12 Sources
12 Sources
[1]
Nvidia rolls out DLSS 4.5 update with new frame generation features
The main standout of DLSS 4.5 is its 6x Multi Frame Generation feature for users with RTX 50-series GPUs. Nvidia says this mode uses its second-generation transformer AI model to generate "five additional frames for every single natively rendered one," with "minimal impact" to responsiveness -- up from the maximum of three additional frames provided by DLSS 4. That's not to be confused with Dynamic Frame Generation, which is another feature included in the beta app update. Nvidia says this system functions "like an automatic transmission for your GPU," allowing users to automatically switch between different Multi Frame Generation levels "to strike the perfect balance between frame rate, image quality, and responsiveness." This feature can be enabled manually on specific games or configured to run globally on all available titles by adjusting the settings in the Nvidia app's Graphics tab.
[2]
We go hands-on with Nvidia's DLSS 4.5 Dynamic Multi Frame Generation and its 5X and 6X multipliers -- more generated frames, now tailor-made for your monitor's refresh rate
For GeForce gaming, 2026 has so far been the year of software updates to existing GPUs as the world's cutting-edge silicon gets swallowed up by AI demand. DLSS 4.5 upscaling was the first of those updates to arrive all the way back at CES 2026. That new upscaling model runs best on RTX 50- and 40-series GPUs, but it technically works with graphics cards stretching all the way back to the RTX 20-series family if you're willing to tolerate a performance hit. The second new piece of the software-defined performance puzzle, Dynamic Multi Frame Generation (MFG) with 5X and 6X modes, arrives today as part of a beta update for the Nvidia App, and it's exclusively for RTX 50-series cards. We've been playing with the tech to determine whether even more generated frames can make for a better gaming experience, and at what cost, if any, it has for critical measures of responsiveness. As a quick refresher, MFG so far has offered fixed multipliers of 3X or 4X in addition to the baseline 2X framegen introduced with RTX 40-series cards. Because those options are static, they don't account for the changing demands of gaming workloads, and it's easy to end up straddling a line where your graphics card is generating output frame rates above or below your monitor's peak refresh rate. Neither situation is ideal, but until now, finding the multiplier that splits the difference well enough has been the only way to run MFG. Dynamic MFG takes a step toward smoothing out that awkwardness. Give it a target frame rate, and the tech can automatically shift multipliers on the fly to maintain it. The new 5X and 6X modes can be used statically if you wish, but they're better understood as additional gears that let Dynamic MFG work at its best. Or at least that's the promise. Whether Nvidia's MFG AI model can conjure up four or five additional frames from just one input frame's worth of data with acceptable latency is the pressing question that's been facing us for the past few days. The setup The first step in getting Dynamic MFG running starts with the latest Nvidia App. Once installed alongside the latest 595.97 driver release, the app should expose a global Frame Generation Mode override in its graphics settings, from which you can force Dynamic mode along with a target frame rate and, optionally, a maximum multiplier cap. Toggle Dynamic mode to on, enter your target frame rate (typically your monitor's maximum refresh rate), and the foundation is laid. However, simply toggling this global setting doesn't mean Dynamic MFG will work with every game. Nvidia provides a list of supported titles to play with (filter by 6X in the MFG column for the relevant results), but in the meantime, the Nvidia App will tell you whether a game is compatible with your global Dynamic MFG override or not right in its settings list. With this global toggle enabled, simply turning on MFG in compatible games should generally let Dynamic MFG take over. With the latest Nvidia App version launching today, you can confirm that your DLSS MFG, upscaling, and ray reconstruction settings are all working as expected by pressing Alt + Z to invoke the Nvidia overlay before calling up the most verbose reporting mode it offers. Smoothness, responsiveness, and image quality The first test for Dynamic MFG is whether its shifts between multipliers cause any hitches or stutters during gameplay. Happily, I didn't see any such unevenness as Dynamic MFG did its thing. You can always see the multiplier shift in the Nvidia App performance overlay, of course, but without that visual confirmation, it might as well be seamless. Whatever variance might occur during these mode shifts seems to be smoothed over by a variable-refresh-rate display like our testbed's monitor. That leads us to the output image quality of MFG's new 5X and 6X modes. Despite the warranted skepticism one might have about stretching one frame's worth of input data into four or five extra frames, my initial impression is that MFG's new 5X and 6X modes do work, and they work well enough that they're mostly unnoticeable in practice. In other words, it's remarkable that they're unremarkable. I say mostly because you can still see some potential artifacting from MFG in some games if you're looking for it. The worst examples I've seen so far are in Clair Obscur: Expedition 33, where I noticed that the edge of Gustave's waving coat can leave ghostly trails behind it, and player shadows start to get "noisy" or less solid at the edges than they ought to be in motion. (Enlarge the image above to see the first issue.) These issues are only minor with MFG 4X, but they become slightly more obvious with MFG 5X and 6X. Hogwarts Legacy and Cyberpunk 2077 also show a