGL trenutno nisu podržani, a Microsoft takođe navodi igre isključivo za x86 i određene 10-bitne formate kao nepodržane.",{},{"id":964,"data":965,"type":544,"tunes":967},"facfd85d5e",{"text":966},"Ovo je još jedna važna razlika u odnosu na skejlere u drajverima specifičnim za proizvođače: Auto SR nije univerzalni filter koji se jednostavno može primeniti na svaku renderovanu aplikaciju.",{},{"id":969,"data":970,"type":572,"tunes":972},"ec88eaac9f",{"text":971,"level":47},"Trenutna hardverska podrška se širi",{},{"id":974,"data":975,"type":544,"tunes":977},"e2e43ce998",{"text":976},"Auto SR je počeo na odabranim Copilot+ računarima zasnovanim na Snapdragon-u i od tada se proširio.",{},{"id":979,"data":980,"type":544,"tunes":982},"7c82f021e1",{"text":981},"U septembru 2026. godine, Microsoft je najavio podršku za Auto SR za Intel Core Ultra Series 3 Copilot+ računare.",{},{"id":984,"data":985,"type":544,"tunes":987},"9e9a02e41c",{"text":986},"Trenutna Microsoftova stranica za podršku takođe dokumentuje ROG Xbox Ally X preview putanju i pakete za Auto SR specifične za platforme za Snapdragon, AMD Ryzen i Intel Core Ultra Series 3 sisteme.",{},{"id":989,"data":990,"type":544,"tunes":992},"61927dbb25",{"text":991},"Tačna lista uređaja, zahtevi za drajverima i rasponi rezolucija se i dalje razvijaju, pa bi kompatibilnost trebalo proveriti na Microsoftovoj trenutnoj stranici za podršku, umesto da se pretpostavlja na osnovu prisustva bilo kog NPU-a.",{},{"id":994,"data":995,"type":572,"tunes":997},"e3496e5343",{"text":996,"level":47},"Ulazna rezolucija je važnija nego što mnogi korisnici očekuju",{},{"id":999,"data":1000,"type":544,"tunes":1002},"eff0af15b1",{"text":1001},"Auto SR nije jednostavno generički prekidač za 'skaliranje bilo koje rezolucije na bilo šta'.",{},{"id":1004,"data":1005,"type":544,"tunes":1007},"5d1281c85a",{"text":1006},"Model je treniran i podešen oko specifičnih raspona ulaznih rezolucija.",{},{"id":1009,"data":1010,"type":544,"tunes":1012},"ec59f270e1",{"text":1011},"Microsoft trenutno preporučuje oko 800p za Copilot+ računare zasnovane na Snapdragon-u, podržava ulaz od približno 800p do 1080p na Intel Core Ultra Series 3 sistemima i koristi ciljni ulaz od 720p za ROG Xbox Ally X preview putanju.",{},{"id":1014,"data":1015,"type":544,"tunes":1017},"16326dc780",{"text":1016},"Tačni podržani režimi su prikazani kroz Windows i Game Bar kako korisnici ne bi morali da nagađaju.",{},{"id":1019,"data":1020,"type":572,"tunes":1022},"e4731ed915",{"text":1021,"level":47},"Zašto je Auto SR posebno zanimljiv za starije igre",{},{"id":1024,"data":1025,"type":544,"tunes":1027},"3220021f77",{"text":1026},"Igra objavljena pre mnogo godina nikada neće dobiti DLSS, FSR ili XeSS osim ako je programer ne ažurira ili modifikacija treće strane ne promeni renderer.",{},{"id":1029,"data":1030,"type":544,"tunes":1032},"190b983e1b",{"text":1031},"Auto SR može da poboljša odabrane postojeće naslove van same igre jer operativni sistem upravlja fazom rekonstrukcije.",{},{"id":1034,"data":1035,"type":544,"tunes":1037},"455252b075",{"text":1036},"To je njegova najjača arhitektonska prednost: pokrivenost ne zavisi u potpunosti od plana razvoja originalne igre.",{},{"id":1039,"data":1040,"type":572,"tunes":1042},"29dac09d8a",{"text":1041,"level":47},"Ali integrisani SR u igrama i dalje ima prednost",{},{"id":1044,"data":1045,"type":544,"tunes":1047},"19f30b1ee5",{"text":1046},"Microsoft izričito navodi da super-rezolucija integrisana u samu igru ostaje poželjan izbor kada je studio podržava.",{},{"id":1049,"data":1050,"type":544,"tunes":1052},"1f6e0b3156",{"text":1051},"To ima tehničkog smisla. Rešenje integrisano u igru ima bolji pristup render pipeline-u i može izvršiti rekonstrukciju pre nego što se primene određeni konačni efekti i korisnički interfejs.",{},{"id":1054,"data":1055,"type":544,"tunes":1057},"44420ab625",{"text":1056},"Auto SR je najkorisniji kada ta integracija ne postoji, kada je igra starija ili kada hardverski balans čini NPU rekonstrukciju korisnom.",{},{"id":1059,"data":1060,"type":572,"tunes":1062},"e9d226f1a7",{"text":1061,"level":47},"Auto SR nije generisanje frejmova",{},{"id":1064,"data":1065,"type":544,"tunes":1067},"b00fa83ef5",{"text":1066},"Još jedna česta zabluda je tretiranje svake AI grafičke funkcije kao generisanja frejmova.",{},{"id":1069,"data":1070,"type":544,"tunes":1072},"99cc93d952",{"text":1071},"Auto SR ne kreira dodatne međufrejmove između renderovanih frejmova. On rekonstruiše rezoluciju svakog postojećeg frejma.",{},{"id":1074,"data":1075,"type":544,"tunes":1077},"2b6a865e73",{"text":1076},"Generisanje frejmova menja broj frejmova koji stižu do ekrana. Auto SR menja rezoluciju i detalje frejmova koji već postoje.",{},{"id":1079,"data":1080,"type":742,"tunes":1085},"ded0f6ff1a",{"url":1081,"title":1082,"excerpt":1083,"ctaLabel":1084},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Zašto 300 FPS ne znači da igra renderuje 300 frejmova","Posebno objašnjenje generisanih frejmova, renderovanih frejmova i zašto konačni FPS brojač može predstavljati različite stvari.","Pročitajte vodič o generisanim frejmovima",{},{"id":1087,"data":1088,"type":572,"tunes":1090},"3d57d70a2d",{"text":1089,"level":47},"Razdvajanje rezolucije, frejmova i latencije",{},{"id":1092,"data":1093,"type":683,"tunes":1118},"debd5d04b8",{"rows":1094,"title":1107,"layout":675,"columns":1108},[1095,1099,1103],{"id":1096,"label":1097,"values":1098},"resolution","Super-rezolucija",[13,13,13],{"id":1100,"label":1101,"values":1102},"frames","Generisanje frejmova",[13,13,13],{"id":1104,"label":1105,"values":1106},"latency","Tehnologija niske latencije",[13,13,13],"Tri grafička poboljšanja koja ne treba mešati",[1109,1112,1115],{"id":1110,"label":1111},"changes","Šta se menja",{"id":1113,"label":1114},"example","Primer tehnologije",{"id":1116,"label":1117},"measure","Primarna metrika",{},{"id":1120,"data":1121,"type":572,"tunes":1123},"5a178ce282",{"text":1122,"level":47},"Zašto snimci ekrana nisu dovoljni za procenu funkcije Auto SR",{},{"id":1125,"data":1126,"type":544,"tunes":1128},"e4c5f08045",{"text":1127},"Kvalitet super-rezolucije je temporalan.",{},{"id":1130,"data":1131,"type":544,"tunes":1133},"1437761741",{"text":1132},"Statična slika može delovati oštro, dok pokret otkriva nestabilne ivice, treperenje, mutan korisnički interfejs, greške u rekonstrukciji ili artefakte u vidu duhova.",{},{"id":1135,"data":1136,"type":544,"tunes":1138},"ac7aa2f742",{"text":1137},"Koristan Auto SR test bi stoga trebalo da ispita kretanje kamere, vegetaciju, tanku geometriju, čestice, tekst, HUD elemente i ponavljajuće pokrete, umesto da samo upoređuje jedan snimak ekrana.",{},{"id":1140,"data":1141,"type":572,"tunes":1143},"09bde21a8d",{"text":1142,"level":47},"Šta bi moglo da promeni ovaj odgovor?",{},{"id":1145,"data":1146,"type":544,"tunes":1148},"b0e7ca01a4",{"text":1147},"Auto SR se aktivno širi. Microsoft dodaje porodice procesora, menja podržane opsege rezolucija i istražuje scenarije sa višim FPS-om.",{},{"id":1150,"data":1151,"type":544,"tunes":1153},"537568c224",{"text":1152},"Širenje na Intel procesore iz septembra 2026. već pokazuje da tehnologija više nije vezana isključivo za prvobitni model lansiranja samo na Snapdragon-u.",{},{"id":1155,"data":1156,"type":544,"tunes":1158},"fe24516c11",{"text":1157},"Buduće