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Intel Posts XeSS Technology Deep-Dive Video

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Intel Graphics today posted a technological deep-dive video presentation into how XeSS (Xe Super Sampling), the company's rival to NVIDIA DLSS and AMD FSR, works. XeSS is a gaming performance enhancement technology where your game is rendered by the GPU at a lower resolution than what your display is capable of; while a high-quality upscaling algorithm scales it up to your native resolution while minimizing quality losses associated with classical upscaling methods.

The video details mostly what we gathered from our older articles on how XeSS works. A game's raster and lighting is rendered at a lower-resolution, frame-data along with motion vectors are fed to the XeSS upscaling algorithm, and is then passed on to the renderer's post-processing and the native-resolution HUD is applied. The XeSS upscaler takes not just motion vector and the all important frame inputs, but also temporal data from processed (upscaled) frames, so a pre-trained AI could better reconstruct details.



What's new in today's presentation is that a set of performance numbers obtained on the flagship Arc A770 desktop graphics card were posted, showing how XeSS impacts performance across a set of games that include Ghostwire Tokyo, Hitman 3, Arcadegeddon, SoTR, Diofield Chronicle, Super People, Redout 2, and Chivalry 2. They also walked us through the various quality presets of XeSS that include Ultra Quality, Quality, Balanced, and Performance.



Also revealed is that Intel Graphics is working with UL Benchmarks to add a new XeSS Feature Test to 3DMark, much like the DLSS benchmark of the test. Much like AMD FSR, Intel claims the XeSS is easy to implement on a variety of game engines, and while it benefits tremendously from the XMX matrix-math accelerators of Xe-HPG GPUs, it has a DP4a motion-vector fallback that lets its support not just older Intel architectures (such as Xe-LP), but also rival GPU brands.



Intel once again detailed the broad list of games that will support XeSS, and the big AAA name here is the upcoming "Call of Duty: Modern Warfare II," which will get XeSS support at launch (October 28).

The video can be watched here:

View at TechPowerUp Main Site | Source
 
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I love how in the third picture ultra quality and quality are both scuffed :D
 
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There is so much lag at 16:02 with XESS
 
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3rd pic with Reender and Pre-effects, seems to be implying Xess replaces and is better than TAA. Or am I missing something there?
 
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It's good to see another alternative to DLSS, and it's encouraging that they have a fallback for GPUs without matrix cores.
 
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An average PC gamer probably doesnt even know what anti aliasing is, so i feel like all of these different upscaling techs and their abbreviations are just gonna end up confusing people
 

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An average PC gamer probably doesnt even know what anti aliasing is, so i feel like all of these different upscaling techs and their abbreviations are just gonna end up confusing people

AA is commonly discussed on PC gaming sites. I'm under the impression that most PC gamers do know what AA is.
 
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3rd pic with Reender and Pre-effects, seems to be implying Xess replaces and is better than TAA. Or am I missing something there?
I guess they said they are going to keep it light and that the pipeline and stages graphs were a simplification.
My understanding is that it's similar to how DLSS works regarding stages, motion vectors etc , but maybe I'm wrong.
I wonder what happened to Ultra Performance mode?
The other modes are the same with the ones that they announced in the past?

Also I didn't understand if the below also was a simplification of some kind (because performance mode potentially sounds like it will be a dud regarding image quality)
12:07
with performance mode you are using the same trained network as balanced mode but it is taking the lower render resolution input and then doing a more traditional upscaling and then it goes to XeSS for further processing
 
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An average PC gamer probably doesnt even know what anti aliasing is, so i feel like all of these different upscaling techs and their abbreviations are just gonna end up confusing people

They did call it a deep dive....its not for everyone but everyone sees "same look, better framerate = better".
 
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From my understanding it seem Intel mix FSR and DLSS here, add upscaling in motion vector and using AI to construct data.
 
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How did Intel get those 8 games developers to code support for XeSS when the actual graphics cards are nothing but vapourware?

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Not sure if there is a place for this, DLSS is free and available in a lot of games, FSR is both free and open source and doesn't require specialised hardware (when/if AMD adds hardware acceleration probably they'll keep both).
 
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They did call it a deep dive....its not for everyone but everyone sees "same look, better framerate = better".
I didnt necessarily mean in regards to this video, i just meant as more and more of them appearing in game options, i assume all of the TSSAA, TAA, FXAA, MSAA, SMAA, SSAA, DLAA, DLDSR, DLSS, FSR, XeSS, NIS, RSR etc. can get very confusing
 
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Not sure if there is a place for this, DLSS is free and available in a lot of games, FSR is both free and open source and doesn't require specialised hardware (when/if AMD adds hardware acceleration probably they'll keep both).

DLSS is "free" but exclusive to (dumbass) Nvidia
FSR 1.0 and 2.0 is free for all but while improving and great to have if nothing else, currently its behind DLSS for the most part.

XeSS is free for all to use (though the hardware for them to make efficient use of it might take some time to catch up) and if it is superior to FSR1/2 then well there is your place for it.

I didnt necessarily mean in regards to this video, i just meant as more and more of them appearing in game options, i assume all of the TSSAA, TAA, FXAA, MSAA, SMAA, SSAA, DLAA, DLDSR, DLSS, FSR, XeSS, NIS, RSR etc. can get very confusing

Sure but many of those dont even count/work anymore, TAA is the norm, DLSS/FSR2.0 is a specialized better version of it, FSR is intrecate post processing so that has its place and now XeSS.

Rest is not relevant.
 
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How did Intel get those 8 games developers to code support for XeSS when the actual graphics cards are nothing but vapourware?
I'll give you one guess and its begins with a $. :D
 
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How did Intel get those 8 games developers to code support for XeSS when the actual graphics cards are nothing but vapourware?

has been answered already but the answer is, same way Nvidia pushes DLSS and AMD pushes FSR, money.
 
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How did Intel get those 8 games developers to code support for XeSS when the actual graphics cards are nothing but vapourware?
Aside from the fact that XeSS isn't vendor locked and will work on AMD/Nvidia cards too, Arc is already on the market via the A380 and has been for a while now.
 
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I didnt necessarily mean in regards to this video, i just meant as more and more of them appearing in game options, i assume all of the TSSAA, TAA, FXAA, MSAA, SMAA, SSAA, DLAA, DLDSR, DLSS, FSR, XeSS, NIS, RSR etc. can get very confusing

How could you forget multisample 2X/4X diagonal gamma with such a short and easy name to remember!!?
 
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Aside from the fact that XeSS isn't vendor locked and will work on AMD/Nvidia cards too, Arc is already on the market via the A380 and has been for a while now.
When the games were coded there were no Arc graphics cards available, ergo they were coding for vapourware.

The only Arc 380 videocards for sale in the USA are on ebay -- for far more than they're actually worth.
 
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