bit of ghosting or raggedness at the bottom edge of the screen in motion with MFG enabled, but it's milder and easy enough to overlook since it's well outside of the typical focus point for such games (i.e., the center of the screen). Looking beyond those minor image quality concerns, the new combination of MFG multipliers up to 6X and the upscaling prowess of DLSS 4.5's improved models opens up high-refresh-rate experiences at settings that would previously have been difficult to realize on lower-end graphics cards. As an extreme example, MFG 6X and DLSS 4.5 Ultra Performance with Preset L makes Cyberpunk 2077 totally playable at a 240 FPS target on even the RTX 5070 with ultra settings and path tracing enabled, all with an input latency of about 52 ms. We also measured PC latency with framegen off, at 2X, at 4X, and at a forced 6X to see whether the extra frames incur extra input latency, but in line with Nvidia's claims, PC latency (as measured by the FrameView app) remained largely the same as with 4X. However, performance scaling across the various modes didn't track as cleanly with those multipliers as we would have expected. In another round of testing with our RTX 5080 in Cyberpunk 2077, the average frame rates captured by FrameView with MFG active all fall short of the lofty figures you might expect from each multiplier. As you can see from the figures above, despite our 60 FPS-ish baseline with DLSS Performance and a 4K target resolution, adding MFG to the picture didn't result in the full boost you would expect, even with such a powerful graphics card in play. We're investigating the reasons behind this shortfall and will update this article with further details as we're able. All that said, unlike dynamic resolution (or upscaling) modes that noticeably sacrifice image quality to maintain frame rates, Dynamic MFG mostly preserves the highest practical image quality from a given game and graphics card while transparently adjusting output frame rates as needed. It's the closest a dynamic performance mode has ever come to letting me stop worrying about output FPS entirely while gaming, and it's another clear step into a future where output frame rate is just another setting to tweak instead of a hard limit of silicon. Bottom line and what's next If you're already sold on what MFG has to offer, the combination of Dynamic MFG and its expanded multipliers makes framegen a set-and-forget experience instead of a . Enable Dynamic MFG globally and dial in your monitor's peak refresh rate as your frame rate target in the Nvidia App, choose the in-game quality settings that produce a level of input latency you're comfortable with, enable MFG in-game, and let Dynamic MFG take over. That's a fair amount of setup, but once it's done, you'll never have to worry about micromanaging your MFG multiplier to stay near the peak of your display's refresh rate range ever again. It's a great refinement of this tech, and we didn't see any hitches or stutters as a result of multiplier shifts during gameplay. The bigger question mark for many gamers is whether Nvidia can successfully generate even more frames from the same limited input data that MFG already ingests. As wild as stretching a single frame's worth of input data into four or five generated frames may sound, MFG's new 5X and 6X modes work well in our experience so far, and they work without introducing new or worse visual artifacts than we've already seen from past versions of the tech. We also didn't measure a large increase to input latency in exchange for the extra frames, which we're glad for as Nvidia leans harder and harder on neural rendering techniques like MFG to enhance perceived performance. If you haven't tried MFG yet, and you already have a Blackwell GPU and a sufficiently high-refresh-rate monitor at your disposal, Dynamic MFG and its 5X and 6X modes are well worth a shot. You have nothing to lose, and if it's not to your liking, you can turn it off again. If you still insist that every pixel of every frame be natively shaded at 4K, well, Nvidia has a graphics card for you, and it's called the RTX 5090. Joking aside, and as our past testing has already demonstrated, MFG still isn't a performance panacea. It can only work off the baseline experience a given graphics card can offer, whether for better or for worse. It doesn't let a weaker graphics card run more demanding settings than it otherwise could (which is still the domain of DLSS upscaling). If you crank settings too high on too weak a GPU before adding framegen to the picture, your input latency will still rise beyond the baseline you need for a playable experience, and all the new MFG bells and whistles launching today don't change that. That leads us to another important point: If you're still running a 1080p or 60Hz monitor (or worse, a 1080p and 60 Hz monitor) alongside any 12GB or 16GB Blackwell GPU that can capably run MFG, it's time to consider an upgrade. Especially with the advent of the DLSS 4.5 upscaling model and the fidelity it offers in its Performance and Ultra Performance presets, a high-refresh-rate 1440p or 4K monitor no longer requires a top-of-the-line graphics card to achieve a fluid and responsive experience with high image quality. Any 1080p monitor, however, puts a hard cap on upscaling image quality, and a 60 Hz monitor of any resolution puts a hard cap on fluid motion and (to a degree) responsiveness. If you're still running such a setup and have the means to upgrade to a higher-resolution, higher-refresh-rate display, there's never been a better time amid spiraling costs for basics like RAM and SSDs. Monitors remain relatively insulated from the RAMpocalypse and NANDpocalypse, so if you're pondering what your next upgrade should be, check out our list of the best gaming monitors for inspiration and put Dynamic MFG to work maxing out their refresh rates.