verzije mogle bi da prošire kombinacije GPU\u002FNPU-a, HDR podršku, ciljane brzine osvežavanja, kompatibilnost izvršnog okruženja i način na koji se postupa sa korisničkim interfejsom.",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"0e31e2d54d",{"text":1162,"level":47},"Ograničenja",{},{"id":1165,"data":1166,"type":544,"tunes":1168},"a7881e11e1",{"text":1167},"Ovaj članak opisuje Microsoftovu dokumentovanu Auto SR arhitekturu i trenutnu podršku zaključno sa septembrom 2026. godine.",{},{"id":1170,"data":1171,"type":544,"tunes":1173},"71ebc16fda",{"text":1172},"Microsoftovi primeri za FPS i kvalitet slike predstavljaju merenja proizvođača na specifičnom hardveru, igrama i podešavanjima. Oni su korisni za razumevanje tehnologije, ali ih ne treba tretirati kao univerzalne garancije performansi.",{},{"id":1175,"data":1176,"type":544,"tunes":1178},"add780d6ba",{"text":1177},"Ponašanje Auto SR-a varira u zavisnosti od rezolucije igre, režima prikaza, post-procesiranja, kompozicije korisničkog interfejsa, profila napajanja i hardverski specifične NPU implementacije.",{},{"id":1180,"data":1181,"type":572,"tunes":1183},"f7a38af5be",{"text":1182,"level":47},"Zaključak",{},{"id":1185,"data":1186,"type":544,"tunes":1188},"f1308f3e80",{"text":1187},"Auto SR nije Microsoftova verzija uvođenja DLSS-a u svaku igru.",{},{"id":1190,"data":1191,"type":544,"tunes":1193},"b102a861bb",{"text":1192},"Reč je o drugačijoj arhitekturi: igra renderuje manji broj piksela, Windows presreće rezultat, NPU pokreće veći model veštačke inteligencije za rekonstrukciju, a slika više rezolucije ulazi u pajplajn prikaza bez potrebe za dubokom integracijom u endžin za renderovanje igre.",{},{"id":1195,"data":1196,"type":544,"tunes":1198},"da805fabf0",{"text":1197},"To pruža Windowsu način da unapredi podržane postojeće igre koje nikada nisu bile napravljene za modernu super-rezoluciju.",{},{"id":1200,"data":1201,"type":544,"tunes":1203},"675aecee06",{"text":1202},"Kompromisi ostaju stvarni: približno jedan frejm dodatnog kašnjenja, moguće zamućenje korisničkog interfejsa, ograničenja rezolucije specifična za uređaj i deljeni energetski okviri. Vrednost nije u tome što Auto SR zamenjuje integrisane skejlere. On popunjava veliku prazninu tamo gde oni ne postoje.",{},{"id":1205,"data":1206,"type":572,"tunes":1208},"0354b8daaf",{"text":1207,"level":47},"Često postavljana pitanja",{},{"id":1210,"data":1211,"type":1242,"tunes":1243},"e75bc04532",{"items":1212,"title":1241},[1213,1217,1221,1225,1229,1233,1237],{"id":1214,"answer":1215,"question":1216},"faq1","Sistem super-rezolucije na nivou operativnog sistema zasnovan na veštačkoj inteligenciji koji omogućava podržanim igrama da se renderuju u nižoj rezoluciji i koristi NPU za rekonstrukciju slike više rezolucije.","Šta je Windows Auto SR?",{"id":1218,"answer":1219,"question":1220},"faq2","Ne. Te tehnologije su obično integrisane u rendererski endžin igre. Auto SR je integrisan u Windows i može da radi bez implementacije super-rezolucije specifične za samu igru.","Da li je Auto SR isto što i DLSS, FSR ili XeSS?",{"id":1222,"answer":1223,"question":1224},"faq3","Njegov model AI rekonstrukcije radi na NPU-u, dok GPU nastavlja da renderuje igru.","Da li Auto SR koristi GPU za AI upscaling?",{"id":1226,"answer":1227,"question":1228},"faq4","Da. Microsoft dokumentuje prosečno oko jedan dodatni frejm kašnjenja kao deo svog pristupa rekonstrukciji zasnovanog na NPU-u.","Da li Auto SR unosi kašnjenje?",{"id":1230,"answer":1231,"question":1232},"faq5","Microsoft preporučuje opciju integrisane super-rezolucije u samoj igri kada je ona dostupna i funkcioniše dobro.","Da li treba da koristim Auto SR kada igra već ima DLSS, FSR ili XeSS?",{"id":1234,"answer":1235,"question":1236},"faq6","Ne. On rekonstruiše verziju svakog frejma u višoj rezoluciji; ne ubacuje dodatne međufrejmove.","Da li je Auto SR generisanje frejmova?",{"id":1238,"answer":1239,"question":1240},"faq7","Trenutno ne. Microsoftova stranica za podršku navodi DirectX 10 ili noviji kao podržan, dok su Vulkan, OpenGL i DirectX 9 nepodržani.","Da li Auto SR radi sa Vulkan ili OpenGL igrama?","Windows Auto SR jednostavnim rečnikom","faq",{},{"id":1245,"data":1246,"type":572,"tunes":1248},"8733f298cd",{"text":1247,"level":47},"Rečnik termina",{},{"id":1250,"data":1251,"type":1282,"tunes":1283},"407257a6d1",{"title":1252,"entries":1253},"Ključni Auto SR termini",[1254,1258,1260,1264,1268,1272,1276,1279],{"term":1255,"anchor":1256,"definition":1257},"Auto SR","auto-sr","Automatic Super Resolution, Microsoftova tehnologija za AI upscaling integrisana u Windows za podržane igre.",{"term":682,"anchor":681,"definition":1259},"Neural Processing Unit (Jedinica za neuronsku obradu), specijalizovani hardver dizajniran za efikasno izvršavanje AI i matričnih radnih opterećenja.",{"term":1261,"anchor":1262,"definition":1263},"Super-rezolucija integrisana u igru","game-integrated-super-resolution","Skejler ugrađen direktno u rendererski endžin igre sa pristupom internim podacima endžina.",{"term":1265,"anchor":1266,"definition":1267},"Ulazna rezolucija","input-resolution","Niža rezolucija u kojoj igra renderuje pre nego što Auto SR rekonstruiše sliku.",{"term":1269,"anchor":1270,"definition":1271},"Izlazna rezolucija","output-resolution","Viša efektivna rezolucija prikazana nakon rekonstrukcije.",{"term":1273,"anchor":1274,"definition":1275},"Podela rada GPU–NPU","gpu-npu-work-split","Model Figure Rocks-a koji razdvaja posao renderovanja igre na GPU-u od posla Auto SR rekonstrukcije na NPU-u.",{"term":841,"anchor":1277,"definition":1278},"shared-power-boundary","Model Figure Rocks-a koji opisuje kako radna opterećenja CPU-a, GPU-a i NPU-a i dalje mogu međusobno da se takmiče unutar jedinstvenog energetskog i termalnog okvira uređaja.",{"term":919,"anchor":1280,"definition":1281},"auto-sr-suitability-test","Radni tok Figure Rocks-a za procenu kada postoji velika verovatnoća da će Windows Auto SR unaprediti određenu igru i uređaj.","glossary",{},{"id":1285,"data":1286,"type":572,"tunes":1288},"3ab856f2b4",{"text":1287,"level":47},"Primarni izvori",{},{"id":1290,"data":1291,"type":1297,"tunes":1298},"367d2e3548",{"link":1292,"meta":1293},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F",{"image":1294,"title":1295,"description":1296},{"url":13},"Microsoft DirectX — Auto SR stiže na Intel Core Ultra Series 3 procesore","Zvanično ažuriranje iz septembra 2026. koje pokriva proširenje na Intel, NPU izvršavanje, podržane ulazne rezolucije, napomene o korisničkom interfejsu i post-procesiranju, efekte profila napajanja i Microsoftove preporuke da se da prednost super-rezoluciji integrisanoj u igru kada je dostupna.","linkTool",{},{"id":1300,"data":1301,"type":1297,"tunes":1307},"5641b514c0",{"link":1302,"meta":1303},"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution",{"image":1304,"title":1305,"description":1306},{"url":13},"Microsoft podrška — Automatska super-rezolucija (Automatic Super Resolution)","Zvanična dokumentacija o trenutnim zahtevima i konfiguraciji za Windows Auto SR.",{},{"id":1309,"data":1310,"type":1297,"tunes":1316},"22a5b77a1b",{"link":1311,"meta":1312},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F",{"image":1313,"title":1314,"description":1315},{"url":13},"Microsoft DirectX — Automatska super-rezolucija (Automatic Super Resolution)","Zvanično objašnjenje arhitekture koje pokriva integraciju u operativni sistem, NPU model, rekonstrukciju nezavisnu od igre i dokumentovani kompromis kašnjenja od jednog frejma.",{},{"id":1318,"data":1319,"type":1297,"tunes":1325},"cc3301d997",{"link":1320,"meta":1321},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F",{"image":1322,"title":1323,"description":1324},{"url":13},"Microsoft DirectX — Auto SR na ROG Xbox Ally X","Zvanično objašnjenje za 2026. godinu o NPU\u002FGPU paralelizmu, ograničenjima prenosnih uređaja i zašto integrisana super rezolucija ostaje preferirani izbor kada je dostupna.",{},"2.31","Windows Auto SR može da poveća rezoluciju podržanih igara bez DLSS, FSR ili XeSS integracije. Umesto pokretanja modela rekonstrukcije unutar igre na GPU-u, Windows koristi NPU da ponovo izgradi sliku više rezolucije iz rendera niže 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Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.