Intel enables XeSS 3 Multi-Frame Generation in latest drivers, expanding frame generation across Arc GPUs and Core Ultra iGPUs — MFG can be enabled across any title with XeSS 2 support

Intel Arc B580 Limited Edition Battlemage graphics card
(Image credit: Tom's Hardware)

Intel has begun rolling out support for XeSS 3, its next-generation AI-powered upscaling technology with Multi-Frame Generation, through a new graphics driver update. First announced at last year’s Intel Tech Tour event in Arizona, XeSS Multi-Frame Generation offers similar 2x, 3x, and 4x modes (one, two, or three additional frames), much like Nvidia’s DLSS Multi-Frame Generation.

During the showcase, Intel said that XeSS 3 with Multi-Frame Generation will not require developers to update existing XeSS 2 titles to add support. Any game that already supports XeSS 2 frame generation will be compatible with XeSS MFG and can be enabled via an override in the Intel Graphics Software control panel. Depending on the game title, Intel also expects XeSS MFG settings to be available via in-game settings in the future. Since XeSS 3 supports Arc GPUs with XMX units, the new upscaling tech will be available on Arc A-series and B-series discrete GPUs as well as integrated graphics solutions powered by Xe2/Xe3.

Intel XeSS MFG pipeline

(Image credit: Intel)

In our early hands-on of Intel’s XeSS Multi-Frame Generation on a Panther Lake engineering system at Intel’s Tech Tour event, we found that the image quality was impressive, with no obvious artifacts that made the generated frames stand out. That said, input lag felt high for fast-paced shooters, and we were also left unconvinced by Intel’s reliance on baseline frame rates as a measure of acceptable input lag, as the two don’t always correlate as closely as the company implies.

The latest Intel Graphics Driver versions 32.0.101.8425 and 32.0.101.8362 also serve as the launch drivers for Intel’s newly announced Arc B390 and B370 iGPU solutions, available on the latest Core Ultra 3 series (codenamed Panther Lake) mobile CPUs. Additionally, the drivers also cover Intel’s existing Arc A-series and B-series discrete GPUs, along with a wide range of integrated graphics across the Core Ultra processor family, including Meteor Lake, Lunar Lake, Arrow Lake-S, and Arrow Lake-H.

Release notes for the latest driver additionally mention fixes for specific crashes seen in the Pragmata Sketchbook demo on certain Arc and Core Ultra hardware, as well as a correction to a display software issue where the Variable Refresh Rate range showcased incorrect values in the settings interface.

A number of known issues across Intel Arc and Core Ultra platforms have also been listed including color corruption and crashes in titles like Ghost of Tsushima, The Finals, No Man’s Sky, Star Citizen, and Mount & Blade II: Bannerlord, as well as intermittent graphical corruption in Call of Duty Black Ops 6 and benchmark instability in PugetBench for DaVinci Resolve Studio.

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Kunal Khullar
News Contributor

Kunal Khullar is a contributing writer at Tom’s Hardware.  He is a long time technology journalist and reviewer specializing in PC components and peripherals, and welcomes any and every question around building a PC.

  • abufrejoval
    Installed the driver and wanted to start testing...

    I couldn't see any override for frame generation in the control app, nor did any game in my arsenal know how to switch the frame generation above the 2x ratio.

    I wish TH did more than just cut & paste press releases...
    Reply
  • Gururu
    I’ve been trying the auto update it’s not finding this driver.
    Reply
  • Gururu
    Seems MFG only for PTL right now. Rest coming next month.
    Reply
  • abufrejoval
    Gururu said:
    Seems MFG only for PTL right now. Rest coming next month.
    Thanks for the link, I've been doubting my sanity because I just couln't find any such option...
    Reply
  • abufrejoval
    And I guess it's the same as with the dynamic frame generation feature that's been announced with DLSS 4.5: it's really only there, where I could see the optimal value for frame generation, since a static setting often just tends to push down the rendered frames vs the generated ones, unless you have an ultra high-refresh screen.

    I just want the GPU to match the display and then do whatever it can to give me the visual best possible at that point, without a lot of manual tuning.

    And yeah, that "just" is really, really hard to do in real-time, with pre-existing games and different resources on pretty near every system a game is running on.

    That said, I just admired again just how much can be done with Cyberpunk 2077 on a B580 at 1440p, even with only 2x frame generation: enabled ray traced reflections, which seem to cost astonishingly little but looks quite impressive on the benchmark (I never really played the game myself..., just doing it for the kids).

    Too bad it's not the same with my favorite games (ASE and ASA), but those are much less optimized in general and cater to Nvidia exclusively out-of-the-box: ARC support/performance remains a game of chance, reflected in the price the market is willing to pay for them.
    Reply