[3]
NVIDIA's DLSS 4.5 Multi Frame Generation tech is now available to boost your Hz
After releasing DLSS 4.5's Super Resolution feature earlier this year, NVIDIA has released an update with DLSS 4.5 features designed to boost frame rates on RTX 50 series cards. Those include DLSS 4.5 Dynamic Multi Frame Generation and DLSS 4.5 Multi Frame Generation 6X. With those, NVIDIA is promising the "smoothest path-traced gaming yet" to unlock the potential for high-refresh 4K 240Hz OLED gaming displays, or 1080p and 1440p monitors at 360Hz and beyond. The first feature, DLSS 4.5 Dynamic Multi Frame Generation, is like an "automatic transmission" for your RTX 50 series card, NVIDIA said. Rather than multiplying the frame rate by a fixed amount, the AI-powered feature changes it dynamically to strike a balance between refresh rate, image quality and responsiveness. To optimize computing power, it ensures that a game's frame rate doesn't exceed your monitor's native refresh rate, so you won't play at 240 fps on a 120Hz monitor. The other key feature, Multi Frame Generation 6X, is designed to deliver even higher levels of performance. Based on NVIDIA's second-gen transformer model, along with frame pacing and image quality improvements, the feature boosts the maximum multiplier to 6X, generating up to five extra frames for every natively rendered frame on GeForce RTX 50 series GPUs. That will boost 4K frame rates up to 35 percent "with minimal impact to responsiveness," NVIDIA wrote. As with Super Resolution, the native frame rate of a game is not accelerated by these features. Rather, the DLSS 4.5 feature uses AI to create interpolated intermediate frames the machine "thinks" should be there. Normally this works fine, but the scheme can create odd artifacts in certain types of scenes, particularly with fine details like rain, hair and phone wires.
[4]
I tested DLSS 4.5 Dynamic Multi Frame Generation: It's not just AI trickery, it's Nvidia's cheat code for 4K 240Hz and a true console killer
Nvidia has just dropped DLSS 4.5 Dynamic Multi Frame Generation and I've been testing it for the past week. This takes the idea of multi-frame generation and adds automation to it, so AI only generates the frames you need rather than going over the top, and in my time using it, Team Green has created a far smoother experience with lower latency because of it. It's a better balance of making sure your GPU's raw rendering skills and AI trickery work hand-in-hand to deliver more consistently stable gameplay. But while you'll hear a lot about this being big for 4K 240Hz monitors, I found that this is the missing piece to using your PC as a games console replacement -- a dream I've had for years. Let me explain. What is Dynamic Multi Frame Generation? Up until now, Nvidia has dabbled in Multi-Frame Generation -- you can think of this like the manual transmission in a car. Each gear has its benefits for more speed, but if you slow down at these higher gears, it's hard to get back up to speed. This can be felt in the form of latency if you poorly optimize your game from the jump. Dynamic Multi Frame Generation switches that out with an automatic transmission, which changes gears (frame multipliers) based on the intensity of the scene -- ensuring you're at the max speed of the display you're on at all times. This ensures you only get the frames that you need, and produces a far smoother experience with less latency. In this beta, you'll see two presets in the Nvidia app: * Preset A: The brute force option. This will take a look at literally everything on screen as one frame and generate. Much wider compatibility, but can come with some issues of smearing in-game UI elements with the background. * Preset B: In this model, DLSS is able to look at both the in-game visuals and the UI separately. This can help keep your on-screen text razor sharp, but compatibility is limited as it requires developers to isolate the layers. But as I always say (following on from poorly optimizing your game), it's critical that you use this the right way. I've got a full guide on my resolution scaling and frame generation preferences, but to summarize real quick, it's important that your base frame rate before turning on any AI trickery is strong. Because if your game is running at 20 FPS, slapping on this DLSS coat of paint will make it look smoother, but it'll still feel like 20 FPS. * If you're in a single player game with slower pacing, 40 FPS is enough. * Need faster reflexes? Start at 60 FPS. * Competitive multiplayer? Don't use it or build from 120 FPS. Got it? Good. Let's get into the results of my testing. By the numbers So let's test what Nvidia has here -- starting with its main focus upon making the most of a 4K 240Hz monitor. I've got my RTX 5080 rig that I built with Scan computers here in dear old Blighty, and the Alienware AW2725Q monitor. If you want to see how to build a PC like this for yourself, the guide is just below. Anyway, let's get into it. Put simply, monitors of this caliber are no longer just future-proof hardware -- RTX 50-series is able to fully utilize them and get 100% of the experience you pay for. In games like "Dragon Age: The Veilguard," you're seeing a base frame rate of 53 FPS get effectively upshifted heavily to saturate the monitor's refresh rate. On the opposite end of this, "God of War Ragnarok" already