\"},\"tunes\":{}},{\"id\":\"c84f5eccba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.\"},\"tunes\":{}},{\"id\":\"1483104be8\",\"type\":\"header\",\"data\":{\"text\":\"The GPU–NPU Work Split\",\"level\":2},\"tunes\":{}},{\"id\":\"963a590531\",\"type\":\"comparison\",\"data\":{\"title\":\"Who does what?\",\"layout\":\"table\",\"columns\":[{\"id\":\"gpu\",\"label\":\"GPU\"},{\"id\":\"npu\",\"label\":\"NPU\"}],\"rows\":[{\"id\":\"render\",\"label\":\"Game rendering\",\"values\":[\"\",\"\"]},{\"id\":\"upscale\",\"label\":\"Auto SR reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"benefit\",\"label\":\"Intended benefit\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Cost\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"ad87d167f7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not DLSS, FSR or XeSS\",\"level\":2},\"tunes\":{}},{\"id\":\"48c4d79694\",\"type\":\"paragraph\",\"data\":{\"text\":\"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.\"},\"tunes\":{}},{\"id\":\"b0d2c82690\",\"type\":\"comparison\",\"data\":{\"title\":\"Windows Auto SR vs game-integrated super resolution\",\"layout\":\"table\",\"columns\":[{\"id\":\"autosr\",\"label\":\"Windows Auto SR\"},{\"id\":\"integrated\",\"label\":\"DLSS \u002F FSR \u002F XeSS-style game integration\"}],\"rows\":[{\"id\":\"integration\",\"label\":\"Integration\",\"values\":[\"\",\"\"]},{\"id\":\"information\",\"label\":\"Information available\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"AI execution\",\"values\":[\"\",\"\"]},{\"id\":\"games\",\"label\":\"Game coverage\",\"values\":[\"\",\"\"]},{\"id\":\"preference\",\"label\":\"Microsoft guidance\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"6900302b02\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not stack upscalers blindly\",\"body\":\"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.\"},\"tunes\":{}},{\"id\":\"1ad1ec1f90\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\",\"title\":\"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained\",\"excerpt\":\"A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.\",\"ctaLabel\":\"Read the XeSS 3 guide\"},\"tunes\":{}},{\"id\":\"10104644c3\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"d662b057f7\",\"type\":\"header\",\"data\":{\"text\":\"Why game-integrated upscalers can have better information\",\"level\":2},\"tunes\":{}},{\"id\":\"b04e7aab57\",\"type\":\"paragraph\",\"data\":{\"text\":\"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.\"},\"tunes\":{}},{\"id\":\"f9579cc7d5\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can include motion vectors, jitter information, depth and internal rendering history.\"},\"tunes\":{}},{\"id\":\"2c00b6940e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.\"},\"tunes\":{}},{\"id\":\"3566f9d539\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR uses a larger model\",\"level\":2},\"tunes\":{}},{\"id\":\"963431cd0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"If an upscaler has less engine information, the model itself has to do more reconstruction work.\"},\"tunes\":{}},{\"id\":\"327edf4365\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.\"},\"tunes\":{}},{\"id\":\"69f5489bf5\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.\"},\"tunes\":{}},{\"id\":\"b8595e84b4\",\"type\":\"header\",\"data\":{\"text\":\"The price is latency\",\"level\":2},\"tunes\":{}},{\"id\":\"575449f6f0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.\"},\"tunes\":{}},{\"id\":\"0bb987768f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has documented an average additional latency of roughly one frame for Auto SR.\"},\"tunes\":{}},{\"id\":\"e292c6d914\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.\"},\"tunes\":{}},{\"id\":\"851c271be2\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"FPS and latency are different metrics\",\"body\":\"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.\"},\"tunes\":{}},{\"id\":\"fc6ad665a3\",\"type\":\"header\",\"data\":{\"text\":\"Why the NPU can still affect GPU performance indirectly\",\"level\":2},\"tunes\":{}},{\"id\":\"c19d91b7b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Separate hardware does not mean unlimited independent power.\"},\"tunes\":{}},{\"id\":\"5622c5e45f\",\"type\":\"paragraph\",\"data\":{\"text\":\"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.\"},\"tunes\":{}},{\"id\":\"108d8fab76\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.\"},\"tunes\":{}},{\"id\":\"fe09f46337\",\"type\":\"header\",\"data\":{\"text\":\"The Shared-Power Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"dcf79f1799\",\"type\":\"comparison\",\"data\":{\"title\":\"Why lower GPU work does not guarantee higher FPS\",\"layout\":\"table\",\"columns\":[{\"id\":\"gain\",\"label\":\"Potential gain\"},{\"id\":\"limit\",\"label\":\"Possible limit\"}],\"rows\":[{\"id\":\"pixels\",\"label\":\"Lower input resolution\",\"values\":[\"\",\"\"]},{\"id\":\"npu\",\"label\":\"NPU reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"memory\",\"label\":\"System memory\",\"values\":[\"\",\"\"]},{\"id\":\"thermal\",\"label\":\"Thermal envelope\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"bb768dd81b\",\"type\":\"header\",\"data\":{\"text\":\"Why text and HUD elements can look worse\",\"level\":2},\"tunes\":{}},{\"id\":\"8dabea36a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.\"},\"tunes\":{}},{\"id\":\"07569b72eb\",\"type\":\"paragraph\",\"data\":{\"text\":\"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.\"},\"tunes\":{}},{\"id\":\"e2a564b736\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.\"},\"tunes\":{}},{\"id\":\"fa5c21da32\",\"type\":\"paragraph\",\"data\":{\"text\":\"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.\"},\"tunes\":{}},{\"id\":\"fc5c44a45a\",\"type\":\"header\",\"data\":{\"text\":\"Why film grain can confuse the model\",\"level\":2},\"tunes\":{}},{\"id\":\"abbb6b4251\",\"type\":\"paragraph\",\"data\":{\"text\":\"Post-processing effects such as film grain deliberately add high-frequency visual noise.\"},\"tunes\":{}},{\"id\":\"0b4329a469\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.\"},\"tunes\":{}},{\"id\":\"c3d70c1fe3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft therefore recommends disabling film grain when it produces a cleaner result.