Testing Microsoft's Auto SR: A Promising but Flawed Upscaling Solution for Handheld Gaming
Microsoft's recent announcement of Auto SR, its alternative to upscaling technologies like NVIDIA DLSS, was met with considerable excitement. Designed to enhance gaming performance on Windows devices, Auto SR initially debuted on Snapdragon laptops before making its way to the Asus ROG Ally X. However, early testing reveals significant limitations, including exclusive support for only the Ally X model, a requirement for an NPU, and restrictions to docked mode at 720p resolution. PCWorld's Adam Patrick Murray conducted hands-on tests with several games, and the results indicate that while Auto SR can boost frame rates, it falls short in visual quality and user experience. Below, we break down the key findings and answer common questions about this new upscaling technology.
What exactly is Microsoft's Auto SR and how does it differ from DLSS?
Auto SR is Microsoft's proprietary upscaling technology built into Windows 11, designed to improve gaming performance by rendering games at a lower resolution and then upscaling them. It competes directly with NVIDIA's DLSS and AMD's FSR. Unlike DLSS, which uses dedicated AI hardware on NVIDIA GPUs, Auto SR relies on the NPU (Neural Processing Unit) found in some newer processors, such as the Snapdragon X Elite or the AMD Ryzen Z1 Extreme in the Asus ROG Ally X. This requirement limits its compatibility. Another key difference is that Auto SR works automatically with any DirectX 10 or later game, without needing developer integration, but its effectiveness varies. Early benchmarks show it can deliver modest frame rate improvements, but often at the cost of visual fidelity, with users reporting blurry or "swimmy" image quality compared to native rendering.

Which devices support Auto SR and what are the hardware requirements?
Currently, Auto SR is only officially supported on the Asus ROG Ally X (the black model) and select Snapdragon-powered laptops. The critical requirement is a Neural Processing Unit (NPU), which the standard ROG Ally (non-X) lacks. Additionally, the technology functions exclusively when the device is docked—meaning it does not work in handheld mode. This limitation severely restricts its usefulness for portable gaming, a key selling point of devices like the Ally X. The upscaling is also limited to a base resolution of 720p, which can look poor on larger screens. Microsoft has not yet announced plans to expand support to other handhelds or laptops without an NPU, leaving many PC gamers unable to access the feature.
How did Auto SR perform in Borderlands 3 on the Asus ROG Ally X?
In testing with Borderlands 3 at medium preset and 720p base resolution, Auto SR delivered an average of 62 FPS. This is a slight improvement over native 1080p (57 FPS) but falls short of native 720p without upscaling (68 FPS). The gain of about 10% over 1080p comes at a visual cost—testers noted that the image appeared noticeably worse, with blurring and artifacts. Furthermore, enabling Auto SR required restarting the game multiple times to take effect, adding friction to the experience. Adam Patrick Murray described the process as "clunky as [bleep]." Overall, while the technology can boost frame rates, the performance-per-watt efficiency is poor compared to running at a lower native resolution.
What did Adam Patrick Murray say about the visual quality and usability of Auto SR?
Adam was candid in his assessment: Auto SR's visual quality is inferior to native 720p, describing it as "super swimmy" and less sharp. He emphasized that the technology looked much worse than native and that any performance gains were overshadowed by the degraded image. The process of getting Auto SR to work was also problematic—it required being docked, toggling a setting, and often restarting the game. He noted that Microsoft's promotional screenshots were heavily cropped, possibly to hide the visual flaws. For users who prioritize image clarity or play in handheld mode, Auto SR currently adds more headaches than benefits. The tech is still in early adoption, but these usability issues could deter handheld gamers from embracing it.

How did Auto SR compare to other upscaling technologies in Shadow of the Tomb Raider?
In Shadow of the Tomb Raider at highest preset, Auto SR achieved 58 FPS average, outperforming Intel's XeSS at 46 FPS (both at 720p base). However, it still lagged behind native 720p (68 FPS) and was closer to native 1080p (46 FPS) in performance. The visual quality again took a hit—testers preferred native 720p for its clarity. Notably, Intel's XeSS, which can also run on AMD and NVIDIA GPUs, delivered worse performance but may have better image quality. This test highlights that Auto SR is not a universal improvement; it trades visual fidelity for a modest frame rate boost, and its effectiveness varies by game. For gamers who can use other upscaling methods (like FSR or XeSS), Auto SR may not be the best choice.
What were the results in Cyberpunk 2077 and why did XeSS crash?
In Cyberpunk 2077 with the Steam Deck preset, Auto SR delivered 54 FPS average, beating FSR 2.1 (50 FPS) and matching FSR 3 (53 FPS). Native 720p ran at 63 FPS, and native 1080p at 41 FPS. While Auto SR again improved over 1080p, it couldn't match native 720p. Importantly, the XeSS test resulted in a game crash, preventing a direct comparison. This crash may be due to driver or compatibility issues on the Ally X hardware. Overall, the performance numbers show Auto SR can be beneficial in GPU-bound scenarios, but the visual degradation remains a major drawback. The crash also suggests that relying on a single upscaling solution can be risky—having multiple options (like FSR) provides more flexibility.