has a strong base performance, so DFG essentially downshifts to a lower multiplier for the smoothest possible image quality. Another way to look at it is those 1% Lows. This is the lowest frame rate you see 1% of the time (as the name suggests), and it's a good way to track whether the game will visibly stumble at any dramatic rate. On average (including some loading scenes, so data is a little bit off), you're looking at an average of 115 FPS across all my tests, which is an excellent floor of the performance -- well above the variable refresh rate threshold and eliminating visible judder. The beauty of this restraint is fully realized in the latency, though. Multiple generated frames are often criticized for adding a floaty input lag. Of course, this comes down to how to tame the technology in many ways. But with an average of 33-45ms, my data proves Nvidia has overcome this hurdle. To put it in perspective, Cyberpunk 2077 with everything turned up and maintaining only 45ms of latency is a landmark achievement to squeeze up to 240Hz gaming. To my eyes As for the visual element of it (numbers are good, but it's got to look good too), same as I found when going eyes-on back at CES 2026, You'll struggle to notice when the multiplier shifts -- there's no identifiable switch up or stuttering at all in all the games I tried. There are some small ghosting issues I did spot. The most prominent one being in "Hogwarts Legacy" around this teacher's hair, but most impressively, none of this impacts the UI. One of the most common problems with frame generation is that it can make on-screen elements like a health bar or button prompts smear into the background of the game. And that's the magic of Preset B isolating static elements from the game visuals. Menus in "Spider-Man 2," "Hogwarts Legacy" and "Forza Horizon 5" remain perfectly clear even as the 3D world is being interpolated at a 4-6x rate. TV time Now, you're going to hear Nvidia talk a whole lot about making the most out of high refresh rate hardware, which Team Green absolutely does here. But I wanted to see whether it could fix one problem I've always had -- playing PC games on my TV. It's been my dream to have a cheaper RTX 5060 Ti rig plugged into my big screen to replace my console setup. A lot of these single-player games that Dynamic Multi Frame Generation is perfect for usually run at 30 FPS on Fidelity mode and 60 FPS on performance. While a PC can smash that barrier already (and latency issues are felt much less with a controller), there are two key issues: * UI smearing: The brute force frame generation option has viewed the entire game and its UI as one picture. When blown up to a massive TV, that means you can see the UI elements start to smear and ghost -- especially when the picture behind it is moving fast (think like a racing game). * The VRR stutter: When framerates can change quite dramatically on a PC game, most HDMI 2.1-armed TVs can suffer from gamma flickering. Without the variable refresh rate of a gaming monitor, the locked refresh rate of the big screen behaves a little weird with this. With Dynamic Multi Frame Generation (and Preset B), it was my hope that beyond the marketing messages, this could be the key to having my PC become the all-in-one gaming desk machine and TV setup. And you know what? It absolutely nails it. Of course, if you're looking at this from a keyboard and mouse/your face close to a monitor perspective, some of those latency numbers could be a problem. But for the couch gaming side of things (average response time on a PS5 or Xbox Series X sits between 100ms and 150ms), these numbers are actually a win for the TV rig. Of course, it's worth noting that this is a stress test. I wanted to see how far I could push this on an RTX 5060 Ti rig with settings turned all the way up -- lowering the base frame rate target to what a console hits at 30 FPS and seeing how it fares. If you want something more responsive, you can tweak those settings down a tad. But for my time playing with a controller, I certainly didn't notice any input latency at all. The UI remains mostly rock solid thanks to preset B isolating the in-game visuals from the on-screen elements, and generating only the frames I need keeps things feeling responsive while eliminating any flickering. Verdict: a console killer? So the main thing I want you to take away from this is that Dynamic Multi Frame Generation is not just for the enthusiast with the 240Hz monitor. It's for the rest of us gamers who want their PC to act like a polished, reliable appliance in the living room. For years, my "PC as a console" dream died at the hands of micro-stutters, UI ghosting and the constant need to babysit settings. While the latter of those three could do with some work (looking at you, Microsoft), Nvidia has finally automated the two headaches away. It's the first time that AI hasn't felt like a "more frames" button, but rather a "better experience" brain. By letting it decide when to push and when to pull back, your PC stops feeling like a hot rod and starts feeling like a refined supercar of a high-performance console. Put simply, if you're on an RTX-50 Series GPU, this isn't just a toggle -- it's the new standard. Follow Tom's Guide on Google News and add us as a preferred source to get our up-to-date news, analysis, and reviews in your feeds.