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR Suitability Test\",\"level\":2},\"tunes\":{}},{\"id\":\"cba5dd109b\",\"type\":\"processFlow\",\"data\":{\"title\":\"When Auto SR is most likely to help\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Check whether the game is GPU-limited\",\"description\":\"Auto SR helps most when lowering render resolution actually reduces the main bottleneck.\"},{\"label\":\"2. Check for integrated super resolution\",\"description\":\"If the game already has a good DLSS, FSR or XeSS implementation, test that first.\"},{\"label\":\"3. Use a supported input resolution\",\"description\":\"Auto SR is trained and configured around specific lower-resolution ranges that vary by device.\"},{\"label\":\"4. Inspect text and HUD quality\",\"description\":\"Fine UI can reveal the limitations of OS-level post-render reconstruction.\"},{\"label\":\"5. Disable conflicting post-processing\",\"description\":\"Film grain and similar effects can reduce reconstruction quality.\"},{\"label\":\"6. Measure FPS and latency separately\",\"description\":\"Do not assume that a higher FPS counter means a more responsive game.\"},{\"label\":\"7. Compare power behavior\",\"description\":\"On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.\"}]},\"tunes\":{}},{\"id\":\"ad82f7172d\",\"type\":\"header\",\"data\":{\"text\":\"Which games can Auto SR work with?\",\"level\":2},\"tunes\":{}},{\"id\":\"80a0fd1364\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.\"},\"tunes\":{}},{\"id\":\"95bb0fb154\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.\"},\"tunes\":{}},{\"id\":\"facfd85d5e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.\"},\"tunes\":{}},{\"id\":\"ec88eaac9f\",\"type\":\"header\",\"data\":{\"text\":\"Current hardware support is expanding\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.\"},\"tunes\":{}},{\"id\":\"61927dbb25\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.\"},\"tunes\":{}},{\"id\":\"e3496e5343\",\"type\":\"header\",\"data\":{\"text\":\"Input resolution matters more than many users expect\",\"level\":2},\"tunes\":{}},{\"id\":\"eff0af15b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not simply a generic 'scale any resolution to anything' switch.\"},\"tunes\":{}},{\"id\":\"5d1281c85a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model is trained and tuned around specific input-resolution ranges.\"},\"tunes\":{}},{\"id\":\"ec59f270e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.\"},\"tunes\":{}},{\"id\":\"16326dc780\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.\"},\"tunes\":{}},{\"id\":\"e4731ed915\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR is especially interesting for older games\",\"level\":2},\"tunes\":{}},{\"id\":\"3220021f77\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.\"},\"tunes\":{}},{\"id\":\"190b983e1b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.\"},\"tunes\":{}},{\"id\":\"455252b075\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.\"},\"tunes\":{}},{\"id\":\"29dac09d8a\",\"type\":\"header\",\"data\":{\"text\":\"But game-integrated SR is still preferred\",\"level\":2},\"tunes\":{}},{\"id\":\"19f30b1ee5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.\"},\"tunes\":{}},{\"id\":\"1f6e0b3156\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.\"},\"tunes\":{}},{\"id\":\"44420ab625\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.\"},\"tunes\":{}},{\"id\":\"e9d226f1a7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"b00fa83ef5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Another common confusion is to treat every AI graphics feature as frame generation.\"},\"tunes\":{}},{\"id\":\"99cc93d952\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.\"},\"tunes\":{}},{\"id\":\"2b6a865e73\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.\"},\"tunes\":{}},{\"id\":\"ded0f6ff1a\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.\",\"ctaLabel\":\"Read the generated-FPS guide\"},\"tunes\":{}},{\"id\":\"3d57d70a2d\",\"type\":\"header\",\"data\":{\"text\":\"The Resolution–Frame–Latency Separation\",\"level\":2},\"tunes\":{}},{\"id\":\"debd5d04b8\",\"type\":\"comparison\",\"data\":{\"title\":\"Three graphics improvements that should not be mixed together\",\"layout\":\"table\",\"columns\":[{\"id\":\"changes\",\"label\":\"What changes\"},{\"id\":\"example\",\"label\":\"Example technology\"},{\"id\":\"measure\",\"label\":\"Primary metric\"}],\"rows\":[{\"id\":\"resolution\",\"label\":\"Super resolution\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"frames\",\"label\":\"Frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Low-latency technology\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5a178ce282\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots are not enough to judge Auto SR\",\"level\":2},\"tunes\":{}},{\"id\":\"e4c5f08045\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super-resolution quality is temporal.\"},\"tunes\":{}},{\"id\":\"1437761741\",\"type\":\"paragraph\",\"data\":{\"text\":\"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.\"},\"tunes\":{}},{\"id\":\"ac7aa2f742\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"add780d6ba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not Microsoft's version of putting DLSS into every game.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That gives Windows a way to improve supported existing games that were never built for modern super resolution.\"},\"tunes\":{}},{\"id\":\"675aecee06\",\"type\":\"paragraph\",\"data\":{\"text\":\"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Windows Auto SR in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Windows Auto SR?\",\"answer\":\"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.\"},{\"id\":\"faq2\",\"question\":\"Is Auto SR the same as DLSS, FSR or XeSS?\",\"answer\":\"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.\"},{\"id\":\"faq3\",\"question\":\"Does Auto SR use the GPU for AI upscaling?\",\"answer\":\"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.\"},{\"id\":\"faq4\",\"question\":\"Does Auto SR add latency?\",\"answer\":\"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.\"},{\"id\":\"faq5\",\"question\":\"Should I use Auto SR when a game already has DLSS, FSR or XeSS?\",\"answer\":\"Microsoft recommends the game's integrated super-resolution option when it is available and working well.\"},{\"id\":\"faq6\",\"question\":\"Is Auto SR frame generation?\",\"answer\":\"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.\"},{\"id\":\"faq7\",\"question\":\"Does Auto SR work with Vulkan or OpenGL games?\",\"answer\":\"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key Auto SR terms\",\"entries\":[{\"term\":\"Auto SR\",\"definition\":\"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.\",\"anchor\":\"auto-sr\"},{\"term\":\"NPU\",\"definition\":\"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.\",\"anchor\":\"npu\"},{\"term\":\"Game-integrated super resolution\",\"definition\":\"An upscaler built directly into a game's renderer with access to internal engine data.\",\"anchor\":\"game-integrated-super-resolution\"},{\"term\":\"Input resolution\",\"definition\":\"The lower resolution at which the game renders before Auto SR reconstructs the image.