Intel is bringing MFG "Multi-Frame Generation" support to XeSS 3 across all Arc GPUs with XMX alongside various software updates.
Intel Is Next To Add MFG "Multi-Frame Generation" Support: Coming To XeSS 3 Across All Arc GPUs With XMX Hardware
Intel's XeSS software has seen tremendous improvements since launch. Even at launch, the upscaling technology was comparable to NVIDIA's DLSS and vastly ahead of AMD's FSR. All three vendors have done an impeccable job in fine-tuning their upscaling algorithms through AI and Machine Learning.
This year, we are once again seeing some major updates to upscaling technologies. NVIDIA was the first to offer the biggest upgrade in the form of MFG support in DLSS 4, which allows the latest RTX 50 GPUs to generate up to four frames, boosting FPS for smoother gameplay.
Soon after NVIDIA, AMD made its own big announcement with FSR Redstone, which will bring another leap in upscaling and frame-gen quality through Machine Learning. Intel did launch XeSS 2 last year with Frame-Gen support and further tweaks to its image quality, but this year, XeSS 3 is launching with further improvements and support for a big and highly anticipated feature.
XeSS 3 Unleashes MFG "Multi-Frame Generation" Support
So today, Intel is announcing its XeSS 3 upscaling technology with Multi-Frame Generation support, or MFG in short. This makes Intel the second graphics vendor to provide MFG support on its GPUs, with the first being NVIDIA, who have the tech already out and featured in multiple games. Like NVIDIA, Intel's MFG works by taking two prior rendered frames, generating an optical flow network using motion vectors and depth buffers, and then, they are going to generate up to 4 frames between the two interpolated frames.
So, a short brief on how frame generation works. Two frames are rasterized by the GPU, and when those two come together, you get a generated frame. So you're looking into the future, and looking in the past, pulling those two frames together and generating an optical flow with those frames being synthesized interstitially. Then, Frame Pacing is used on the output so that those frames show up at the right time on the display.
With MFG, Intel simply ups the output by generating 3 additional frames besides the one that was used as the input, so up to 4x the frame output at the user end.
You can see that XeSS MFG adds three blobs instead of one to the Optical Flow, following the Super Res. Intel uses one optical flow calculation to interpolate three times, which produces great-looking frames & smoother gameplay.
Intel showcased game demos, which presented two FPS metrics: an FPS-App (Average), which is what the application is running at, and an FPS-Presents (Average), which is the FPS that the user will be able to see. The two demos include Dying Light: The Beast and Painkiller; both titles will be getting the XeSS 3 MFG update around Panther Lake's launch. Now the games were running internally at 30-60 FPS, but with MFG enabled, the actual FPS is boosted to 130-240 FPS, providing a much smoother experience without the tearing and artifacts that you get with lower FPS.
While the XeSS 3 MFG announcement is huge in itself, the other most important thing that Intel stated is that XeSS 3 with MFG will be supported across all Arc GPUs and products with built-in XMX hardware. As per Intel, XeSS MFG will be introduced with the Panther Lake, but is also aiming to add launch support for other Arc GPUs, such as the ones on the Core Ultra 200V "Xe2" and Arc B-Series dGPUs "Xe2". The older Xe1 GPUs will also receive XeSS 3 MFG support later on, and these include Core Ultra 200H and the Arc A-series dGPUs.
This would make Intel the first graphics vendor to offer Multi-Frame Generation Support not only on its latest GPUs but also on older hardware. NVIDIA's MFG support is so far limited to RTX 50 GPUs, and AMD has not made any MFG announcements so far.
Frame-Gen Override Option For Intel Graphics Software App, Shared Memory Override Option & XeSS 2 Games To Support XeSS 3 MFG
On the software side, Intel's Graphics Software Application will be getting two new options for users to configure. The first of these options is the XeSS Frame Generation Override, which lets users set the MFG mode between 2x, 3x, and 4x. Intel also hints at MFG expanding further with additional generated frames in the future, kinda like what NVIDIA has also hinted at with up to 16x MFG modes.
Another great thing about XeSS 3 MFG is that the API to this remains unchanged, so all games that support XeSS 2 will support XeSS 3 when Panther Lake is released. Currently, there are close to 50 games that support XeSS 2, so we can expect a good range of games with XeSS 3 MFG when the technology hits shelves.
The other option is Shared GPU/NPU Memory Override, which is similar to AMD's shared memory option that allows the iGPU to share system memory. Users will be able to allocate a portion of the system RAM to the GPU/NPU, allowing faster performance and also enabling better game support in titles that require more than 8 GB VRAM.
Precompiling Shaders For Faster Loading Times & Reduced Stuttering
Recently, we talked about how Microsoft's DirectX "AgilitySDK" added a new feature called Advanced Shader Delivery. Intel is one of the GPU vendors that is working with Microsoft on enabling this tech & starting Panther Lake, the company will enable Precompiled Shader Distribution, which helps reduce the load/launch times in games, reduces stuttering on 1st launch, and offers an automatic shader cache update process.
So how Intel achieves this is by having a cloud that looks at games and precompiles the shaders ahead of launch, and then puts them back again in the cloud. So Intel's Graphics Software App will look at the games you play and then automatically download pre-compiled shaders for a list of games so that you don't have to go through the cumbersome process of pre-compiling shaders for each game. This option can be disabled and enabled manually, so you're free to enjoy a stuttery gaming experience by keeping it disabled if you want to (/s). The feature will also push updates as shaders, game, or driver changes over time.
PresentMon Gets Upgrade To Support MFG
PresentMon is also getting an upgrade to feature support for MFG (Multi-Frame Generation). As noted above, the application will now present three different FPS metrics, separating the naturally rendered frames from generated frames. Besides this, the software will also get Animation error telemetry and percentiles for all metrics.
Gaming Power/Performance Optimizations For Low-Power SoCs
Intel is also enabling better optimizations aimed at gaming power and performance across its low-power SoCs. Previously, Intel's Micro algorithms were optimizing power delivery with a lack of app awareness, so they didn't have an idea if the app was a game or not. This led to lower performance and stuttering.
The company addressed most of these issues through a new feature called Intelligent Bias Control V2, and we first saw its implementation in Q2 2025 for the MSI Claw (Lunar Lake), which delivered substantial gains, up to 10% in average FPS and up to 25% in percentile FPS.
This is done by looking at a couple of GPU heuristics within the graphics driver, such as whether the app is a game or not, the GPU utilization, and the driver then makes hints to the GPU. Those hints are then passed to Microsoft (OS) to adjust the scheduling and use of the cores. All of this reduces stutter and improves performance as seen in the chart below:
All Lunar Lake SoCs are taking advantage of this feature, but with Panther Lake, Intel is already working on Intelligent Bias Control v3.
Now, in addition to the GPU Heuristics and the application environment, there's a PID controller, which is a smoother algorithm for shifting between CPU and GPU power, and it now does E-Core first scheduling. This process provides the GPU with more power headroom and delivers a smoother experience and optimized power delivery compared to the previous-gen algorithm.
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