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集成到游戏中的情况下改善受支持的游戏。\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\">直接回答\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Auto SR 是 Windows 级别的 AI 超分辨率。\u003C\u002Fstrong>游戏以较低分辨率渲染，Windows 捕获该输出，AI 模型在 NPU 上运行以重建更高分辨率的图像，然后将结果发送到显示器。游戏本身无需了解 AI 模型的工作原理。\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\">最简单的区别\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>DLSS \u002F FSR \u002F XeSS：\u003C\u002Fstrong>通常集成在游戏引擎内部。\u003Cbr>\u003Cstrong>Auto SR：\u003C\u002Fstrong>集成在 Windows 和显示管线中。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"目录\">\u003Cstrong class=\"editorjs-toc__title\">目录\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\">首先：Auto SR 试图解决什么问题？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">用通俗语言解释 Auto SR 管线\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">为什么使用 NPU 而不是 GPU？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-17\" class=\"editorjs-toc__link\">GPU–NPU 工作分工\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Auto SR 不是 DLSS、FSR 或 XeSS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-25\" class=\"editorjs-toc__link\">为什么游戏集成的超分技术可以拥有更好的信息\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-29\" class=\"editorjs-toc__link\">为什么 Auto SR 使用更大的模型\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">代价是延迟\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">为什么 NPU 仍能间接影响 GPU 性能\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">共享功耗边界\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">为什么文本和 HUD 元素可能看起来更差\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-49\" class=\"editorjs-toc__link\">为什么胶片颗粒会干扰模型\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-53\" class=\"editorjs-toc__link\">Auto SR 适用性测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Auto SR 可以与哪些游戏配合使用？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-59\" class=\"editorjs-toc__link\">当前硬件支持正在扩展\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">输入分辨率比许多用户预期的更重要\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">为什么 Auto SR 对老游戏特别有吸引力\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-73\" class=\"editorjs-toc__link\">但游戏集成的超分辨率仍然更受青睐\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-77\" class=\"editorjs-toc__link\">Auto SR 不是帧生成\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">分辨率、帧率与延迟的分离\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-84\" class=\"editorjs-toc__link\">为什么仅凭截图不足以评判 Auto SR\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">什么会改变这个答案？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-92\" class=\"editorjs-toc__link\">局限性\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-96\" class=\"editorjs-toc__link\">结论\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-101\" class=\"editorjs-toc__link\">常见问题\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-103\" class=\"editorjs-toc__link\">术语表\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-105\" class=\"editorjs-toc__link\">主要来源\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">首先：Auto SR 试图解决什么问题？\u003C\u002Fh2>\n\u003Cp>更高的渲染分辨率可以改善图像细节，但会让 GPU 做更多工作。较低的渲染分辨率更容易渲染，可以提高 FPS，但图像会变得模糊。\u003C\u002Fp>\n\u003Cp>超分辨率试图在保持更廉价低分辨率渲染的同时，重建出看起来更接近高分辨率图像的输出。\u003C\u002Fp>\n\u003Cp>Auto SR 在操作系统层面实现这一点，而不是要求每个旧游戏都实现现代超分辨率技术。\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">用通俗语言解释 Auto SR 管线\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Auto SR 激活时会发生什么\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. 游戏以较低分辨率渲染\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">GPU 需要着色的像素更少，因此基础渲染工作负载可以变得更轻。\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 接收低分辨率帧\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR 集成在 Windows 图形和显示管线中。\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 运行 Auto SR 模型\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">神经网络重建该帧的更高分辨率版本。\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. 重建后的图像被呈现\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">即使游戏渲染的像素更少，显示器也会收到更高分辨率的输出。\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 可以继续渲染\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">由于超分辨率在 NPU 上运行，GPU 可以专注于生成下一个游戏帧。\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\">思维模型\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>GPU = 渲染游戏。\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = 重建图像。\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = 协调过程。\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>显示器 = 显示更高分辨率的结果。\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-12\">为什么使用 NPU 而不是 GPU？\u003C\u002Fh2>\n\u003Cp>游戏集成的超分辨率技术通常会在 GPU 上执行部分重建工作负载。\u003C\u002Fp>\n\u003Cp>这很高效，因为它们可以直接访问详细的引擎数据，但超分辨率仍会消耗 GPU 帧时间预算的一部分。\u003C\u002Fp>\n\u003Cp>Auto SR 走了另一条路。微软在 NPU 上运行更大的神经模型，以便 GPU 可以将更多时间用于渲染游戏。\u003C\u002Fp>\n\u003Cp>微软对 ROG Xbox Ally X 的解释称，NPU 模型与 GPU 渲染并行运行，为模型提供了大约额外一帧的时间，而不是迫使 GPU 在同一渲染预算内完成超分辨率工作。\u003C\u002Fp>\n\u003Ch2 id=\"section-17\">GPU–NPU 工作分工\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">谁做什么？\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\">游戏渲染\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 重建\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\">预期收益\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\">成本\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 不是 DLSS、FSR 或 XeSS\u003C\u002Fh2>\n\u003Cp>这些技术可能有着重建更高分辨率图像的共同目标，但它们的信息来源和集成边界是不同的。\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Windows Auto SR 与游戏集成的超分辨率\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\">DLSS \u002F FSR \u002F XeSS 风格的游戏集成\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\">集成方式\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\">可用信息\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 执行\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\">游戏覆盖范围\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\">微软指南\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\">不要盲目叠加超分技术\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">微软建议在可用时使用游戏自带的集成超分辨率技术。在另一个超分技术之上启用 Auto SR 可能会以不可预测的方式改变图像质量和性能。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fzh\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 不仅仅是超分：多帧生成和 Xe 低延迟详解\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">单独探讨游戏集成的 XeSS 重建、生成帧和低延迟技术。\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">阅读 XeSS 3 指南 →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fzh\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 不仅仅是 FSR 4：超分、帧生成、光线重建和辐射缓存详解\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">为什么 AMD 现在将超分、帧生成、光线重建和神经光照分为不同的技术。\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">阅读 FSR Redstone 指南 →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-25\">为什么游戏集成的超分技术可以拥有更好的信息\u003C\u002Fh2>\n\u003Cp>游戏内部的超分技术可以接收 Windows 在游戏已经合成其图像后不会自动拥有的数据。\u003C\u002Fp>\n\u003Cp>这些数据可能包括运动矢量、抖动信息、深度和内部渲染历史。\u003C\u002Fp>\n\u003Cp>微软明确将 Auto SR 描述为无需游戏提供额外信息即可解决问题。代价是 Windows 模型必须从图像本身推断更多信息。\u003C\u002Fp>\n\u003Ch2 id=\"section-29\">为什么 Auto SR 使用更大的模型\u003C\u002Fh2>\n\u003Cp>如果超分技术拥有的引擎信息较少，模型本身就必须承担更多的重建工作。\u003C\u002Fp>\n\u003Cp>微软的设计利用 NPU 使更大的模型变得实用，而不会将全部推理成本放在 GPU 上。\u003C\u002Fp>\n\u003Cp>这是 Auto SR 与引擎集成的 GPU 超分技术之间的主要架构差异之一。\u003C\u002Fp>\n\u003Ch2 id=\"section-33\">代价是延迟\u003C\u002Fh2>\n\u003Cp>并行运行 Auto SR 模型给了它更多时间，但重建后的图像并非没有时序上的影响。\u003C\u002Fp>\n\u003Cp>微软记录了 Auto SR 平均增加约一帧的额外延迟。\u003C\u002Fp>\n\u003Cp>这意味着 Auto SR 可以提高视觉流畅度或图像质量，但同时仍会增加一些输入到显示的延迟。\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 和延迟是不同的指标\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">更高的帧率并不证明延迟更低。Auto SR 可以改善渲染\u002F输出权衡，同时仍会增加大约一帧的重建延迟。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-38\">为什么 NPU 仍能间接影响 GPU 性能\u003C\u002Fh2>\n\u003Cp>独立的硬件并不意味着无限独立的功耗。\u003C\u002Fp>\n\u003Cp>在移动和集成系统中，CPU、GPU 和 NPU 通常共享设备的总功耗和散热预算。\u003C\u002Fp>\n\u003Cp>微软指出，NPU 活动会占用 CPU 和 GPU 可用的功耗。在某些情况下，即使 GPU 渲染的像素更少，Auto SR 也可能导致轻微的帧率下降。\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">共享功耗边界\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">为什么更低的 GPU 工作量不能保证更高的 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\">潜在收益\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\">可能的限制\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\">更低的输入分辨率\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 重建\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\">系统内存\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\">散热范围\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\">为什么文本和 HUD 元素可能看起来更差\u003C\u002Fh2>\n\u003Cp>Auto SR 接收的是合成后的游戏图像，这意味着文本和 HUD 元素可能已经是低分辨率帧的一部分。