\",\"anchor\":\"input-resolution\"},{\"term\":\"Output resolution\",\"definition\":\"The higher effective resolution shown after reconstruction.\",\"anchor\":\"output-resolution\"},{\"term\":\"GPU–NPU Work Split\",\"definition\":\"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.\",\"anchor\":\"gpu-npu-work-split\"},{\"term\":\"Shared-Power Boundary\",\"definition\":\"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.\",\"anchor\":\"shared-power-boundary\"},{\"term\":\"Auto SR Suitability Test\",\"definition\":\"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.\",\"anchor\":\"auto-sr-suitability-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors\",\"description\":\"Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Support — Automatic Super Resolution\",\"description\":\"Official current requirements and configuration documentation for Windows Auto SR.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Automatic Super Resolution\",\"description\":\"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR on ROG Xbox Ally X\",\"description\":\"Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1796,"blocks":1797,"version":2414},1790406943197,[1798,1802,1807,1812,1816,1820,1824,1828,1832,1836,1856,1861,1865,1869,1873,1877,1881,1885,1905,1909,1913,1937,1942,1949,1956,1960,1964,1968,1972,1976,1980,1984,1988,1992,1996,2000,2004,2009,2013,2017,2021,2025,2029,2051,2055,2059,2063,2067,2071,2075,2079,2083,2087,2091,2117,2121,2125,2129,2133,2137,2141,2145,2149,2153,2157,2161,2165,2169,2173,2177,2181,2185,2189,2193,2197,2201,2205,2209,2213,2217,2221,2228,2232,2253,2257,2261,2265,2269,2273,2277,2281,2285,2289,2293,2297,2301,2305,2309,2313,2317,2321,2325,2351,2355,2382,2386,2393,2400,2407],{"id":541,"data":1799,"type":544,"tunes":1801},{"text":1800},"Windows Auto SR is easy to confuse with DLSS, FSR or XeSS because all of them can turn a lower-resolution render into a higher-resolution image. The important difference is where the technology lives. Auto SR is built into Windows, runs its AI model on the NPU, and can improve supported games without the developer integrating a super-resolution SDK into the game.",{},{"id":547,"data":1803,"type":552,"tunes":1806},{"body":1804,"title":1805,"variant":551},"\u003Cstrong>Auto SR is Windows-level AI upscaling.\u003C\u002Fstrong> The game renders at a lower resolution, Windows captures that output, an AI model runs on the NPU to reconstruct a higher-resolution image, and the result is sent to the display. The game itself does not need to know how the AI model works.","Direct answer",{},{"id":555,"data":1808,"type":552,"tunes":1811},{"body":1809,"title":1810,"variant":559},"\u003Cstrong>DLSS \u002F FSR \u002F XeSS:\u003C\u002Fstrong> normally integrated inside the game engine.\u003Cbr>\u003Cstrong>Auto SR:\u003C\u002Fstrong> integrated into Windows and the display pipeline.","The simplest difference",{},{"id":562,"data":1813,"type":566,"tunes":1815},{"title":1814,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1817,"type":572,"tunes":1819},{"text":1818,"level":47},"First: what problem is Auto SR trying to solve?",{},{"id":575,"data":1821,"type":544,"tunes":1823},{"text":1822},"Higher rendering resolution improves image detail but makes the GPU do more work. Lower rendering resolution is easier to render and can increase FPS, but the image becomes softer.",{},{"id":580,"data":1825,"type":544,"tunes":1827},{"text":1826},"Super resolution tries to keep the cheaper lower-resolution render while reconstructing an output that looks closer to a higher-resolution image.",{},{"id":585,"data":1829,"type":544,"tunes":1831},{"text":1830},"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.",{},{"id":590,"data":1833,"type":572,"tunes":1835},{"text":1834,"level":47},"The Auto SR pipeline in plain English",{},{"id":595,"data":1837,"type":615,"tunes":1855},{"steps":1838,"title":1854,"orientation":614},[1839,1842,1845,1848,1851],{"label":1840,"description":1841},"1. The game renders at a lower resolution","The GPU has fewer pixels to shade, so the base rendering workload can become lighter.",{"label":1843,"description":1844},"2. Windows receives the lower-resolution frame","Auto SR is integrated into the Windows graphics and display pipeline.",{"label":1846,"description":1847},"3. The NPU runs the Auto SR model","A neural network reconstructs a higher-resolution version of the frame.",{"label":1849,"description":1850},"4. The reconstructed image is presented","The display receives a higher-resolution output even though the game rendered fewer pixels.",{"label":1852,"description":1853},"5. The GPU can continue rendering","Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.","What happens when Auto SR is active",{},{"id":618,"data":1857,"type":552,"tunes":1860},{"body":1858,"title":1859,"variant":622},"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>","The mental model",{},{"id":625,"data":1862,"type":572,"tunes":1864},{"text":1863,"level":47},"Why use the NPU instead of the GPU?",{},{"id":630,"data":1866,"type":544,"tunes":1868},{"text":1867},"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.",{},{"id":635,"data":1870,"type":544,"tunes":1872},{"text":1871},"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.",{},{"id":640,"data":1874,"type":544,"tunes":1876},{"text":1875},"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.",{},{"id":645,"data":1878,"type":544,"tunes":1880},{"text":1879},"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.",{},{"id":650,"data":1882,"type":572,"tunes":1884},{"text":1883,"level":47},"The GPU–NPU Work Split",{},{"id":655,"data":1886,"type":683,"tunes":1904},{"rows":1887,"title":1900,"layout":675,"columns":1901},[1888,1891,1894,1897],{"id":659,"label":1889,"values":1890},"Game rendering",[13,13],{"id":663,"label":1892,"values":1893},"Auto SR reconstruction",[13,13],{"id":667,"label":1895,"values":1896},"Intended benefit",[13,13],{"id":671,"label":1898,"values":1899},"Cost",[13,13],"Who does what?",[1902,1903],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1906,"type":572,"tunes":1908},{"text":1907,"level":47},"Auto SR is not DLSS, FSR or XeSS",{},{"id":691,"data":1910,"type":544,"tunes":1912},{"text":1911},"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.",{},{"id":696,"data":1914,"type":683,"tunes":1936},{"rows":1915,"title":1931,"layout":675,"columns":1932},[1916,1919,1922,1925,1928],{"id":700,"label":1917,"values":1918},"Integration",[13,13],{"id":704,"label":1920,"values":1921},"Information available",[13,13],{"id":708,"label":1923,"values":1924},"AI execution",[13,13],{"id":712,"label":1926,"values":1927},"Game coverage",[13,13],{"id":716,"label":1929,"values":1930},"Microsoft guidance",[13,13],"Windows Auto SR vs game-integrated super resolution",[1933,1934],{"id":722,"label":723},{"id":725,"label":1935},"DLSS \u002F FSR \u002F XeSS-style game integration",{},{"id":729,"data":1938,"type":552,"tunes":1941},{"body":1939,"title":1940,"variant":733},"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.","Do not stack upscalers blindly",{},{"id":736,"data":1943,"type":742,"tunes":1948},{"url":1944,"title":1945,"excerpt":1946,"ctaLabel":1947},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained","A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.","Read the XeSS 3 