[5]
Nvidia DLSS 4.5 update with 6x frame generation lands on RTX graphics today
Following the controversial reveal of DLSS 5, Nvidia has officially rolled out DLSS 4.5 today, with the update arriving through a new Nvidia app beta release. The company says users can now access the full DLSS 4.5 feature set, including the new Dynamic Multi Frame Generation system and 6x Multi Frame Generation mode. The update officially went live, and Nvidia says users will need GeForce Game Ready Driver 595.79 WHQL or newer to use all of the features. What's special about DLSS 4.5? Recommended Videos The main attraction with the update is DLSS 4.5's 6x Multi Frame Generation. Nvidia states that the Frame Generation technology, which originally started at 2x and later hit 4x on DLSS 4, is now pushing the ceiling again. DLSS 4.5 is offering a 6x mode that generates five additional frames for every natively rendered frame on the GeForce RTX 50 series GPUs. You can even have it run dynamically But it's not all about just pushing more frames blindly. Nvidia says Dynamic Multi Frame Generation automatically shifts between frame generation multipliers to hit a balance between frame rate, image quality, and overall responsiveness. The company compares it to an automatic transmission for your GPU. It can adjust the output to better suit the game and display rather than locking users into one fixed multiplier. For users who want more manual control, the Nvidia app also lets players choose between these two modes. What else has improved? Aside from this, Nvidia is een leaning on its second-generation transformer AI model for DLSS 4.5 Super Resolution. Meaning, it is bringing improvements to the picture quality when using DLSS by reducing ghosting and offering better temporal stability. All of the perceived smoothness isn't useful if the game looks blurry or unclear. Keep in mind that your older RTX 50 series gets access to Multi Frame Generation, while the RTX 40 series get access to the standard Frame Generation tech. If you're still running on an older gen RTX graphics card (like me), then you're just out of luck, since there's no support for these shiny new features on older GPUs.
[6]
The latest Nvidia App beta update adds DLSS 4.5 Dynamic Multi Frame Generation support and an intriguing Auto Shader Compilation feature to the green team suite
The Nvidia App beta has been updated to include DLSS 4.5 Dynamic Multi Frame Generation support for RTX 50-series owners. The much-anticipated tech allows for dynamic adjustment of AI generated frames based on a target frame rate, with the goal being consistently smooth, high fps gameplay. The tech allows for up to 6x frame generation, which is a considerable boost over the 4x maximum of previous efforts. Our Nick has been testing the tech recently and has come away somewhat impressed, although there are caveats to maxing out the number of generated frames, particularly on lower spec cards. DMFG can be either activated as a global option, or per individual game via the Graphics tab in the Nvidia App. The app can be configured to sync up with your monitor's refresh rate, or configured to a custom max frame rate for those who like to tweak the settings. A new DLSS Frame Generation model (for RTX 40-series and 50-series cards) is also included with the update, which aims to take into account UI screen elements and provide better stability of frame-generated images when interacting with onscreen overlays and text. The update also adds a beta preview of a feature called Auto Shader Compilation, which attempts to rebuild your DirectX 12 game shader cache after a driver update during system idle time. With more and more games avoiding stuttering issues with an initial shader compilation pass, the feature aims to cut down on a complete rebuild of the shader cache for every game after every driver update. As Nvidia has been firing out the hotfixes for its drivers at a rapid rate over the past few months, the beta preview of this particular feature seems timely. Users will need to opt into the beta version of the app within the Settings>About page to test it out, and will need GeForce Game Ready Driver 595.97 to take advantage of all the new goodies.
[7]
NVIDIA DLSS 4.5 Debuts Dynamic Multi Frame Generation and Higher Scaling
NVIDIA has begun deploying DLSS 4.5 through a beta update of its application, introducing a new phase in AI-driven rendering focused on expanded frame generation and adaptive performance control. The update increases the maximum multi-frame generation capability, allowing up to five AI-generated frames for each traditionally rendered frame. This raises the overall frame multiplication factor and is designed to improve performance in GPU-bound scenarios, particularly those involving ray tracing and path tracing at higher resolutions. The new functionality is limited to RTX 50 series graphics cards, indicating that the feature depends on architectural improvements introduced with that generation. By leveraging these capabilities, NVIDIA aims to significantly increase perceived frame rates while maintaining acceptable latency levels. The company states that Reflex technology continues to play a central role in mitigating input lag, which is critical when additional frames are inserted into the rendering pipeline. Performance projections suggest that DLSS 4.5 can deliver gains of up to approximately 35 percent in 4K gaming scenarios with path tracing enabled. These improvements are dependent on workload characteristics and system configuration, but they highlight the direction NVIDIA is taking with DLSS. The technology is increasingly shifting from simple upscaling toward a more comprehensive performance enhancement framework driven by AI. A major addition in this release is dynamic multi-frame generation. Unlike previous implementations that relied on fixed frame generation levels, this new system can adjust the number of generated frames in real time. It continuously evaluates performance targets and workload demands, scaling frame generation accordingly to maintain consistent output. This reduces the need for manual configuration and helps balance smoothness with responsiveness during gameplay. Although DLSS 4.5 was announced earlier, these frame generation features are only now becoming available through the NVIDIA app beta. This rollout allows users with compatible RTX 50 hardware to begin testing the new capabilities, providing early insight into how dynamic scaling and higher frame generation levels perform in real-world gaming environments.