\u003C\u002Fp>\n\u003Cp>当这些元素与 3D 场景一起重建时，精细的字体、图标和细界面线条可能会变得模糊或不够稳定。\u003C\u002Fp>\n\u003Cp>微软的支持文档明确警告，在某些游戏中，文本和精细的 UI 细节可能看起来不理想。\u003C\u002Fp>\n\u003Cp>深度集成的游戏超分辨率技术有时可以通过在最终 UI 合成之前重建 3D 场景来避免这个问题。\u003C\u002Fp>\n\u003Ch2 id=\"section-49\">为什么胶片颗粒会干扰模型\u003C\u002Fh2>\n\u003Cp>胶片颗粒等后处理效果会故意添加高频视觉噪声。\u003C\u002Fp>\n\u003Cp>Auto SR 模型可能会将该噪声解释为图像细节，并花费重建精力试图保留或放大它。\u003C\u002Fp>\n\u003Cp>因此，微软建议在能产生更清晰结果时禁用胶片颗粒。\u003C\u002Fp>\n\u003Ch2 id=\"section-53\">Auto SR 适用性测试\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Auto SR 最可能发挥作用的情况\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. 检查游戏是否受 GPU 限制\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">当降低渲染分辨率确实能减少主要瓶颈时，Auto SR 的帮助最大。\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. 检查是否有集成超分辨率\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">如果游戏已经拥有良好的 DLSS、FSR 或 XeSS 实现，请先测试该功能。\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. 使用受支持的输入分辨率\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Auto SR 是针对特定低分辨率范围进行训练和配置的，这些范围因设备而异。\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. 检查文本和 HUD 质量\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">精细的 UI 可以揭示操作系统级渲染后重建的局限性。\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. 禁用冲突的后处理\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">胶片颗粒和类似效果会降低重建质量。\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. 分别测量 FPS 和延迟\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">不要假设更高的 FPS 计数器意味着游戏响应更灵敏。\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. 比较功耗行为\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">在移动硬件上，NPU 活动会改变共享的 CPU\u002FGPU\u002FNPU 功耗平衡。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">Auto SR 可以与哪些游戏配合使用？\u003C\u002Fh2>\n\u003Cp>微软当前的支持文档要求 DirectX 10 或更高版本，以及受支持的 x64、x64 模拟或 Arm64 游戏路径。\u003C\u002Fp>\n\u003Cp>目前不支持 DirectX 9、Vulkan 和 OpenGL，微软还将仅支持 x86 的游戏和某些 10 位格式列为不受支持。\u003C\u002Fp>\n\u003Cp>这是与厂商特定驱动程序缩放器的另一个重要区别：Auto SR 不是一种可以简单应用于每个渲染应用程序的通用滤镜。\u003C\u002Fp>\n\u003Ch2 id=\"section-59\">当前硬件支持正在扩展\u003C\u002Fh2>\n\u003Cp>Auto SR 最初在部分基于骁龙的 Copilot+ PC 上推出，此后已扩展。\u003C\u002Fp>\n\u003Cp>2026 年 9 月，微软宣布 Auto SR 支持英特尔酷睿 Ultra 系列 3 Copilot+ PC。\u003C\u002Fp>\n\u003Cp>微软当前的支持页面还记录了 ROG Xbox Ally X 预览路径以及针对骁龙、AMD 锐龙和英特尔酷睿 Ultra 系列 3 系统的平台特定 Auto SR 包。\u003C\u002Fp>\n\u003Cp>确切的设备列表、驱动程序要求和分辨率范围仍在不断变化，因此应根据微软当前的支持页面检查兼容性，而不是仅凭存在任何 NPU 就假定兼容。\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">输入分辨率比许多用户预期的更重要\u003C\u002Fh2>\n\u003Cp>Auto SR 并不是一个简单的“将任意分辨率缩放到任意分辨率”的通用开关。\u003C\u002Fp>\n\u003Cp>该模型是围绕特定的输入分辨率范围进行训练和调整的。\u003C\u002Fp>\n\u003Cp>微软目前建议基于骁龙的 Copilot+ PC 使用约 800p，在英特尔酷睿 Ultra 系列 3 系统上支持大约 800p 到 1080p 的输入，并为 ROG Xbox Ally X 预览路径使用 720p 目标输入。\u003C\u002Fp>\n\u003Cp>确切支持的模式通过 Windows 和 Game Bar 公开，因此用户无需猜测。\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">为什么 Auto SR 对老游戏特别有吸引力\u003C\u002Fh2>\n\u003Cp>多年前发布的游戏永远不会获得 DLSS、FSR 或 XeSS，除非开发者为其打补丁或第三方修改更改了渲染器。\u003C\u002Fp>\n\u003Cp>Auto SR 可以从游戏外部改善选定的现有游戏，因为操作系统拥有重建阶段。\u003C\u002Fp>\n\u003Cp>这是其最强的架构优势：覆盖范围并不完全取决于原游戏的开发路线图。\u003C\u002Fp>\n\u003Ch2 id=\"section-73\">但游戏集成的超分辨率仍然更受青睐\u003C\u002Fh2>\n\u003Cp>微软明确表示，当工作室支持游戏集成的超分辨率时，它仍然是首选方案。\u003C\u002Fp>\n\u003Cp>从技术上讲，这是合理的。游戏集成的解决方案能更好地访问渲染管线，并且可以在某些最终效果和 UI 应用之前进行重建。\u003C\u002Fp>\n\u003Cp>当这种集成不存在、游戏较旧，或硬件平衡使 NPU 重建变得有用时，Auto SR 才最有价值。\u003C\u002Fp>\n\u003Ch2 id=\"section-77\">Auto SR 不是帧生成\u003C\u002Fh2>\n\u003Cp>另一个常见的混淆是把所有 AI 图形功能都当作帧生成。\u003C\u002Fp>\n\u003Cp>Auto SR 不会在已渲染帧之间创建额外的中间帧。它重建的是每个现有帧的分辨率。\u003C\u002Fp>\n\u003Cp>帧生成改变的是到达显示器的帧数。Auto SR 改变的是已经存在的帧的分辨率和细节。\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fzh\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：为什么 300 FPS 并不意味着游戏正在渲染 300 帧\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">单独解释生成帧、渲染帧，以及为什么最终的 FPS 计数器可能代表不同的含义。\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">阅读生成帧指南 →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-82\">分辨率、帧率与延迟的分离\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">三项不应混为一谈的图形改进\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\">改变的内容\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\">示例技术\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\">主要指标\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\">超分辨率\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\">帧生成\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\">低延迟技术\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\">为什么仅凭截图不足以评判 Auto SR\u003C\u002Fh2>\n\u003Cp>超分辨率质量是时域相关的。\u003C\u002Fp>\n\u003Cp>一张静止图像可能看起来很清晰，而运动则会暴露出边缘不稳定、闪烁、UI 模糊、重建错误或类似残影的伪影。\u003C\u002Fp>\n\u003Cp>因此，有用的 Auto SR 测试应检查相机移动、植被、细小几何体、粒子、文本、HUD 元素和重复运动，而不是只比较一张截图。\u003C\u002Fp>\n\u003Ch2 id=\"section-88\">什么会改变这个答案？\u003C\u002Fh2>\n\u003Cp>Auto SR 正在积极扩展。微软正在增加处理器系列、改变支持的分辨率范围，并探索更高 FPS 的场景。\u003C\u002Fp>\n\u003Cp>2026 年 9 月的英特尔扩展已经表明，该技术不再局限于最初仅支持骁龙的发布模式。\u003C\u002Fp>\n\u003Cp>未来的版本可能会扩展 GPU\u002FNPU 组合、HDR 支持、刷新率目标、运行时兼容性以及 UI 的处理方式。\u003C\u002Fp>\n\u003Ch2 id=\"section-92\">局限性\u003C\u002Fh2>\n\u003Cp>本文介绍截至 2026 年 9 月微软已记录的 Auto SR 架构及当前支持情况。\u003C\u002Fp>\n\u003Cp>微软的 FPS 和图像质量示例是来自特定硬件、游戏和设置的厂商测量数据。它们有助于理解该技术，但不应被视为通用的性能保证。\u003C\u002Fp>\n\u003Cp>Auto SR 的行为会因游戏分辨率、显示模式、后处理、UI 合成、电源配置文件以及硬件特定的 NPU 实现而有所不同。\u003C\u002Fp>\n\u003Ch2 id=\"section-96\">结论\u003C\u002Fh2>\n\u003Cp>Auto SR 并不是微软将 DLSS 塞进每一款游戏的做法。\u003C\u002Fp>\n\u003Cp>它是一种不同的架构：游戏渲染更少的像素，Windows 拦截结果，NPU 运行更大的 AI 重建模型，更高分辨率的图像进入显示管线，而无需深度集成到游戏的渲染器中。\u003C\u002Fp>\n\u003Cp>这为 Windows 提供了一种方式来改善那些从未为现代超分辨率构建的受支持现有游戏。\u003C\u002Fp>\n\u003Cp>权衡仍然真实存在：大约增加一帧的延迟、可能的 UI 模糊、设备特定的分辨率限制以及共享功耗约束。其价值不在于 Auto SR 取代集成式放大器，而在于填补它们不存在的巨大空白。\u003C\u002Fp>\n\u003Ch2 id=\"section-101\">常见问题\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\">通俗解读 Windows Auto SR\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\">什么是 Windows Auto SR？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">一种操作系统级的 AI 超分辨率系统，让受支持的游戏以较低分辨率渲染，并使用 NPU 重建更高分辨率的图像。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 与 DLSS、FSR 或 XeSS 相同吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不同。那些通常集成在游戏渲染器中。Auto SR 集成在 Windows 中，无需游戏特定的 SR 实现即可工作。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 是否使用 GPU 进行 AI 放大？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">其 AI 重建模型在 NPU 上运行，而 GPU 继续渲染游戏。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 会增加延迟吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">是的。作为其基于 NPU 重建方法的一部分，微软记录平均大约增加一帧的延迟。\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\">当游戏已有 DLSS、FSR 或 XeSS 时，我应该使用 Auto SR 吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">当游戏集成的超分辨率选项可用且运行良好时，微软建议使用该选项。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 是帧生成吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不是。它重建每一帧的更高分辨率版本；它不会插入额外的中间帧。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq7\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 是否适用于 Vulkan 或 OpenGL 游戏？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">目前不适用。微软的支持页面列出支持 DirectX 10 或更高版本，不支持 Vulkan、OpenGL 和 DirectX 9。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-103\">术语表\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\">Auto SR 关键术语\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（自动超分辨率），微软集成在 Windows 中、面向受支持游戏的 AI 放大技术。\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（神经处理单元），专为高效执行 AI 和矩阵工作负载而设计的专用硬件。\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\">游戏集成超分辨率\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">直接构建在游戏渲染器中的放大器，可访问引擎内部数据。\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\">输入分辨率\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">游戏在 Auto SR 重建图像之前渲染的较低分辨率。\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\">输出分辨率\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">重建后显示的有效更高分辨率。\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-npu-work-split\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU–NPU 工作划分\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">一种 Figure Rocks 模型，将 GPU 的游戏渲染工作与 NPU 的 Auto SR 重建工作分开。\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\">共享功耗边界\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">一种 Figure Rocks 模型，描述 CPU、GPU 和 NPU 工作负载如何在单一设备的功耗和散热范围内相互竞争。