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Intel Releases XeSS 2.0 SDK, But Developers Face a Major Roadblock

XeSS 2.0 SDK

Intel’s biggest move to date was the release of the XeSS 2.0 SDK, which enabled game developers to use AI-driven upscaling and frame generation. The company said that game developers will witness the highest frame rates, the clearest visuals, and reduced input lag after having the update installed. The only problem with this otherwise awesome development is that the technology was not made available in the open-source.

Game creators are now allowed to download the pre-compiled binaries to infuse the XeSS 2.0 into their games. But on the other hand, they cannot modify or expand the technology. This choice has become the subject of discussion among gamers, many of whom expected Intel to adopt open-source the same way AMD did with Fidelity FX Super Resolution (FSR).

What’s New in XeSS 2.0?

The XeSS 2.0 SDK has presented three major breakthroughs:

  • Super Resolution (XeSS-SR) – This feature enables real-world video to be enhanced with clarity without losing performance.
  • Frame Generation (XeSS-FG) – Latest AI has been deployed in this feature to create new frames between the existing ones, which can lead to a higher frame rate.
  • Low Latency (XeLL) – XeLL is a wow technology that has jumbo-ized the gaming experience by working at amazing speeds while reducing input lag.

These functionalities have been engineered as a direct competitor to the NVIDIA DLSS and AMD’s FSR, the latter of which have seen great developer support in the past several years.

Why Is XeSS 2.0 Still Closed-Source?

Even with all of its awesome new capabilities XeSS 2.0 has stubbornly stayed closed-sourced because of Intel’s proprietary control. The SDK is only available as pre-compiled binaries and users must agree to Intel’s terms and conditions, which absolutely do not allow any kind of reverse engineering.

This move is a two-dimensional weapon that is sharp on both sides. On the one hand, Intel has kept a close eye on XeSS throughout the entire process ensuring that it would be a smooth running system on Arc GPUs and Intel CPUs with inbuilt graphics. On the other hand, alternative developers and open-source fanatics have been excluded from the process of altering or fine tuning it for the rest of the hardware.

How Does It Compare to DLSS and FSR?

Intel has positioned XeSS 2.0 as a direct competitor to NVIDIA’s DLSS and AMD’s FSR, but there are key differences:

  • NVIDIA DLSS – It employs AI specialized hardware (Tensor Cores) and hence, it is perfectly personalized to NVIDIA GPUs. Still, it is not open-source.
  • AMD FSR – It is compatible with all kinds of GPUs including NVIDIA and Intel, and at the same time is completely open-source that enables the developers to modify it.
  • Intel XeSS – In its initial form, several GPUs were boss but the updated version of it has been strongly aligned with Intel Arc graphics and still remains closed-source.

While the open-source approach of AMD that(sic) is gaining popularity can lead to some developers’ reluctance to employ XeSS 2.0, the developers may find it hard to apply it with the latter open-platform approach.

Will Developers Adopt XeSS 2.0?

The exclusive nature of the XeSS 2.0 project has given rise to concerns. Most developers who have a small budget and are not ready to pay for the software they use would rather employ open-source solutions, which allow them to change the software and to use it on different platforms. It is a bit risky situation for XeSS 2.0 as, due to Intel’s controlled approach to developers, there is a chance that XeSS 2.0 might not be adopted widely.

However, big game companies collaborating with Intel could still employ it in their games, especially in cases where they are concentrating on Arc GPUs and Intel-made gadgets. The difference in performance may seem to be a big obstacle, even so, developers will probably see it as a challenge and still do their creative work though there are some closed-source limitations.

What’s Next for XeSS?

Intel has not yet announced whether it will fully open-source XeSS in the future, but if developer adoption remains low, changes may be considered.

The technology is currently only available to those who are willing to accept Intel’s terms of use. This choice has left many brave of the excitement who were expecting Intel to be more open and friendly in the gaming industry.

The publication of XeSS 2.0 SDK is a big step forward in terms of gaming performance, although Intel’s policy of keeping the source code of the program might limit its use to a great extent. While it is direct competition to DLSS and FSR, lots of developers would still need to calculate the loss advantages from its restrictions.

Since AI-driven graphics have become the future of gaming, the question persists: Is the decision of Intel to grant XeSS 2.0 the leading position the right one or will it rather push developers towards open-source alternatives?

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