[8]
DLSS 4.5 Dynamic Multi Frame Generation hands-on, tailor-made for high refresh-rate displays
DLSS 4.5 Dynamic Multi Frame Generation is now available. After going hands-on with NVIDIA's updated Frame Generation technology in recent days, it's safe to say that it not only improves the Multi Frame Generation technology that debuted with DLSS 4, but it's a version of the technology that makes a lot more sense for a lot more games. And this all comes down to the Dynamic part of the technology, which is a game-changer in the making. Now, it's worth reiterating what DLSS Frame Generation and Multi Frame Generation do, and what they're useful for, alongside their strengths and weaknesses. As most PC gamers who have used the technology know, NVIDIA DLSS Frame Generation and competing technologies leverage AI to generate frames between traditionally rendered or upscaled frames, enhancing motion clarity and smoothness. Although latency increases when frames are not natively rendered, Frame Generation also leverages NVIDIA Reflex to ensure that a game with Frame Generation enabled still feels as smooth as one running natively at around 60 FPS. Multi Frame Generation takes this one step further by increasing the number of generated frames, leveraging GeForce RTX 50 Series hardware to keep frame pacing and latency in check, delivering the immersion that comes from playing a game running at 200+ FPS. Now, the main reason to enable Frame Generation or Multi Frame Generation is to make the most of your display by matching a refresh rate of 144 Hz, 240 Hz, or even 360 Hz with the same number of frames. Brute-forcing a cinematic AAA game with Ultra-like settings or ray tracing to run at 240 FPS in 1440p or 4K isn't even possible with today's gaming GPUs, and even on high-end cards like the GeForce RTX 5080, performance can still be CPU-limited or even limited by the game engine. Ultimately, the closer the frame rate matches a display's refresh rate, the more motion clarity improves, making in-game objects easier to see and enhancing the clarity and detail of a living digital world. DLSS 4.5 Dynamic Multi Frame Generation is a simple and welcome evolution: it lets you set a target frame rate and dynamically adjusts the amount of frame generation to maintain consistent performance, which now goes up to 6X. This update also improves the image quality, frame pacing, and overall efficiency (memory footprint) of DLSS Frame Generation, so it's a win-win for the technology. Cyberpunk 2077, with ray-tracing on PC, is still one of the most visually impressive and immersive gaming experiences you can have. Playing with Full Ray Tracing or Path Tracing is another level. It relies on DLSS technologies on GeForce RTX 50 Series GPUs to deliver impressive performance that matches the notable increases in image fidelity, lighting, and other effects. Enabling DLSS 4.5's new Dynamic Frame Generation is a relatively straightforward task, as all you need to do is use the DLSS Override feature to set the Target FPS to the maximum refresh rate of your display and then set the maximum multiplier, up to 6X. For this hands-on with Dynamic Frame Generation, we used the fantastic MSI MAG 321UPX QD-OLED 4K 240Hz, and decided to test it at 4K using the game's RT Ultra mode with the GeForce RTX 5070 Ti and at 4K using the RT Overdrive mode with the GeForce RTX 5080. With the DLSS 4.5 Super Resolution 'Performance' setting used in both tests, 4K performance hovered at around 70 FPS on the GeForce RTX 5070 Ti and around 60 FPS on the GeForce RTX 5080, depending on what was happening on screen. From there, enabling Dynamic Frame Generation immediately pushed smoothness and motion clarity to 240 FPS, with the frame-generation multiplier shifting between 3X and 6X. Interestingly, in both tests, the Input Latency, which defines how responsive a game feels to play and control, remained in the 45-50ms range with very little fluctuation as it moved up from the previous 4X cap to the new 6X cap. As far as image quality and overall smoothness of the presentation go, Dynamic Frame Generation offers a minor improvement over Multi Frame Generation, with the biggest gain being the ability to "set and forget" and let it do its thing. Of course, even though Dynamic Frame Generation is available in a wide range of titles, including multiplayer games, the latency is still too high for competitive gaming. Still, the impact on a single-player game is such that the trade-off to get that smooth 240 Hz presentation is worth it. Ultimately, Dynamic Multi Frame Generation feels like a more complete version of Multi Frame Generation and one that is worth enabling. After playing Cyberpunk 2077 and then briefly testing how it looked and felt in a few other titles (including Dragon Age: The Veilgaurd) we found that setting the multiplayer limit to 3X or 4X does offer a more responsive experience, latency-wise, so it's great that you can configure it to suit your own preferences and not be limited, so to speak, to the new 6X mode. It'll be interesting to see where the tech goes from here.