\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"auto-sr-suitability-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Auto SR 适用性测试\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">一种 Figure Rocks 工作流程，用于判断 Windows Auto SR 何时可能改善特定游戏和设备。\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-105\">主要来源\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 登陆 Intel Core Ultra 系列 3 处理器\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">2026 年 9 月官方更新，涵盖 Intel 扩展、NPU 执行、支持的输入分辨率、UI\u002F后处理注意事项、电源配置文件影响以及微软建议在可用时优先使用游戏集成 SR 的指导。\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 支持 — 自动超分辨率\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Windows Auto SR 的官方当前要求和配置文档。\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 — 自动超分辨率\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">官方架构说明，涵盖操作系统集成、NPU 模型、游戏无关重建以及已记录的一帧延迟权衡。\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 — ROG Xbox Ally X 上的自动超级分辨率\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">2026 年官方解释：NPU\u002FGPU 并行、掌机限制，以及为何在可用时集成超级分辨率仍是首选路径。\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1326},1790407529729,[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 容易与 DLSS、FSR 或 XeSS 混淆，因为它们都能将较低分辨率的渲染转换为更高分辨率的图像。重要的区别在于技术所在的位置。Auto SR 内置于 Windows 中，在 NPU 上运行其 AI 模型，并且可以在开发者未将超分辨率 SDK 集成到游戏中的情况下改善受支持的游戏。","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"f0e8e3eeaf",{"body":549,"title":550,"variant":551},"\u003Cstrong>Auto SR 是 Windows 级别的 AI 超分辨率。\u003C\u002Fstrong>游戏以较低分辨率渲染，Windows 捕获该输出，AI 模型在 NPU 上运行以重建更高分辨率的图像，然后将结果发送到显示器。游戏本身无需了解 AI 模型的工作原理。","直接回答","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>通常集成在游戏引擎内部。\u003Cbr>\u003Cstrong>Auto SR：\u003C\u002Fstrong>集成在 Windows 和显示管线中。","最简单的区别","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2a609230a5",{"title":564,"maxLevel":565,"minLevel":47},"目录",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"ad0d4ac26b",{"text":571,"level":47},"首先：Auto SR 试图解决什么问题？","header",{},{"id":575,"data":576,"type":544,"tunes":578},"37b5f93864",{"text":577},"更高的渲染分辨率可以改善图像细节，但会让 GPU 做更多工作。较低的渲染分辨率更容易渲染，可以提高 FPS，但图像会变得模糊。",{},{"id":580,"data":581,"type":544,"tunes":583},"7e0b0b30fb",{"text":582},"超分辨率试图在保持更廉价低分辨率渲染的同时，重建出看起来更接近高分辨率图像的输出。",{},{"id":585,"data":586,"type":544,"tunes":588},"bb603f67fd",{"text":587},"Auto SR 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The GPU can continue rendering\",\"description\":\"Because the upscaler is running on the NPU, the GPU can focus on producing the next game frame.\"}]},\"tunes\":{}},{\"id\":\"ba677ce51a\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The mental model\",\"body\":\"\u003Cstrong>GPU = renders the game.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>NPU = reconstructs the image.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Windows = coordinates the process.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Display = shows the higher-resolution result.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"85ac4379a7\",\"type\":\"header\",\"data\":{\"text\":\"Why use the NPU instead of the GPU?\",\"level\":2},\"tunes\":{}},{\"id\":\"4b5bc56dda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.\"},\"tunes\":{}},{\"id\":\"7f18ef91b3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is efficient because they have direct access to detailed engine data, but the upscaler still consumes part of the GPU's frame-time budget.\"},\"tunes\":{}},{\"id\":\"b797ff9780\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR takes another path. Microsoft runs a larger neural model on the NPU so that the GPU can spend more of its time rendering the game.\"},\"tunes\":{}},{\"id\":\"c84f5eccba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's ROG Xbox Ally X explanation describes the NPU model as running in parallel with GPU rendering, giving the model roughly an extra frame of time instead of forcing the GPU to finish the upscaling work inside the same rendering budget.\"},\"tunes\":{}},{\"id\":\"1483104be8\",\"type\":\"header\",\"data\":{\"text\":\"The GPU–NPU Work Split\",\"level\":2},\"tunes\":{}},{\"id\":\"963a590531\",\"type\":\"comparison\",\"data\":{\"title\":\"Who does what?\",\"layout\":\"table\",\"columns\":[{\"id\":\"gpu\",\"label\":\"GPU\"},{\"id\":\"npu\",\"label\":\"NPU\"}],\"rows\":[{\"id\":\"render\",\"label\":\"Game rendering\",\"values\":[\"\",\"\"]},{\"id\":\"upscale\",\"label\":\"Auto SR reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"benefit\",\"label\":\"Intended benefit\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Cost\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"ad87d167f7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not DLSS, FSR or XeSS\",\"level\":2},\"tunes\":{}},{\"id\":\"48c4d79694\",\"type\":\"paragraph\",\"data\":{\"text\":\"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.\"},\"tunes\":{}},{\"id\":\"b0d2c82690\",\"type\":\"comparison\",\"data\":{\"title\":\"Windows Auto SR vs game-integrated super resolution\",\"layout\":\"table\",\"columns\":[{\"id\":\"autosr\",\"label\":\"Windows Auto SR\"},{\"id\":\"integrated\",\"label\":\"DLSS \u002F FSR \u002F XeSS-style game integration\"}],\"rows\":[{\"id\":\"integration\",\"label\":\"Integration\",\"values\":[\"\",\"\"]},{\"id\":\"information\",\"label\":\"Information available\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"AI execution\",\"values\":[\"\",\"\"]},{\"id\":\"games\",\"label\":\"Game coverage\",\"values\":[\"\",\"\"]},{\"id\":\"preference\",\"label\":\"Microsoft guidance\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"6900302b02\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Do not stack upscalers blindly\",\"body\":\"Microsoft recommends using the game's own integrated super-resolution technology when it is available. Enabling Auto SR on top of another upscaler can change image quality and performance in unpredictable ways.\"},\"tunes\":{}},{\"id\":\"1ad1ec1f90\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained\",\"title\":\"Intel XeSS 3 Is More Than Upscaling: Multi Frame Generation and Xe Low Latency Explained\",\"excerpt\":\"A separate look at game-integrated XeSS reconstruction, generated frames and low-latency technology.\",\"ctaLabel\":\"Read the XeSS 3 guide\"},\"tunes\":{}},{\"id\":\"10104644c3\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained\",\"title\":\"AMD FSR Redstone Is Not Just FSR 4: Upscaling, Frame Generation, Ray Regeneration and Radiance Caching Explained\",\"excerpt\":\"Why AMD now separates upscaling, frame generation, ray reconstruction and neural lighting into different technologies.\",\"ctaLabel\":\"Read the FSR Redstone guide\"},\"tunes\":{}},{\"id\":\"d662b057f7\",\"type\":\"header\",\"data\":{\"text\":\"Why game-integrated upscalers can have better information\",\"level\":2},\"tunes\":{}},{\"id\":\"b04e7aab57\",\"type\":\"paragraph\",\"data\":{\"text\":\"An upscaler inside the game can receive data that Windows does not automatically have after the game has already composed its image.\"},\"tunes\":{}},{\"id\":\"f9579cc7d5\",\"type\":\"paragraph\",\"data\":{\"text\":\"That can include motion vectors, jitter information, depth and internal rendering history.\"},\"tunes\":{}},{\"id\":\"2c00b6940e\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly describes Auto SR as solving the problem without requiring that extra game-provided information. The trade-off is that the Windows model has to infer more from the image itself.\"},\"tunes\":{}},{\"id\":\"3566f9d539\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR uses a larger model\",\"level\":2},\"tunes\":{}},{\"id\":\"963431cd0a\",\"type\":\"paragraph\",\"data\":{\"text\":\"If an upscaler has less engine information, the model itself has to do more reconstruction work.\"},\"tunes\":{}},{\"id\":\"327edf4365\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.\"},\"tunes\":{}},{\"id\":\"69f5489bf5\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.\"},\"tunes\":{}},{\"id\":\"b8595e84b4\",\"type\":\"header\",\"data\":{\"text\":\"The price is latency\",\"level\":2},\"tunes\":{}},{\"id\":\"575449f6f0\",\"type\":\"paragraph\",\"data\":{\"text\":\"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.\"},\"tunes\":{}},{\"id\":\"0bb987768f\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft has documented an average additional latency of roughly one frame for Auto SR.