{"title": "Testing Microsoft's Auto SR: A Promising But Flawed Option for Portable PC Gaming", "body": ["Microsoft recently unveiled Auto SR, its Windows-based counterpart to upscaling solutions such as DLSS, generating significant buzz. Previously limited mostly to devices with Snapdragon processors, the feature has now expanded to the Asus ROG Xbox Ally X model exclusively. It requires a neural processing unit to function and operates solely when the device is connected to a dock, marking a modest debut rather than a transformative launch."], ["At PCWorld, video director Adam Patrick Murray utilized the black edition of the ROG Xbox Ally X—the sole compatible variant—for initial evaluations. His assessments revealed subpar image quality, operational frustrations, and restrictive conditions, including compatibility with just this single device version, dock-only usage, and upscaling from a 720p base. These factors indicate that Auto SR falls short of being the definitive solution for portable PC gaming that Microsoft envisions."], ["Focusing on Borderlands 3, which Microsoft highlighted as a prime example for Auto SR, Murray began with the medium graphics setting. This configuration suits the device's built-in graphics at 35-watt turbo power. Auto SR elevated the frame rate to 62, surpassing the 57 frames per second achieved at the standard 1080p without enhancements—yet the improvement was merely around 10 percent. Comparatively, running the game natively at 720p delivered slightly higher frame rates."], ["Borderlands 3, running in DirectX 12 with fullscreen and medium settings"], ["Beyond the metrics, implementation proved cumbersome. Murray noted that activation involved more than simply docking and enabling an option; the output appeared inferior to standard rendering, explaining the tightly framed promotional images from Microsoft. He described it as resource-intensive while yielding poorer visuals than native modes, accompanied by additional issues like occasional game restarts to enable the feature properly."], ["Though formally backed for a limited selection of titles, Auto SR in Windows 11 extends to any application using DirectX 10 or newer. This allowed Murray to experiment with popular benchmarks, providing a chance to compare it against other upscaling methods from Intel, AMD, and Nvidia."], ["Shadow of the Tomb Raider, in DirectX 12 fullscreen with highest settings, excluding ray tracing and anti-aliasing"], ["For Shadow of the Tomb Raider, Auto SR surpassed Intel's XeSS—available across AMD and Nvidia hardware—delivering performance between native 720p and 1080p runs. However, the resulting images appeared blurred, detracting from the overall playability. Murray preferred the sharper native 720p visuals, calling Auto SR's output excessively blurry and unstable."], ["Cyberpunk 2077, in fullscreen with Steam Deck settings"], ["Cyberpunk 2077 served as a pertinent benchmark due to its modern graphics and appeal for handheld play, despite required adjustments. Here, Auto SR positioned between native 720p and 1080p in speed, closely matching AMD's FSR. On the docked screen, Murray observed that native rendering maintained superior clarity, even at reduced resolutions."], ["Auto SR in Windows 11 introduces several usability challenges. Undocking led to improper scaling in Steam, necessitating a system restart that then disrupted Windows scaling. Given the narrow prerequisites for operation, the mediocre image fidelity, and the complications of transitioning to portable use, the technology currently offers little practical value."], ["Admittedly, Microsoft and Windows designate Auto SR as a preview release. Nevertheless, it requires substantial refinement to rival established upscaling technologies."]}