Your technology, in a renderer that is not yours
A reconstruction technology is judged inside somebody else's frame. The engine has to supply the inputs, manage the resources, place the work in the frame and deal with the output, and until that has been done against a real renderer the question of whether your technique is good is still open.
We do that implementation independently of the team that built the technique, which is the part that tends to surface what the SDK assumes. We integrated Arm Neural Super Sampling into our Breda framework and into Evolve this way, and where the hardware has not shipped yet we can work pre-silicon - that is where our hardware practice started, with a pre-silicon ray-tracing benchmark suite for Imagination Technologies.
Measured against what you are compared with
Your technology will be reviewed alongside DLSS, FSR and XeSS whether or not you choose the comparison, so it is worth having it made carefully first. We maintain Rust bindings to all four vendor interfaces, which means the competing upscalers can be run through one renderer and measured the same way: input preparation and integration cost as well as inference, and image quality on content that resembles what ships rather than a demonstration still.
Evolve, our GPU and AI benchmark, adds upscaling quality and performance workloads in its 2026 programme, including XeSS and FSR. That is a repeatable environment for the comparison, and an independent one - which is what makes the result usable outside your own slides.
Getting developers to adopt it
Silicon ships; adoption is a separate problem. A developer meets your technology through an SDK, a set of bindings, a sample integration and whatever the documentation does not cover, and the friction there decides how much of your hardware advantage ever reaches a player.
That is the same engineering our team does on shipping console and mobile titles, pointed at your adoption path: the integration a developer copies, the bindings that keep it current, and the platform and frame-budget work that decides whether it survives a real build. Our bindings are public and maintained, which is the form that work usually takes.
| Crate | What it reaches |
|---|---|
| arm-neural-graphics-rs | Arm's Neural Graphics SDK, including Neural Super Sampling |
| xess-rs | Intel XeSS |
| fidelityfx-rs | AMD FidelityFX, including FSR |
| nvngx-rs | NVIDIA NGX, the interface behind DLSS |
Traverse authors and maintains the bindings; each vendor authors the technology behind them.
Start a conversation · The Arm integration account · Evolve · Pre-silicon work.