\"},\"tunes\":{}},{\"id\":\"e292c6d914\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.\"},\"tunes\":{}},{\"id\":\"851c271be2\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"FPS and latency are different metrics\",\"body\":\"A higher frame rate does not prove lower latency. Auto SR can improve the rendering\u002Foutput trade-off while still adding approximately one frame of reconstruction latency.\"},\"tunes\":{}},{\"id\":\"fc6ad665a3\",\"type\":\"header\",\"data\":{\"text\":\"Why the NPU can still affect GPU performance indirectly\",\"level\":2},\"tunes\":{}},{\"id\":\"c19d91b7b9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Separate hardware does not mean unlimited independent power.\"},\"tunes\":{}},{\"id\":\"5622c5e45f\",\"type\":\"paragraph\",\"data\":{\"text\":\"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.\"},\"tunes\":{}},{\"id\":\"108d8fab76\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft notes that NPU activity can draw from the power available to the CPU and GPU. In some cases, Auto SR can therefore produce a slight frame-rate reduction even though the GPU is rendering fewer pixels.\"},\"tunes\":{}},{\"id\":\"fe09f46337\",\"type\":\"header\",\"data\":{\"text\":\"The Shared-Power Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"dcf79f1799\",\"type\":\"comparison\",\"data\":{\"title\":\"Why lower GPU work does not guarantee higher FPS\",\"layout\":\"table\",\"columns\":[{\"id\":\"gain\",\"label\":\"Potential gain\"},{\"id\":\"limit\",\"label\":\"Possible limit\"}],\"rows\":[{\"id\":\"pixels\",\"label\":\"Lower input resolution\",\"values\":[\"\",\"\"]},{\"id\":\"npu\",\"label\":\"NPU reconstruction\",\"values\":[\"\",\"\"]},{\"id\":\"memory\",\"label\":\"System memory\",\"values\":[\"\",\"\"]},{\"id\":\"thermal\",\"label\":\"Thermal envelope\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"bb768dd81b\",\"type\":\"header\",\"data\":{\"text\":\"Why text and HUD elements can look worse\",\"level\":2},\"tunes\":{}},{\"id\":\"8dabea36a7\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR receives the composed game image, which means text and HUD elements may already be part of the lower-resolution frame.\"},\"tunes\":{}},{\"id\":\"07569b72eb\",\"type\":\"paragraph\",\"data\":{\"text\":\"When those elements are reconstructed together with the 3D scene, fine fonts, icons and thin interface lines can become softer or less stable.\"},\"tunes\":{}},{\"id\":\"e2a564b736\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.\"},\"tunes\":{}},{\"id\":\"fa5c21da32\",\"type\":\"paragraph\",\"data\":{\"text\":\"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.\"},\"tunes\":{}},{\"id\":\"fc5c44a45a\",\"type\":\"header\",\"data\":{\"text\":\"Why film grain can confuse the model\",\"level\":2},\"tunes\":{}},{\"id\":\"abbb6b4251\",\"type\":\"paragraph\",\"data\":{\"text\":\"Post-processing effects such as film grain deliberately add high-frequency visual noise.\"},\"tunes\":{}},{\"id\":\"0b4329a469\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.\"},\"tunes\":{}},{\"id\":\"c3d70c1fe3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft therefore recommends disabling film grain when it produces a cleaner result.\"},\"tunes\":{}},{\"id\":\"839c0e3988\",\"type\":\"header\",\"data\":{\"text\":\"The Auto SR Suitability Test\",\"level\":2},\"tunes\":{}},{\"id\":\"cba5dd109b\",\"type\":\"processFlow\",\"data\":{\"title\":\"When Auto SR is most likely to help\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Check whether the game is GPU-limited\",\"description\":\"Auto SR helps most when lowering render resolution actually reduces the main bottleneck.\"},{\"label\":\"2. Check for integrated super resolution\",\"description\":\"If the game already has a good DLSS, FSR or XeSS implementation, test that first.\"},{\"label\":\"3. Use a supported input resolution\",\"description\":\"Auto SR is trained and configured around specific lower-resolution ranges that vary by device.\"},{\"label\":\"4. Inspect text and HUD quality\",\"description\":\"Fine UI can reveal the limitations of OS-level post-render reconstruction.\"},{\"label\":\"5. Disable conflicting post-processing\",\"description\":\"Film grain and similar effects can reduce reconstruction quality.\"},{\"label\":\"6. Measure FPS and latency separately\",\"description\":\"Do not assume that a higher FPS counter means a more responsive game.\"},{\"label\":\"7. Compare power behavior\",\"description\":\"On mobile hardware, NPU activity can alter the shared CPU\u002FGPU\u002FNPU power balance.\"}]},\"tunes\":{}},{\"id\":\"ad82f7172d\",\"type\":\"header\",\"data\":{\"text\":\"Which games can Auto SR work with?\",\"level\":2},\"tunes\":{}},{\"id\":\"80a0fd1364\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.\"},\"tunes\":{}},{\"id\":\"95bb0fb154\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX 9, Vulkan and OpenGL are not currently supported, and Microsoft also lists x86-only games and certain 10-bit formats as unsupported.\"},\"tunes\":{}},{\"id\":\"facfd85d5e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is another important difference from vendor-specific driver scalers: Auto SR is not a universal filter that can simply be applied to every rendered application.\"},\"tunes\":{}},{\"id\":\"ec88eaac9f\",\"type\":\"header\",\"data\":{\"text\":\"Current hardware support is expanding\",\"level\":2},\"tunes\":{}},{\"id\":\"e2e43ce998\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.\"},\"tunes\":{}},{\"id\":\"7c82f021e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.\"},\"tunes\":{}},{\"id\":\"9e9a02e41c\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's current support page also documents the ROG Xbox Ally X preview path and platform-specific Auto SR packages for Snapdragon, AMD Ryzen and Intel Core Ultra Series 3 systems.\"},\"tunes\":{}},{\"id\":\"61927dbb25\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact device list, driver requirements and resolution ranges are still evolving, so compatibility should be checked against Microsoft's current support page rather than assumed from the presence of any NPU.\"},\"tunes\":{}},{\"id\":\"e3496e5343\",\"type\":\"header\",\"data\":{\"text\":\"Input resolution matters more than many users expect\",\"level\":2},\"tunes\":{}},{\"id\":\"eff0af15b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not simply a generic 'scale any resolution to anything' switch.\"},\"tunes\":{}},{\"id\":\"5d1281c85a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model is trained and tuned around specific input-resolution ranges.\"},\"tunes\":{}},{\"id\":\"ec59f270e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft currently recommends around 800p for Snapdragon-based Copilot+ PCs, supports roughly 800p through 1080p input on Intel Core Ultra Series 3 systems, and uses a 720p target input for the ROG Xbox Ally X preview path.\"},\"tunes\":{}},{\"id\":\"16326dc780\",\"type\":\"paragraph\",\"data\":{\"text\":\"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.\"},\"tunes\":{}},{\"id\":\"e4731ed915\",\"type\":\"header\",\"data\":{\"text\":\"Why Auto SR is especially interesting for older games\",\"level\":2},\"tunes\":{}},{\"id\":\"3220021f77\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game released years ago will never gain DLSS, FSR or XeSS unless the developer patches it or a third-party modification changes the renderer.\"},\"tunes\":{}},{\"id\":\"190b983e1b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.\"},\"tunes\":{}},{\"id\":\"455252b075\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.\"},\"tunes\":{}},{\"id\":\"29dac09d8a\",\"type\":\"header\",\"data\":{\"text\":\"But game-integrated SR is still preferred\",\"level\":2},\"tunes\":{}},{\"id\":\"19f30b1ee5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.\"},\"tunes\":{}},{\"id\":\"1f6e0b3156\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes sense technically. A game-integrated solution has better access to the rendering pipeline and can reconstruct before some final effects and UI are applied.\"},\"tunes\":{}},{\"id\":\"44420ab625\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is most valuable when that integration does not exist, when the game is older, or when the hardware balance makes NPU reconstruction useful.