guide",{},{"id":745,"data":1950,"type":742,"tunes":1955},{"url":1951,"title":1952,"excerpt":1953,"ctaLabel":1954},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained","Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.","Read the FSR Redstone guide",{},{"id":753,"data":1957,"type":572,"tunes":1959},{"text":1958,"level":47},"Why game-integrated upscalers can have better information",{},{"id":758,"data":1961,"type":544,"tunes":1963},{"text":1962},"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.",{},{"id":763,"data":1965,"type":544,"tunes":1967},{"text":1966},"That can include motion vectors, jitter information, depth and internal rendering history.",{},{"id":768,"data":1969,"type":544,"tunes":1971},{"text":1970},"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.",{},{"id":773,"data":1973,"type":572,"tunes":1975},{"text":1974,"level":47},"Why Auto SR uses a larger model",{},{"id":778,"data":1977,"type":544,"tunes":1979},{"text":1978},"If an upscaler has less engine information, the model itself has to do more reconstruction work.",{},{"id":783,"data":1981,"type":544,"tunes":1983},{"text":1982},"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.",{},{"id":788,"data":1985,"type":544,"tunes":1987},{"text":1986},"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.",{},{"id":793,"data":1989,"type":572,"tunes":1991},{"text":1990,"level":47},"The price is latency",{},{"id":798,"data":1993,"type":544,"tunes":1995},{"text":1994},"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.",{},{"id":803,"data":1997,"type":544,"tunes":1999},{"text":1998},"Microsoft has documented an average additional latency of roughly one frame for Auto SR.",{},{"id":808,"data":2001,"type":544,"tunes":2003},{"text":2002},"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.",{},{"id":813,"data":2005,"type":552,"tunes":2008},{"body":2006,"title":2007,"variant":559},"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.","FPS and latency are different metrics",{},{"id":819,"data":2010,"type":572,"tunes":2012},{"text":2011,"level":47},"Why the NPU can still affect GPU performance indirectly",{},{"id":824,"data":2014,"type":544,"tunes":2016},{"text":2015},"Separate hardware does not mean unlimited independent power.",{},{"id":829,"data":2018,"type":544,"tunes":2020},{"text":2019},"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.",{},{"id":834,"data":2022,"type":544,"tunes":2024},{"text":2023},"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.",{},{"id":839,"data":2026,"type":572,"tunes":2028},{"text":2027,"level":47},"The Shared-Power Boundary",{},{"id":844,"data":2030,"type":683,"tunes":2050},{"rows":2031,"title":2044,"layout":675,"columns":2045},[2032,2035,2038,2041],{"id":848,"label":2033,"values":2034},"Lower input resolution",[13,13],{"id":681,"label":2036,"values":2037},"NPU reconstruction",[13,13],{"id":855,"label":2039,"values":2040},"System memory",[13,13],{"id":859,"label":2042,"values":2043},"Thermal envelope",[13,13],"Why lower GPU work does not guarantee higher FPS",[2046,2048],{"id":865,"label":2047},"Potential gain",{"id":868,"label":2049},"Possible limit",{},{"id":872,"data":2052,"type":572,"tunes":2054},{"text":2053,"level":47},"Why text and HUD elements can look worse",{},{"id":877,"data":2056,"type":544,"tunes":2058},{"text":2057},"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.",{},{"id":882,"data":2060,"type":544,"tunes":2062},{"text":2061},"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.",{},{"id":887,"data":2064,"type":544,"tunes":2066},{"text":2065},"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.",{},{"id":892,"data":2068,"type":544,"tunes":2070},{"text":2069},"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.",{},{"id":897,"data":2072,"type":572,"tunes":2074},{"text":2073,"level":47},"Why film grain can confuse the model",{},{"id":902,"data":2076,"type":544,"tunes":2078},{"text":2077},"Post-processing effects such as film grain deliberately add high-frequency visual noise.",{},{"id":907,"data":2080,"type":544,"tunes":2082},{"text":2081},"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.",{},{"id":912,"data":2084,"type":544,"tunes":2086},{"text":2085},"Microsoft therefore recommends disabling film grain when it produces a cleaner result.",{},{"id":917,"data":2088,"type":572,"tunes":2090},{"text":2089,"level":47},"The Auto SR Suitability Test",{},{"id":922,"data":2092,"type":615,"tunes":2116},{"steps":2093,"title":2115,"orientation":614},[2094,2097,2100,2103,2106,2109,2112],{"label":2095,"description":2096},"1. Check whether the game is GPU-limited","Auto SR helps most when lowering render resolution actually reduces the main bottleneck.",{"label":2098,"description":2099},"2. Check for integrated super resolution","If the game already has a good DLSS, FSR or XeSS implementation, test that first.",{"label":2101,"description":2102},"3. Use a supported input resolution","Auto SR is trained and configured around specific lower-resolution ranges that vary by device.",{"label":2104,"description":2105},"4. Inspect text and HUD quality","Fine UI can reveal the limitations of OS-level post-render reconstruction.",{"label":2107,"description":2108},"5. Disable conflicting post-processing","Film grain and similar effects can reduce reconstruction quality.",{"label":2110,"description":2111},"6. Measure FPS and latency separately","Do not assume that a higher FPS counter means a more responsive game.",{"label":2113,"description":2114},"7. Compare power behavior","On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.","When Auto SR is most likely to help",{},{"id":949,"data":2118,"type":572,"tunes":2120},{"text":2119,"level":47},"Which games can Auto SR work with?",{},{"id":954,"data":2122,"type":544,"tunes":2124},{"text":2123},"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.",{},{"id":959,"data":2126,"type":544,"tunes":2128},{"text":2127},"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.",{},{"id":964,"data":2130,"type":544,"tunes":2132},{"text":2131},"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.",{},{"id":969,"data":2134,"type":572,"tunes":2136},{"text":2135,"level":47},"Current hardware support is expanding",{},{"id":974,"data":2138,"type":544,"tunes":2140},{"text":2139},"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.",{},{"id":979,"data":2142,"type":544,"tunes":2144},{"text":2143},"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.",{},{"id":984,"data":2146,"type":544,"tunes":2148},{"text":2147},"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.",{},{"id":989,"data":2150,"type":544,"tunes":2152},{"text":2151},"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.",{},{"id":994,"data":2154,"type":572,"tunes":2156},{"text":2155,"level":47},"Input resolution matters more than many users expect",{},{"id":999,"data":2158,"type":544,"tunes":2160},{"text":2159},"Auto SR is not simply a generic 'scale any resolution to anything' switch.",{},{"id":1004,"data":2162,"type":544,"tunes":2164},{"text":2163},"The model is trained and tuned around specific input-resolution ranges.",{},{"id":1009,"data":2166,"type":544,"tunes":2168},{"text":2167},"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.",{},{"id":1014,"data":2170,"type":544,"tunes":2172},{"text":2171},"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.",{},{"id":1019,"data":2174,"type":572,"tunes":2176},{"text":2175,"level":47},"Why