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XMX matrix units run the DLSS 5 NR pass at 30 fps on Arc 140V

The Die Brief Desk, after Wccftech Hardware

A Vulkan layer on Linux runs the DLSS 5 Neural Rendering pass through Intel XMX matrix units at 30 fps in Tekken 7 at 800×450 on an Arc 140V iGPU.

Picture from wccftech.com
Picture from wccftech.com

That is the frame rate the dlss-nr-on-intel repository reports for Tekken 7 running the DLSS 5 Neural Rendering pass on an Intel Arc 140V iGPU under Linux, injected at vkQueuePresentKHR through a Vulkan layer. The number does not prove the XMX matrix units can carry the pass at a playable resolution. At 720p the pipeline collapses to 3–5 fps, and a single 1920×1080 frame takes hundreds of milliseconds.

Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com

The repository ships code only—no weights, no NVIDIA binaries; the user supplies compatible DLSDS files. The graph matches a reference implementation block for block, and the authors call the remaining delta "rounding, not structure"—a correctness claim, not a performance one. XMX units execute the U-Net in FP16 with FP32 accumulation, but Lunar Lake's shared-memory design means the 2.3 GB device-buffer footprint at 720p competes with the game for the same RAM. The constraint is bandwidth, not arithmetic.

Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com

Power draw, thermal headroom, and sustained-load degradation are absent from the document. No comparison against an RTX 50-series card at matching resolution appears. The 30 fps figure is one capture, not a benchmark.

Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com

The XMX units can execute the pass, but Lunar Lake's shared-memory design makes bandwidth the binding constraint, not arithmetic. For the buyer, 30 fps at 800×450 is a proof of structure, not a playable frame rate.

Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com
Picture from wccftech.com

Power draw, thermal behavior under sustained load, and a same-resolution comparison against a discrete GPU are not in the document.

Picture from wccftech.com
Picture from wccftech.com

The 71-block U-Net runs on XMX via VK_KHR_cooperative_matrix in FP16/FP32, but the 2.3 GB device-buffer footprint at 720p on a shared 16 GB pool means the iGPU and game compete for the same memory bus. The graph is correct; the bandwidth budget is not.

30 fps at 800×450 (Tekken 7, Arc 140V) · VK_KHR_cooperative_matrix · vkQueuePresentKHR · XMX matrix units, Xe2 · 2.3 GB device buffers at 720p · 71-block U-Net, FP16/FP32

After Wccftech Hardware. We did not report this. The pictures, if any, are theirs.

September 20, 2026 · 2 min
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