\"},\"tunes\":{}},{\"id\":\"e9d226f1a7\",\"type\":\"header\",\"data\":{\"text\":\"Auto SR is not frame generation\",\"level\":2},\"tunes\":{}},{\"id\":\"b00fa83ef5\",\"type\":\"paragraph\",\"data\":{\"text\":\"Another common confusion is to treat every AI graphics feature as frame generation.\"},\"tunes\":{}},{\"id\":\"99cc93d952\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.\"},\"tunes\":{}},{\"id\":\"2b6a865e73\",\"type\":\"paragraph\",\"data\":{\"text\":\"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.\"},\"tunes\":{}},{\"id\":\"ded0f6ff1a\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames\",\"title\":\"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames\",\"excerpt\":\"A separate explanation of generated frames, rendered frames and why the final FPS counter can represent different things.\",\"ctaLabel\":\"Read the generated-FPS guide\"},\"tunes\":{}},{\"id\":\"3d57d70a2d\",\"type\":\"header\",\"data\":{\"text\":\"The Resolution–Frame–Latency Separation\",\"level\":2},\"tunes\":{}},{\"id\":\"debd5d04b8\",\"type\":\"comparison\",\"data\":{\"title\":\"Three graphics improvements that should not be mixed together\",\"layout\":\"table\",\"columns\":[{\"id\":\"changes\",\"label\":\"What changes\"},{\"id\":\"example\",\"label\":\"Example technology\"},{\"id\":\"measure\",\"label\":\"Primary metric\"}],\"rows\":[{\"id\":\"resolution\",\"label\":\"Super resolution\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"frames\",\"label\":\"Frame generation\",\"values\":[\"\",\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Low-latency technology\",\"values\":[\"\",\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5a178ce282\",\"type\":\"header\",\"data\":{\"text\":\"Why screenshots are not enough to judge Auto SR\",\"level\":2},\"tunes\":{}},{\"id\":\"e4c5f08045\",\"type\":\"paragraph\",\"data\":{\"text\":\"Super-resolution quality is temporal.\"},\"tunes\":{}},{\"id\":\"1437761741\",\"type\":\"paragraph\",\"data\":{\"text\":\"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.\"},\"tunes\":{}},{\"id\":\"ac7aa2f742\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful Auto SR test should therefore examine camera movement, foliage, thin geometry, particles, text, HUD elements and repeated motion rather than only comparing one screenshot.\"},\"tunes\":{}},{\"id\":\"09bde21a8d\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"b0e7ca01a4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.\"},\"tunes\":{}},{\"id\":\"537568c224\",\"type\":\"paragraph\",\"data\":{\"text\":\"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.\"},\"tunes\":{}},{\"id\":\"fe24516c11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.\"},\"tunes\":{}},{\"id\":\"0e31e2d54d\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"a7881e11e1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.\"},\"tunes\":{}},{\"id\":\"71ebc16fda\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's FPS and image-quality examples are vendor measurements from specific hardware, games and settings. They are useful to understand the technology but should not be treated as universal performance guarantees.\"},\"tunes\":{}},{\"id\":\"add780d6ba\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.\"},\"tunes\":{}},{\"id\":\"f7a38af5be\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"f1308f3e80\",\"type\":\"paragraph\",\"data\":{\"text\":\"Auto SR is not Microsoft's version of putting DLSS into every game.\"},\"tunes\":{}},{\"id\":\"b102a861bb\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.\"},\"tunes\":{}},{\"id\":\"da805fabf0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That gives Windows a way to improve supported existing games that were never built for modern super resolution.\"},\"tunes\":{}},{\"id\":\"675aecee06\",\"type\":\"paragraph\",\"data\":{\"text\":\"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.\"},\"tunes\":{}},{\"id\":\"0354b8daaf\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"e75bc04532\",\"type\":\"faq\",\"data\":{\"title\":\"Windows Auto SR in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is Windows Auto SR?\",\"answer\":\"An OS-level AI super-resolution system that lets supported games render at lower resolution and uses the NPU to reconstruct a higher-resolution image.\"},{\"id\":\"faq2\",\"question\":\"Is Auto SR the same as DLSS, FSR or XeSS?\",\"answer\":\"No. Those are normally integrated into the game renderer. Auto SR is integrated into Windows and can work without a game-specific SR implementation.\"},{\"id\":\"faq3\",\"question\":\"Does Auto SR use the GPU for AI upscaling?\",\"answer\":\"Its AI reconstruction model runs on the NPU, while the GPU continues to render the game.\"},{\"id\":\"faq4\",\"question\":\"Does Auto SR add latency?\",\"answer\":\"Yes. Microsoft documents roughly one additional frame of latency on average as part of its NPU-based reconstruction approach.\"},{\"id\":\"faq5\",\"question\":\"Should I use Auto SR when a game already has DLSS, FSR or XeSS?\",\"answer\":\"Microsoft recommends the game's integrated super-resolution option when it is available and working well.\"},{\"id\":\"faq6\",\"question\":\"Is Auto SR frame generation?\",\"answer\":\"No. It reconstructs a higher-resolution version of each frame; it does not insert additional intermediate frames.\"},{\"id\":\"faq7\",\"question\":\"Does Auto SR work with Vulkan or OpenGL games?\",\"answer\":\"Not currently. Microsoft's support page lists DirectX 10 or later as supported and Vulkan, OpenGL and DirectX 9 as unsupported.\"}]},\"tunes\":{}},{\"id\":\"8733f298cd\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"407257a6d1\",\"type\":\"glossary\",\"data\":{\"title\":\"Key Auto SR terms\",\"entries\":[{\"term\":\"Auto SR\",\"definition\":\"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.\",\"anchor\":\"auto-sr\"},{\"term\":\"NPU\",\"definition\":\"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.\",\"anchor\":\"npu\"},{\"term\":\"Game-integrated super resolution\",\"definition\":\"An upscaler built directly into a game's renderer with access to internal engine data.\",\"anchor\":\"game-integrated-super-resolution\"},{\"term\":\"Input resolution\",\"definition\":\"The lower resolution at which the game renders before Auto SR reconstructs the image.\",\"anchor\":\"input-resolution\"},{\"term\":\"Output resolution\",\"definition\":\"The higher effective resolution shown after reconstruction.\",\"anchor\":\"output-resolution\"},{\"term\":\"GPU–NPU Work Split\",\"definition\":\"A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.\",\"anchor\":\"gpu-npu-work-split\"},{\"term\":\"Shared-Power Boundary\",\"definition\":\"A Figure Rocks model describing how CPU, GPU and NPU workloads can still compete inside one device power and thermal envelope.\",\"anchor\":\"shared-power-boundary\"},{\"term\":\"Auto SR Suitability Test\",\"definition\":\"A Figure Rocks workflow for deciding when Windows Auto SR is likely to improve a specific game and device.\",\"anchor\":\"auto-sr-suitability-test\"}]},\"tunes\":{}},{\"id\":\"3ab856f2b4\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"367d2e3548\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr-on-intel\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR Comes to Intel Core Ultra Series 3 Processors\",\"description\":\"Official September 2026 update covering Intel expansion, NPU execution, supported input resolutions, UI\u002Fpost-processing caveats, power-profile effects and Microsoft's guidance to prefer game-integrated SR when available.\"}},\"tunes\":{}},{\"id\":\"5641b514c0\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fsupport.microsoft.com\u002Fen-us\u002Fwindows\u002Fai\u002Fai-features\u002Fautomatic-super-resolution\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Support — Automatic Super Resolution\",\"description\":\"Official current requirements and configuration documentation for Windows Auto SR.\"}},\"tunes\":{}},{\"id\":\"22a5b77a1b\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosr\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Automatic Super Resolution\",\"description\":\"Official architecture explanation covering OS integration, the NPU model, game-independent reconstruction and the documented one-frame latency trade-off.