Auto SR is especially interesting for older games",{},{"id":1024,"data":2178,"type":544,"tunes":2180},{"text":2179},"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.",{},{"id":1029,"data":2182,"type":544,"tunes":2184},{"text":2183},"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.",{},{"id":1034,"data":2186,"type":544,"tunes":2188},{"text":2187},"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.",{},{"id":1039,"data":2190,"type":572,"tunes":2192},{"text":2191,"level":47},"But game-integrated SR is still preferred",{},{"id":1044,"data":2194,"type":544,"tunes":2196},{"text":2195},"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.",{},{"id":1049,"data":2198,"type":544,"tunes":2200},{"text":2199},"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.",{},{"id":1054,"data":2202,"type":544,"tunes":2204},{"text":2203},"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.",{},{"id":1059,"data":2206,"type":572,"tunes":2208},{"text":2207,"level":47},"Auto SR is not frame generation",{},{"id":1064,"data":2210,"type":544,"tunes":2212},{"text":2211},"Another common confusion is to treat every AI graphics feature as frame generation.",{},{"id":1069,"data":2214,"type":544,"tunes":2216},{"text":2215},"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.",{},{"id":1074,"data":2218,"type":544,"tunes":2220},{"text":2219},"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.",{},{"id":1079,"data":2222,"type":742,"tunes":2227},{"url":2223,"title":2224,"excerpt":2225,"ctaLabel":2226},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.","Read the generated-FPS guide",{},{"id":1087,"data":2229,"type":572,"tunes":2231},{"text":2230,"level":47},"The Resolution–Frame–Latency Separation",{},{"id":1092,"data":2233,"type":683,"tunes":2252},{"rows":2234,"title":2244,"layout":675,"columns":2245},[2235,2238,2241],{"id":1096,"label":2236,"values":2237},"Super resolution",[13,13,13],{"id":1100,"label":2239,"values":2240},"Frame generation",[13,13,13],{"id":1104,"label":2242,"values":2243},"Low-latency technology",[13,13,13],"Three graphics improvements that should not be mixed together",[2246,2248,2250],{"id":1110,"label":2247},"What changes",{"id":1113,"label":2249},"Example technology",{"id":1116,"label":2251},"Primary metric",{},{"id":1120,"data":2254,"type":572,"tunes":2256},{"text":2255,"level":47},"Why screenshots are not enough to judge Auto SR",{},{"id":1125,"data":2258,"type":544,"tunes":2260},{"text":2259},"Super-resolution quality is temporal.",{},{"id":1130,"data":2262,"type":544,"tunes":2264},{"text":2263},"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.",{},{"id":1135,"data":2266,"type":544,"tunes":2268},{"text":2267},"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.",{},{"id":1140,"data":2270,"type":572,"tunes":2272},{"text":2271,"level":47},"What would change this answer?",{},{"id":1145,"data":2274,"type":544,"tunes":2276},{"text":2275},"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.",{},{"id":1150,"data":2278,"type":544,"tunes":2280},{"text":2279},"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.",{},{"id":1155,"data":2282,"type":544,"tunes":2284},{"text":2283},"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.",{},{"id":1160,"data":2286,"type":572,"tunes":2288},{"text":2287,"level":47},"Limitations",{},{"id":1165,"data":2290,"type":544,"tunes":2292},{"text":2291},"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.",{},{"id":1170,"data":2294,"type":544,"tunes":2296},{"text":2295},"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.",{},{"id":1175,"data":2298,"type":544,"tunes":2300},{"text":2299},"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.",{},{"id":1180,"data":2302,"type":572,"tunes":2304},{"text":2303,"level":47},"Conclusion",{},{"id":1185,"data":2306,"type":544,"tunes":2308},{"text":2307},"Auto SR is not Microsoft's version of putting DLSS into every game.",{},{"id":1190,"data":2310,"type":544,"tunes":2312},{"text":2311},"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.",{},{"id":1195,"data":2314,"type":544,"tunes":2316},{"text":2315},"That gives Windows a way to improve supported existing games that were never built for modern super resolution.",{},{"id":1200,"data":2318,"type":544,"tunes":2320},{"text":2319},"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.",{},{"id":1205,"data":2322,"type":572,"tunes":2324},{"text":2323,"level":47},"FAQ",{},{"id":1210,"data":2326,"type":1242,"tunes":2350},{"items":2327,"title":2349},[2328,2331,2334,2337,2340,2343,2346],{"id":1214,"answer":2329,"question":2330},"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.","What is Windows Auto SR?",{"id":1218,"answer":2332,"question":2333},"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.","Is Auto SR the same as DLSS, FSR or XeSS?",{"id":1222,"answer":2335,"question":2336},"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.","Does Auto SR use the GPU for AI upscaling?",{"id":1226,"answer":2338,"question":2339},"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.","Does Auto SR add latency?",{"id":1230,"answer":2341,"question":2342},"Microsoft recommends the game's integrated super-resolution option when it is available and working well.","Should I use Auto SR when a game already has DLSS, FSR or XeSS?",{"id":1234,"answer":2344,"question":2345},"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.","Is Auto SR frame generation?",{"id":1238,"answer":2347,"question":2348},"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.","Does Auto SR work with Vulkan or OpenGL games?","Windows Auto SR in plain English",{},{"id":1245,"data":2352,"type":572,"tunes":2354},{"text":2353,"level":47},"Glossary",{},{"id":1250,"data":2356,"type":1282,"tunes":2381},{"title":2357,"entries":2358},"Key Auto SR terms",[2359,2361,2363,2366,2369,2372,2375,2378],{"term":1255,"anchor":1256,"definition":2360},"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.",{"term":682,"anchor":681,"definition":2362},"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.",{"term":2364,"anchor":1262,"definition":2365},"Game-integrated super resolution","An upscaler built directly into a game's renderer with access to internal engine data.",{"term":2367,"anchor":1266,"definition":2368},"Input resolution","The lower resolution at which the game renders before Auto SR reconstructs the image.",{"term":2370,"anchor":1270,"definition":2371},"Output resolution","The higher effective resolution shown after reconstruction.",{"term":2373,"anchor":1274,"definition":2374},"GPU–NPU Work Split","A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.",{"term":2376,"anchor":1277,"definition":2377},"Shared-Power Boundary","A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.",{"term":2379,"anchor":1280,"definition":2380},"Auto SR Suitability Test","A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.",{},{"id":1285,"data":2383,"type":572,"tunes":2385},{"text":2384,"level":47},"Primary sources",{},{"id":1290,"data":2387,"type":1297,"tunes":2392},{"link":1292,"meta":2388},{"image":2389,"title":2390,"description":2391},{"url":13},"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors","Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.",{},{"id":1300,"data":2394,"type":1297,"tunes":2399},{"link":1302,"meta":2395},{"image":2396,"title":2397,"description":2398},{"url":13},"Microsoft