[9]
Hands-on with Nvidia's new Dynamic Multi Frame Generation: 5x and 6x modes push frame rates even higher than before, though you can have too much of a good thing
Earlier this month, Nvidia announced that RTX 50-series owners would soon be able to use an improved version of Multi Frame Generation (MFG) in games, one that could dynamically switch between modes, including a new 6x option. After our first glimpse of it at the CES show in January, we've now had a chance to test it all out ourselves. As a very quick recap, DLSS MFG works by having the graphics card render two frames normally, but keeping them both in VRAM. Then, through the power of AI, the GPU interpolates at least one frame that effectively slots in between the two (giving you 2x frame gen mode). Once that's been generated, all three frames get displayed in sequence, and the whole process repeats itself in the background. The multi part in MFG refers to the fact that the generative stage can generate two frames (3x mode), three frames (4x mode), and with this latest update, five frames for 6x mode. Before you ask, no, there isn't an option to force a 5x override mode, even though Nvidia's MFG supports it. Anyway, alongside the fixed override options is a new setting that lets DLSS MFG figure out what mode is best to use, based on your monitor's maximum refresh rate and the performance of the game -- i.e. Dynamic Multi Frame Generation. For example, if you have a 240 Hz display, DLSS will switch between the various modes to keep the frame rate as close to 240 fps as possible. The new version of DLSS MFG also includes an updated AI model (aka Preset B) that "enhances in-game user interfaces by incorporating additional game engine data, improving visual quality and clarity of static user interface elements." However, Nvidia notes that the new model "can only provide a benefit to games which expose a UI depth buffer, so it won't work on all games, and not all supported games show significant improvement." Two examples of games that do support it are Hogwarts Legacy and Dragon Age: The Veilguard, though there are only 20 games in total that you can use Preset B with; everything else will just use the standard 'Preset A' model. Anyway, none of this matters if the dynamic system doesn't work as intended or if the new model actually makes things worse. So let's get on and see it in action with a Ryzen 9 9950X3D and GeForce RTX 5090 combination, and an MSI MPG 321URX 240 Hz OLED monitor for handling the display duties. Cyberpunk 2077 RT Overdrive | 4K DLSS Performance | No frame gen To begin with, let's start with a 'ground truth' run of Cyberpunk 2077 at 4K, with RT Overdrive and DLSS Performance enabled (DLSS Ray Reconstruction disabled), to see what kind of frame rates we get. Nvidia Reflex is also disabled to get a sense of the baseline input lag. I've used an updated version of Nvidia's Frameview (top left), along with a similarly updated Nvidia App statistics overlay (top right), to show accurate real-time performance figures, as well as information about the use of frame generation and the overall system latency (PCL). As you can see, although the PCL figure is nice and low (so no discernible input lag), and the overall frame rate is around the 60 fps mark, the game comes across as being a little janky. This isn't the video; the game really does look that way in real life, because there's nothing other than the game controlling frame pacing (i.e. when frames are timed for display). RT Overdrive | 4K DLSS Performance | In-game 4x FG Now let's see it again, but this time with 4x Multi Frame Generation enabled in-game. You could use the Nvidia app to override it to 6x (FG needs to be activated for any override to work), but for now, let's just stick with 4x. Cyberpunk 2077 runs a lot smoother with this level of frame generation, because the use of frame gen enables Reflex (which gets a better handle on the frame pacing), but unfortunately, the PCL is also a lot higher, and swinging the camera around feels a little sluggish. Not massively so, and certainly not enough to make the game unplayable, but it's certainly noticeable. RT Overdrive | 4K DLSS Performance | Dynamic MFG override The above video shows another test run, but this time with Dynamic Multi Frame Generation enabled. Since native 4x mode couldn't achieve a constant 240 fps (it couldn't reach it full stop), it's no surprise to see that DFMG switches to 5x mode for a good portion of the test run. However, it's quite happy to drop down to 4x -- 240 fps is a target, not a hard restriction. However, the slight increase in noticeable input lag with the in-game 4x frame generation is more apparent when DFMG switches to 5x, and you can see this clearly with the rise in the PCL to around 50 or so milliseconds. Again, it's not a game-breaking issue, and it's something that simply cannot be avoided with frame gen. RT Overdrive | 4K DLSS Performance | 6x FG override Since Dynamic MFG didn't need to switch to the new 6x mode, I did one more run with it enabled as a fixed override. It's interesting to note that the PCL isn't much worse than with DMFG's 4x/5x modes, and the average frame rate is even higher. However, the stuttery feel to Cyberpunk 2077 without frame gen makes a reappearance here, and that's possibly down to the sheer number of frames that now have to be paced correctly, or just something about my set up that doesn't like this level of frame generation. Dragon Age: The Veilguard Ultra | 4K DLSS Performance | No frame gen Moving on to Dragon Age: The Veilguard, we start once more with a standard run at 4K Ultra DLSS Performance and no frame generation. This game runs pretty well without the aid of generated frames, though the average frame rate doesn't get anywhere 240 fps. However, the system latency is a tad high for something averaging 130 frames per second, but DLSS is well implemented in Veilguard and enabling 2x frame gen in the game's settings produces an unexpected outcome: The PCL