\"}},\"tunes\":{}},{\"id\":\"cc3301d997\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fautosrpreview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Auto SR on ROG Xbox Ally X\",\"description\":\"Official 2026 explanation of NPU\u002FGPU parallelism, handheld constraints and why integrated super resolution remains the preferred path when available.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1795,"blocks":1796,"version":2413},1790406943197,[1797,1801,1806,1811,1815,1819,1823,1827,1831,1835,1855,1860,1864,1868,1872,1876,1880,1884,1904,1908,1912,1936,1941,1948,1955,1959,1963,1967,1971,1975,1979,1983,1987,1991,1995,1999,2003,2008,2012,2016,2020,2024,2028,2050,2054,2058,2062,2066,2070,2074,2078,2082,2086,2090,2116,2120,2124,2128,2132,2136,2140,2144,2148,2152,2156,2160,2164,2168,2172,2176,2180,2184,2188,2192,2196,2200,2204,2208,2212,2216,2220,2227,2231,2252,2256,2260,2264,2268,2272,2276,2280,2284,2288,2292,2296,2300,2304,2308,2312,2316,2320,2324,2350,2354,2381,2385,2392,2399,2406],{"id":541,"data":1798,"type":544,"tunes":1800},{"text":1799},"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":1802,"type":552,"tunes":1805},{"body":1803,"title":1804,"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":1807,"type":552,"tunes":1810},{"body":1808,"title":1809,"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":1812,"type":566,"tunes":1814},{"title":1813,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1816,"type":572,"tunes":1818},{"text":1817,"level":47},"First: what problem is Auto SR trying to solve?",{},{"id":575,"data":1820,"type":544,"tunes":1822},{"text":1821},"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":1824,"type":544,"tunes":1826},{"text":1825},"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":1828,"type":544,"tunes":1830},{"text":1829},"Auto SR does this at the operating-system level rather than requiring every older game to implement a modern upscaler.",{},{"id":590,"data":1832,"type":572,"tunes":1834},{"text":1833,"level":47},"The Auto SR pipeline in plain English",{},{"id":595,"data":1836,"type":615,"tunes":1854},{"steps":1837,"title":1853,"orientation":614},[1838,1841,1844,1847,1850],{"label":1839,"description":1840},"1. The game renders at a lower resolution","The GPU has fewer pixels to shade, so the base rendering workload can become lighter.",{"label":1842,"description":1843},"2. Windows receives the lower-resolution frame","Auto SR is integrated into the Windows graphics and display pipeline.",{"label":1845,"description":1846},"3. The NPU runs the Auto SR model","A neural network reconstructs a higher-resolution version of the frame.",{"label":1848,"description":1849},"4. The reconstructed image is presented","The display receives a higher-resolution output even though the game rendered fewer pixels.",{"label":1851,"description":1852},"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":1856,"type":552,"tunes":1859},{"body":1857,"title":1858,"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":1861,"type":572,"tunes":1863},{"text":1862,"level":47},"Why use the NPU instead of the GPU?",{},{"id":630,"data":1865,"type":544,"tunes":1867},{"text":1866},"Game-integrated super-resolution technologies usually execute part of their reconstruction workload on the GPU.",{},{"id":635,"data":1869,"type":544,"tunes":1871},{"text":1870},"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":1873,"type":544,"tunes":1875},{"text":1874},"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":1877,"type":544,"tunes":1879},{"text":1878},"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":1881,"type":572,"tunes":1883},{"text":1882,"level":47},"The GPU–NPU Work Split",{},{"id":655,"data":1885,"type":683,"tunes":1903},{"rows":1886,"title":1899,"layout":675,"columns":1900},[1887,1890,1893,1896],{"id":659,"label":1888,"values":1889},"Game rendering",[13,13],{"id":663,"label":1891,"values":1892},"Auto SR reconstruction",[13,13],{"id":667,"label":1894,"values":1895},"Intended benefit",[13,13],{"id":671,"label":1897,"values":1898},"Cost",[13,13],"Who does what?",[1901,1902],{"id":678,"label":679},{"id":681,"label":682},{},{"id":686,"data":1905,"type":572,"tunes":1907},{"text":1906,"level":47},"Auto SR is not DLSS, FSR or XeSS",{},{"id":691,"data":1909,"type":544,"tunes":1911},{"text":1910},"The technologies may share the goal of reconstructing a higher-resolution image, but their information and integration boundaries are different.",{},{"id":696,"data":1913,"type":683,"tunes":1935},{"rows":1914,"title":1930,"layout":675,"columns":1931},[1915,1918,1921,1924,1927],{"id":700,"label":1916,"values":1917},"Integration",[13,13],{"id":704,"label":1919,"values":1920},"Information available",[13,13],{"id":708,"label":1922,"values":1923},"AI execution",[13,13],{"id":712,"label":1925,"values":1926},"Game coverage",[13,13],{"id":716,"label":1928,"values":1929},"Microsoft guidance",[13,13],"Windows Auto SR vs game-integrated super resolution",[1932,1933],{"id":722,"label":723},{"id":725,"label":1934},"DLSS \u002F FSR \u002F XeSS-style game integration",{},{"id":729,"data":1937,"type":552,"tunes":1940},{"body":1938,"title":1939,"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":1942,"type":742,"tunes":1947},{"url":1943,"title":1944,"excerpt":1945,"ctaLabel":1946},"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":1949,"type":742,"tunes":1954},{"url":1950,"title":1951,"excerpt":1952,"ctaLabel":1953},"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":1956,"type":572,"tunes":1958},{"text":1957,"level":47},"Why game-integrated upscalers can have better information",{},{"id":758,"data":1960,"type":544,"tunes":1962},{"text":1961},"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":1964,"type":544,"tunes":1966},{"text":1965},"That can include motion vectors, jitter information, depth and internal rendering history.",{},{"id":768,"data":1968,"type":544,"tunes":1970},{"text":1969},"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":1972,"type":572,"tunes":1974},{"text":1973,"level":47},"Why Auto SR uses a larger model",{},{"id":778,"data":1976,"type":544,"tunes":1978},{"text":1977},"If an upscaler has less engine information, the model itself has to do more reconstruction work.",{},{"id":783,"data":1980,"type":544,"tunes":1982},{"text":1981},"Microsoft's design uses the NPU to make a larger model practical without putting the full inference cost on the GPU.",{},{"id":788,"data":1984,"type":544,"tunes":1986},{"text":1985},"This is one of the main architectural differences between Auto SR and an engine-integrated GPU upscaler.",{},{"id":793,"data":1988,"type":572,"tunes":1990},{"text":1989,"level":47},"The price is latency",{},{"id":798,"data":1992,"type":544,"tunes":1994},{"text":1993},"Running the Auto SR model in parallel gives it more time, but the reconstructed image is not free from timing consequences.",{},{"id":803,"data":1996,"type":544,"tunes":1998},{"text":1997},"Microsoft has documented an average additional latency of roughly one frame for Auto SR.",{},{"id":808,"data":2000,"type":544,"tunes":2002},{"text":2001},"That means Auto SR can increase visual smoothness or image quality while still adding some input-to-display delay.",{},{"id":813,"data":2004,"type":552,"tunes":2007},{"body":2005,"title":2006,"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":2009,"type":572,"tunes":2011},{"text":2010,"level":47},"Why the NPU can still affect GPU performance indirectly",{},{"id":824,"data":2013,"type":544,"tunes":2015},{"text":2014},"Separate hardware does not mean unlimited independent power.",{},{"id":829,"data":2017,"type":544,"tunes":2019},{"text":2018},"On mobile and integrated systems, the CPU, GPU and NPU often share a total device power and thermal budget.",{},{"id":834,"data":2021,"type":544,"tunes":2023},{"text":2022},"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":2025,"type":572,"tunes":2027},{"text":2026,"level":47},"The Shared-Power Boundary",{},{"id":844,"data":2029,"type":683,"tunes":2049},{"rows":2030,"title":2043,"layout":675,"columns":2044},[2031,2034,2037,2040],{"id":848,"label":2032,"values":2033},"Lower input resolution",[13,13],{"id":681,"label":2035,"values":2036},"NPU reconstruction",[13,13],{"id":855,"label":2038,"values":2039},"System memory",[13,13],{"id":859,"label":2041,"values":2042},"Thermal envelope",[13,13],"Why lower GPU work does not guarantee