Support — Automatic Super Resolution","Official current requirements and configuration documentation for Windows Auto SR.",{},{"id":1309,"data":2401,"type":1297,"tunes":2406},{"link":1311,"meta":2402},{"image":2403,"title":2404,"description":2405},{"url":13},"Microsoft DirectX — Automatic Super Resolution","Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.",{},{"id":1318,"data":2408,"type":1297,"tunes":2413},{"link":1320,"meta":2409},{"image":2410,"title":2411,"description":2412},{"url":13},"Microsoft DirectX — Auto SR on ROG Xbox Ally X","Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.",{},"2.31.6","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","Post erfolgreich abgerufen",{"items":2418,"source":2498,"manualIds":2499,"manualMatchedIds":2500},[2419,2425,2431,2438,2444,2451,2458,2465,2472,2478,2485,2491],{"id":2420,"slug":2421,"title":2422,"excerpt":2423,"featuredImage":14,"publishedAt":2424},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Podešavanje overdrive-a: Čist način da smanjite zamućenje bez ghosting-a","Overdrive može poboljšati jasnoću ili dodati ružne oreole. Koristite ovaj jednostavan metod da izaberete čistu srednju postavku koja smanjuje zamućenje bez ghosting artefakata.","2026-02-21T03:30:00.000Z",{"id":2426,"slug":2427,"title":2428,"excerpt":2429,"featuredImage":14,"publishedAt":2430},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","Lanac gejming osećaja: Zašto jedna nadogradnja često ne znači ništa","Osećaj je lanac: ulaz, sistem, frame pacing, sinhronizacija, ekran, mreža. Ako je jedna karika nestabilna, nadogradnje ne daju rezultate.","2026-02-19T11:00:00.000Z",{"id":2432,"slug":2433,"title":2434,"excerpt":2435,"featuredImage":2436,"publishedAt":2437},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG saveznik pokazuje zašto AI saigračima trebaju dva mozga: brzi refleksi i sporo rezonovanje","Jezički model može da razume taktiku i nameru igrača, ali ne bi trebalo direktno da kontroliše svaki pokret i borbenu reakciju. PUBG Ally prikazuje praktičniju arhitekturu: brzu kontrolu pomoću stabla ponašanja za refleksne radnje, u kombinaciji sa malim jezičkim modelom za planiranje, koordinaciju i prirodan razgovor.","\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":2439,"slug":2440,"title":2441,"excerpt":2442,"featuredImage":14,"publishedAt":2443},"302","amiibo-faq-the-20-questions-everyone-asks-and-the-straight-answers","amiibo FAQ: 20 pitanja koja svi postavljaju (i direktni odgovori)","Amiibo FAQ bez suvišnih priča: kompatibilnost, skeniranje, regioni, ponovna izdanja, vrednost i pravila sakupljanja — jasni odgovori kako bi početnici prestali da bacaju novac.","2026-02-21T17:00:00.000Z",{"id":2445,"slug":2446,"title":2447,"excerpt":2448,"featuredImage":2449,"publishedAt":2450},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone nije samo FSR 4: Objašnjeni nadogradnja rezolucije, generisanje kadrova, regeneracija zraka i keširanje radijanse","AMD-ovo FSR imenovanje je promenjeno jer FSR više nije jedna funkcija. Redstone je sada paket za neuronsko renderovanje sa odvojenim tehnologijama za skaliranje, generisanje frejmova, rekonstrukciju putem praćenja zraka i naučeno globalno osvetljenje.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T15:07:00.000Z",{"id":2452,"slug":2453,"title":2454,"excerpt":2455,"featuredImage":2456,"publishedAt":2457},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX postaje ML platforma: Šta linearna algebra i neuronski šejderi znače za buduće igre","DirectX prevazilazi tradicionalne grafičke šejdere. Microsoft dodaje hardverski ubrzanu linearnu algebru direktno u HLSL i odvojen put za veće ML modele, postavljajući temelje za neuronske teksture, naučene materijale, neuronsko osvetljenje i druge AI vođene tehnike renderovanja.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","2026-09-25T15:12:00.000Z",{"id":2459,"slug":2460,"title":2461,"excerpt":2462,"featuredImage":2463,"publishedAt":2464},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 je više od nadogradnje rezolucije: Objašnjeni generisanje više frejmova i Xe niska latencija","XeSS 3 više nije samo Intelov upscaler. Sada kombinuje Super Resolution, Frame Generation, Multi Frame Generation i Xe Low Latency, sa do tri AI-generisana frejma po renderovanom frejmu na podržanom Intel hardveru.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","2026-09-25T19:20:00.000Z",{"id":2466,"slug":2467,"title":2468,"excerpt":2469,"featuredImage":2470,"publishedAt":2471},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 nije samo skaliranje: šta zapravo menja neuronsko renderovanje vođeno 3D-om","DLSS 5 pomera AI u novi deo grafičkog pipeline-a. Umesto samo rekonstruisanja rezolucije ili generisanja dodatnih frejmova, 3D-Vođeno Neuronsko Renderovanje koristi sopstveni frejm gejm endžina kao osnovu i unapređuje osvetljenje i detalje materijala pod kontrolom developera.","\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":2473,"slug":2474,"title":1082,"excerpt":2475,"featuredImage":2476,"publishedAt":2477},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 može da generiše do pet dodatnih frejmova za svaki tradicionalno renderovani frejm na podržanim RTX 50 serijama GPU-ova. Ovaj vodič objašnjava razliku između renderovanih FPS i prikazanih FPS, zašto se CPU uska grla mogu zaobići na sloju prezentacije i zašto latenciju i dalje treba meriti odvojeno.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames-1790376124236-e2j567.webp","2026-09-25T18:40:00.000Z",{"id":2479,"slug":2480,"title":2481,"excerpt":2482,"featuredImage":2483,"publishedAt":2484},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","Zašto se PC igre seckaju prilikom kompajliranja šejdera — i kako napredna isporuka šejdera to menja","Do zastojâ u rada šadera dolazi kada PC igra mora da kompajlira GPU programe u pogrešnom trenutku. Microsoft Advanced Shader Delivery premešta veliki deo tog posla sa igračevog računara tako što unapred priprema šadere prilagođene hardveru i isporučuje ih uz igru.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it-1790406602956-ewtgf3.webp","2026-09-26T01:08:00.000Z",{"id":2486,"slug":2487,"title":2488,"excerpt":2489,"featuredImage":14,"publishedAt":2490},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","Jasnoća pokreta: Zašto dolazi do zamućenja i rešenja koja zaista rade","Zamućenje pri pokretu nije samo podešavanje — to je tajming plus perzistencija. Naučite praktičan redosled: ispravan režim, ispravno osvežavanje, a zatim onih nekoliko rešenja za jasnoću koja su zaista bitna.","2026-02-20T11:00:00.000Z",{"id":2492,"slug":2493,"title":2494,"excerpt":2495,"featuredImage":2496,"publishedAt":2497},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression nije nadogradnja: Kako AI može da razmeni memoriju tekstura za GPU računanje","NVIDIA RTX Neural Texture Compression menja način na koji se materijali u igrama mogu čuvati. Umesto da se svaki kanal teksture čuva samo kao konvencionalni tekseli, materijal može biti komprimovan u kompaktne latentne podatke i mali neuronski dekoder, a zatim rekonstruisan od strane GPU-a kada je potrebno.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z","fallback",[],[]]