Triple
T1775234
| Position | Surface form | Disambiguated ID | Type / Status |
|---|---|---|---|
| Subject | Apple Neural Engine |
E38961
|
entity |
| Predicate | programmedVia |
P31541
|
FINISHED |
| Object | Metal Performance Shaders |
E49844
|
NE FINISHED |
How this triple was built (2 steps)
Every LLM step that produced this triple, in pipeline order — named-entity classification, the disambiguation choices (the exact options shown, with the pick highlighted), and the generated description. The batch + timestamp of each is in the Provenance table below.
NER
Named-entity recognition
gpt-5-mini
Instruction
Given a phrase, classify it is english named entity (e.g., persons, organizations, works of art) in Latin script, or not (e.g., literals, dates, URLs, verbose phrases). For disambiguation, the statement where the phrase occurs as object is also given. Please return a JSON object with `phrase` (string, the phrase being analyzed) and `is_ne` (boolean, indicating whether the phrase is a Named Entity).
Input
Phrase: Metal Performance Shaders | Statement: [Apple Neural Engine, programmedVia, Metal Performance Shaders]
NED1
Entity disambiguation (via context triple)
gpt-5-mini-2025-08-07
Target entity: Metal Performance Shaders Context triple: [Apple Neural Engine, programmedVia, Metal Performance Shaders]
-
A.
High Definition Render Pipeline
High Definition Render Pipeline is Unity’s advanced, scriptable rendering pipeline designed to deliver high-fidelity, physically based graphics for high-end PCs and consoles.
-
B.
DLSS (Deep Learning Super Sampling)
DLSS (Deep Learning Super Sampling) is an NVIDIA graphics technology that uses deep learning to upscale lower-resolution images in real time, improving performance and visual quality in video games.
-
C.
XeSS
XeSS (Xe Super Sampling) is Intel’s AI-driven upscaling technology designed to boost gaming performance and image quality by rendering at lower resolutions and reconstructing higher-resolution frames in real time.
-
D.
Metal graphics API
chosen
Metal graphics API is Apple’s low-level, high-performance framework for 3D graphics and GPU-accelerated computing on its devices.
-
E.
HLSL
HLSL (High-Level Shading Language) is Microsoft's C-like programming language used to write shaders for real-time graphics on GPUs, primarily in the DirectX ecosystem.
- F. None of above.
- G. Unsure - the case is ambiguous/there is not enough information to decide.
Provenance (3 batches)
The batch behind each pipeline step, in order, with when it ran. Timestamps are batch-level — stages were processed in waves, so the object chain (NER → NED1 → NEDg → NED2) reads in order, but predicate / elicitation batches can sit in a different wave.
| Step | Stage | Batch ID | Status | When |
|---|---|---|---|---|
| creating | Elicitation | batch_69a8862e61708190af97b9838cc3f5de |
completed | March 4, 2026, 7:21 p.m. |
| NER | Named-entity recognition | batch_69abaffee0f88190aa7a42ef4a4e2bd2 |
completed | March 7, 2026, 4:56 a.m. |
| NED1 | Entity disambiguation (via context triple) | batch_69ada9982d208190b0c29ee1141e91b0 |
completed | March 8, 2026, 4:53 p.m. |
Created at: March 4, 2026, 7:31 p.m.