higher FPS",[2045,2047],{"id":865,"label":2046},"Potential gain",{"id":868,"label":2048},"Possible limit",{},{"id":872,"data":2051,"type":572,"tunes":2053},{"text":2052,"level":47},"Why text and HUD elements can look worse",{},{"id":877,"data":2055,"type":544,"tunes":2057},{"text":2056},"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":2059,"type":544,"tunes":2061},{"text":2060},"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":2063,"type":544,"tunes":2065},{"text":2064},"Microsoft's support documentation explicitly warns that text and fine UI detail may not look ideal in some games.",{},{"id":892,"data":2067,"type":544,"tunes":2069},{"text":2068},"A deeply integrated game upscaler can sometimes avoid this by reconstructing the 3D scene before the final UI is composited.",{},{"id":897,"data":2071,"type":572,"tunes":2073},{"text":2072,"level":47},"Why film grain can confuse the model",{},{"id":902,"data":2075,"type":544,"tunes":2077},{"text":2076},"Post-processing effects such as film grain deliberately add high-frequency visual noise.",{},{"id":907,"data":2079,"type":544,"tunes":2081},{"text":2080},"The Auto SR model can interpret that noise as image detail and spend reconstruction effort trying to preserve or amplify it.",{},{"id":912,"data":2083,"type":544,"tunes":2085},{"text":2084},"Microsoft therefore recommends disabling film grain when it produces a cleaner result.",{},{"id":917,"data":2087,"type":572,"tunes":2089},{"text":2088,"level":47},"The Auto SR Suitability Test",{},{"id":922,"data":2091,"type":615,"tunes":2115},{"steps":2092,"title":2114,"orientation":614},[2093,2096,2099,2102,2105,2108,2111],{"label":2094,"description":2095},"1. Check whether the game is GPU-limited","Auto SR helps most when lowering render resolution actually reduces the main bottleneck.",{"label":2097,"description":2098},"2. Check for integrated super resolution","If the game already has a good DLSS, FSR or XeSS implementation, test that first.",{"label":2100,"description":2101},"3. Use a supported input resolution","Auto SR is trained and configured around specific lower-resolution ranges that vary by device.",{"label":2103,"description":2104},"4. Inspect text and HUD quality","Fine UI can reveal the limitations of OS-level post-render reconstruction.",{"label":2106,"description":2107},"5. Disable conflicting post-processing","Film grain and similar effects can reduce reconstruction quality.",{"label":2109,"description":2110},"6. Measure FPS and latency separately","Do not assume that a higher FPS counter means a more responsive game.",{"label":2112,"description":2113},"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":2117,"type":572,"tunes":2119},{"text":2118,"level":47},"Which games can Auto SR work with?",{},{"id":954,"data":2121,"type":544,"tunes":2123},{"text":2122},"Microsoft's current support documentation requires DirectX 10 or later and a supported x64, x64-emulated or Arm64 game path.",{},{"id":959,"data":2125,"type":544,"tunes":2127},{"text":2126},"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":2129,"type":544,"tunes":2131},{"text":2130},"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":2133,"type":572,"tunes":2135},{"text":2134,"level":47},"Current hardware support is expanding",{},{"id":974,"data":2137,"type":544,"tunes":2139},{"text":2138},"Auto SR started on selected Snapdragon-based Copilot+ PCs and has since expanded.",{},{"id":979,"data":2141,"type":544,"tunes":2143},{"text":2142},"In September 2026, Microsoft announced Auto SR support for Intel Core Ultra Series 3 Copilot+ PCs.",{},{"id":984,"data":2145,"type":544,"tunes":2147},{"text":2146},"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":2149,"type":544,"tunes":2151},{"text":2150},"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":2153,"type":572,"tunes":2155},{"text":2154,"level":47},"Input resolution matters more than many users expect",{},{"id":999,"data":2157,"type":544,"tunes":2159},{"text":2158},"Auto SR is not simply a generic 'scale any resolution to anything' switch.",{},{"id":1004,"data":2161,"type":544,"tunes":2163},{"text":2162},"The model is trained and tuned around specific input-resolution ranges.",{},{"id":1009,"data":2165,"type":544,"tunes":2167},{"text":2166},"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":2169,"type":544,"tunes":2171},{"text":2170},"The exact supported modes are exposed through Windows and Game Bar so users do not have to guess.",{},{"id":1019,"data":2173,"type":572,"tunes":2175},{"text":2174,"level":47},"Why Auto SR is especially interesting for older games",{},{"id":1024,"data":2177,"type":544,"tunes":2179},{"text":2178},"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":2181,"type":544,"tunes":2183},{"text":2182},"Auto SR can improve selected existing titles from outside the game because the operating system owns the reconstruction stage.",{},{"id":1034,"data":2185,"type":544,"tunes":2187},{"text":2186},"That is its strongest architectural advantage: coverage does not depend entirely on the original game's development roadmap.",{},{"id":1039,"data":2189,"type":572,"tunes":2191},{"text":2190,"level":47},"But game-integrated SR is still preferred",{},{"id":1044,"data":2193,"type":544,"tunes":2195},{"text":2194},"Microsoft explicitly says that game-integrated super resolution remains the preferred choice when a studio supports it.",{},{"id":1049,"data":2197,"type":544,"tunes":2199},{"text":2198},"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":2201,"type":544,"tunes":2203},{"text":2202},"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":2205,"type":572,"tunes":2207},{"text":2206,"level":47},"Auto SR is not frame generation",{},{"id":1064,"data":2209,"type":544,"tunes":2211},{"text":2210},"Another common confusion is to treat every AI graphics feature as frame generation.",{},{"id":1069,"data":2213,"type":544,"tunes":2215},{"text":2214},"Auto SR does not create extra intermediate frames between rendered frames. It reconstructs the resolution of each existing frame.",{},{"id":1074,"data":2217,"type":544,"tunes":2219},{"text":2218},"Frame generation changes how many frames reach the display. Auto SR changes the resolution and detail of frames that already exist.",{},{"id":1079,"data":2221,"type":742,"tunes":2226},{"url":2222,"title":2223,"excerpt":2224,"ctaLabel":2225},"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":2228,"type":572,"tunes":2230},{"text":2229,"level":47},"The Resolution–Frame–Latency Separation",{},{"id":1092,"data":2232,"type":683,"tunes":2251},{"rows":2233,"title":2243,"layout":675,"columns":2244},[2234,2237,2240],{"id":1096,"label":2235,"values":2236},"Super resolution",[13,13,13],{"id":1100,"label":2238,"values":2239},"Frame generation",[13,13,13],{"id":1104,"label":2241,"values":2242},"Low-latency technology",[13,13,13],"Three graphics improvements that should not be mixed together",[2245,2247,2249],{"id":1110,"label":2246},"What changes",{"id":1113,"label":2248},"Example technology",{"id":1116,"label":2250},"Primary metric",{},{"id":1120,"data":2253,"type":572,"tunes":2255},{"text":2254,"level":47},"Why screenshots are not enough to judge Auto SR",{},{"id":1125,"data":2257,"type":544,"tunes":2259},{"text":2258},"Super-resolution quality is temporal.",{},{"id":1130,"data":2261,"type":544,"tunes":2263},{"text":2262},"A still image can look sharp while motion reveals unstable edges, flicker, soft UI, reconstruction errors or ghost-like artifacts.",{},{"id":1135,"data":2265,"type":544,"tunes":2267},{"text":2266},"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":2269,"type":572,"tunes":2271},{"text":2270,"level":47},"What would change this answer?",{},{"id":1145,"data":2273,"type":544,"tunes":2275},{"text":2274},"Auto SR is actively expanding. Microsoft is adding processor families, changing supported resolution ranges and exploring higher-FPS scenarios.",{},{"id":1150,"data":2277,"type":544,"tunes":2279},{"text":2278},"The September 2026 Intel expansion already shows that the technology is no longer tied to the original Snapdragon-only launch model.",{},{"id":1155,"data":2281,"type":544,"tunes":2283},{"text":2282},"Future versions could broaden GPU\u002FNPU combinations, HDR support, refresh-rate targets, runtime compatibility and the way UI is