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.