handled.",{},{"id":1160,"data":2285,"type":572,"tunes":2287},{"text":2286,"level":47},"Limitations",{},{"id":1165,"data":2289,"type":544,"tunes":2291},{"text":2290},"This article describes Microsoft's documented Auto SR architecture and current support as of September 2026.",{},{"id":1170,"data":2293,"type":544,"tunes":2295},{"text":2294},"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":2297,"type":544,"tunes":2299},{"text":2298},"Auto SR behavior varies with game resolution, display mode, post-processing, UI composition, power profile and the hardware-specific NPU implementation.",{},{"id":1180,"data":2301,"type":572,"tunes":2303},{"text":2302,"level":47},"Conclusion",{},{"id":1185,"data":2305,"type":544,"tunes":2307},{"text":2306},"Auto SR is not Microsoft's version of putting DLSS into every game.",{},{"id":1190,"data":2309,"type":544,"tunes":2311},{"text":2310},"It is a different architecture: the game renders fewer pixels, Windows intercepts the result, the NPU runs a larger AI reconstruction model, and the higher-resolution image enters the display pipeline without requiring deep integration into the game's renderer.",{},{"id":1195,"data":2313,"type":544,"tunes":2315},{"text":2314},"That gives Windows a way to improve supported existing games that were never built for modern super resolution.",{},{"id":1200,"data":2317,"type":544,"tunes":2319},{"text":2318},"The trade-offs remain real: approximately one frame of added latency, possible UI softness, device-specific resolution limits and shared power constraints. The value is not that Auto SR replaces integrated upscalers. It fills the large gap where they do not exist.",{},{"id":1205,"data":2321,"type":572,"tunes":2323},{"text":2322,"level":47},"FAQ",{},{"id":1210,"data":2325,"type":1242,"tunes":2349},{"items":2326,"title":2348},[2327,2330,2333,2336,2339,2342,2345],{"id":1214,"answer":2328,"question":2329},"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":2331,"question":2332},"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":2334,"question":2335},"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":2337,"question":2338},"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":2340,"question":2341},"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":2343,"question":2344},"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":2346,"question":2347},"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":2351,"type":572,"tunes":2353},{"text":2352,"level":47},"Glossary",{},{"id":1250,"data":2355,"type":1282,"tunes":2380},{"title":2356,"entries":2357},"Key Auto SR terms",[2358,2360,2362,2365,2368,2371,2374,2377],{"term":1255,"anchor":1256,"definition":2359},"Automatic Super Resolution, Microsoft's Windows-integrated AI upscaling technology for supported games.",{"term":682,"anchor":681,"definition":2361},"Neural Processing Unit, specialized hardware designed to execute AI and matrix workloads efficiently.",{"term":2363,"anchor":1262,"definition":2364},"Game-integrated super resolution","An upscaler built directly into a game's renderer with access to internal engine data.",{"term":2366,"anchor":1266,"definition":2367},"Input resolution","The lower resolution at which the game renders before Auto SR reconstructs the image.",{"term":2369,"anchor":1270,"definition":2370},"Output resolution","The higher effective resolution shown after reconstruction.",{"term":2372,"anchor":1274,"definition":2373},"GPU–NPU Work Split","A Figure Rocks model separating the GPU's game-rendering work from the NPU's Auto SR reconstruction work.",{"term":2375,"anchor":1277,"definition":2376},"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":2378,"anchor":1280,"definition":2379},"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":2382,"type":572,"tunes":2384},{"text":2383,"level":47},"Primary sources",{},{"id":1290,"data":2386,"type":1297,"tunes":2391},{"link":1292,"meta":2387},{"image":2388,"title":2389,"description":2390},{"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":2393,"type":1297,"tunes":2398},{"link":1302,"meta":2394},{"image":2395,"title":2396,"description":2397},{"url":13},"Microsoft Support — Automatic Super Resolution","Official current requirements and configuration documentation for Windows Auto SR.",{},{"id":1309,"data":2400,"type":1297,"tunes":2405},{"link":1311,"meta":2401},{"image":2402,"title":2403,"description":2404},{"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":2407,"type":1297,"tunes":2412},{"link":1320,"meta":2408},{"image":2409,"title":2410,"description":2411},{"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":2417,"source":2496,"manualIds":2497,"manualMatchedIds":2498},[2418,2424,2430,2436,2442,2449,2456,2463,2470,2477,2484,2490],{"id":2419,"slug":2420,"title":2421,"excerpt":2422,"featuredImage":14,"publishedAt":2423},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz 感觉更差？诊断清单（错误模式、VRR范围、上限）","高刷新率可能暴露不稳定性。请使用此检查清单来诊断为何120Hz体验不佳：模式设置错误、刷新路径不当、VRR范围问题或缺少兼容性支持。","2026-02-20T20:30:00.000Z",{"id":2425,"slug":2426,"title":2427,"excerpt":2428,"featuredImage":14,"publishedAt":2429},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","超频调校：无重影降噪的纯净之道","过驱动可以提升清晰度或产生难看的晕影。采用这个简单方法，选择干净的中等设置，以减少模糊而不产生重影伪影。","2026-02-21T03:30:00.000Z",{"id":2431,"slug":2432,"title":1082,"excerpt":2433,"featuredImage":2434,"publishedAt":2435},"442","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","DLSS 4.5 可在支持的 RTX 50 系列 GPU 上为每个传统渲染帧生成最多五个额外帧。本指南解释了渲染 FPS 与显示 FPS 之间的区别、为何可在呈现层绕过 CPU 瓶颈，以及为何延迟仍需单独测量。","\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":2437,"slug":2438,"title":2439,"excerpt":2440,"featuredImage":14,"publishedAt":2441},"127","motion-clarity-why-blur-happens-and-the-fixes-that-actually-work","运动清晰度：为何会产生模糊及其有效解决方案","动态模糊不仅仅是一个设置——它是时机与持续性的结合。掌握实用顺序：先选对模式，再调对刷新率，最后进行关键的少数清晰度优化。","2026-02-20T11:00:00.000Z",{"id":2443,"slug":2444,"title":2445,"excerpt":2446,"featuredImage":2447,"publishedAt":2448},"446","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","DirectX 正在成为一个机器学习平台：线性代数和神经着色器对未来游戏意味着什么","DirectX 正在超越传统的图形着色器。微软正在将硬件加速的线性代数直接添加到 HLSL 中，并为更大的机器学习模型提供一条独立路径，为神经纹理、学习材质、神经光照以及其他 AI 驱动的渲染技术奠定基础。","\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":2450,"slug":2451,"title":2452,"excerpt":2453,"featuredImage":2454,"publishedAt":2455},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX神经纹理压缩并非超分辨率技术：AI如何以GPU计算换取纹理内存","NVIDIA RTX 神经纹理压缩改变了游戏材质的存储方式。材质不再仅以传统纹素的形式保存每个纹理通道，而是可以压缩为紧凑的潜在数据和一个小型神经解码器，然后在需要时由 GPU 重建。","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":2457,"slug":2458,"title":2459,"excerpt":2460,"featuredImage":2461,"publishedAt":2462},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 不只是超分辨率：3D 引导的神经渲染究竟改变了什么","DLSS 5 将 AI 引入图形渲染管线的新环节。3D 引导神经渲染不再仅仅重建分辨率或生成额外帧，而是以游戏引擎自身的帧为基础，在开发者控制下增强光照与材质细节。","\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":2464,"slug":2465,"title":2466,"excerpt":2467,"featuredImage":2468,"publishedAt":2469},"450","why-pc-games-stutter-when-compiling-shaders-and-how-advanced-shader-delivery-changes-it","为什么PC游戏在编译着色器时会卡顿——以及高级着色器分发如何改变这一现状","着色器卡顿发生在 PC 游戏不得不在错误时机编译 GPU 程序的时候。Microsoft 高级着色器交付通过提前准备硬件专用着色器并随游戏一起交付，将大部分工作从玩家 PC 上移走。","\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":2471,"slug":2472,"title":2473,"excerpt":2474,"featuredImage":2475,"publishedAt":2476},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally展示了为什么AI队友需要两个大脑：快速反射和慢速推理","语言模型可以理解战术和玩家意图，但不应该直接控制每一个动作和战斗反应。PUBG Ally展示了一种更实用的架构：用快速的行为树控制反射动作，并结合一个小型语言模型进行规划、协调和自然对话。","\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":2478,"slug":2479,"title":2480,"excerpt":2481,"featuredImage":2482,"publishedAt":2483},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","英特尔 XeSS 3 不止是超分辨率：多帧生成与 Xe 低延迟详解","XeSS 3 不再仅仅是英特尔的超分辨率技术。它现在集成了超级分辨率、帧生成、多帧生成和 Xe 低延迟，在支持的英特尔硬件上，每个渲染帧最多可生成三个 AI 帧。","\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":2485,"slug":2486,"title":2487,"excerpt":2488,"featuredImage":14,"publishedAt":2489},"302","amiibo-faq-the-20-questions-everyone-asks-and-the-straight-answers","amiibo常见问题解答：每个人都问的20个问题（以及直截了当的答案）","一份无废话的Amiibo常见问题解答：兼容性、扫描方式、区域版本、再版信息、价值评估与收藏规则——清晰解答，助新手不再花冤枉钱。","2026-02-21T17:00:00.000Z",{"id":2491,"slug":2492,"title":2493,"excerpt":2494,"featuredImage":14,"publishedAt":2495},"37","the-gaming-feel-chain-why-one-upgrade-often-does-nothing","游戏体验链：为何单一升级往往收效甚微","感觉是一条链：输入、系统、帧率同步、同步、显示、网络。若其中一环不稳，升级便无法落地。","2026-02-19T11:00:00.000Z","fallback",[],[]]