figure is lower. Ultra | 4K DLSS Performance | In-game 2x FG The reason for this is almost certainly down to the fact that the use of frame gen requires Nvidia Reflex to be enabled (which isn't for any of the baseline no-FG videos I've created). This system gets rid of the frame queue so that the CPU only prepares and issues a rendering command sequence when the GPU is ready for it. If the GPU is quite busy trying to churn out a barrage of frames from the CPU, this synchronisation of CPU and GPU results in a lower PCL. Frame generation in 2x mode produces an overall frame rate pretty close to 240 fps, which is why the use of Dynamic MFG doesn't change things. It stays in 2x throughout the test, giving you the input latency and performance that you need. This is a good thing, because when I first learned about DMFG, I was a little concerned that the system would base when to switch modes on a minimum frame rate. It's clearly not doing that and is quite 'relaxed' about having the fps fall a little behind the maximum refresh rate. Ultra | 4K DLSS Performance | Dynamic MFG override One thing I found in my testing is that setting the DLSS Frame Generation model override to Recommended didn't result in Preset B being enabled, despite Nvidia saying that the game supported it. This model is supposed to help UI elements look better, but they appear completely fine with Preset A anyway. So I tried the final run once more, but this time with Preset B selected in the override options, and saw absolutely no difference whatsoever: Not in performance, not in system latency, not in the visual fidelity of the UI. The same thing occurs with the next game I tested, too. Hogwart's Legacy Ultra | 4K DLSS Performance | No FG When it first launched, Hogwarts Legacy rapidly garnered a reputation for running like a bag of spanners being dragged over a cobblestone road. It's thankfully an awful lot better these days, but when set to Ultra graphics with ray tracing enabled, the frame rate can still jump about all over the place, especially when you transition from being inside a building out into the open world. For my test runs, I picked an area of Hogwarts Castle that starts quite simple for the Ryzen 9 9950X3D and RTX 5090 to handle, but then goes through a spot where there is a lot of ray-traced reflections and a whole host of NPCs, which neatly slices a fair chunk of the frame rate. As such, this should be a good exercise for Dynamic MFG to handle. Ultra | 4K DLSS Performance | In-game 4x FG Just like Cyberpunk 2077, Hogwarts Legacy natively supports up to 4x Multi Frame Generation, but while it does a great job of lifting the overall performance to a ridiculously high level, the fixed mode makes the heavy area feel a touch janky. If you watch the CPU and GPU utilisation figures carefully, you can see that the drop in GPU usage isn't as bad as before, but it's still quite high. Ultra | 4K DLSS Performance | Dynamic MFG override The use of DMFG doesn't eliminate this issue, though it does tame it down a touch, but the main benefit here is that since the frame gen mode never exceeds 3x, the PCL figure is better than with the fixed 4x mode. I repeated the previous test with a fixed 3x mode and naturally got the same PCL, but it was always at that level. Using Dynamic MFG allows the graphics card to run in 2x mode when it's rendering fast enough, thus giving you a lower system latency. The Elder Scrolls 4: Oblivion Remastered Ultra | 4K DLSS Performance | No FG The last game I tested Nvidia's new Dynamic Multi Frame Generation with was Oblivion Remastered, something that desperately needs as much help as possible to run well. Without Reflex enabled, the system latency is pretty awful (over 50 milliseconds), even though the average frame rate is fine. Oblivion Remastered doesn't natively support HDR, but you can force it on via the game's config files. However, I haven't quite got the settings right for my monitor, which is why the videos look a touch washed-out compared to those for the other tested games. Ultra | 4K DLSS Performance | Dynamic MFG override Alas, where the use of frame gen and Reflex makes a big difference in Dragon Age: The Veilguard, it does little to improve how the remastered game feels. The PCL is lower, and the average frame rate is a lot higher, but the 1% low fps figure still lurks in the disappointing zone. It's only when you're basically looking at nothing but rocks and grass that things pick up, but that's hardly praise. Before testing DMFG, I briefly checked out the fixed 4x and 6x modes. Neither made a wealth of differences (especially the latter), so once I completed a Dynamic Multi Frame Generation run, the result wasn't surprising. Switching between 3x and 4x, the system gets the required average frame rate, but it's just not enough to overcome the inherent jankiness of the whole game. Dynamic MFG: The Verdict So, what to make of Nvidia's update to Multi Frame Generation? Well, it clearly works as intended, and any concerns you might have over how switching modes could affect gameplay don't appear to be an issue: It's practically instantaneous. But that doesn't mean it's something you should have enabled for every game, all the time. That's because there are more costs to using frame generation than just an increased input latency, and the AI interpolation algorithm can't work from thin air and wishful thinking. Each generated frame requires a fair chunk of calculations, plus a smattering of extra VRAM to store the two pre-rendered frames and the extra AI ones. What you can't do is enable Dynamic Multi Frame Generation on a graphics card like an RTX 5060 and expect your games to now happily run at 4K with path tracing. I tried to record footage of a GeForce RTX 5070 running Cyberpunk 2077, using the same settings as I did for the RTX 5090 and DMFG, but it ran so badly that the video stream collapsed after a few seconds. RTX 5070 | RT Overdrive | 1080p DLSS Performance | Dynamic MFG override Dropping the resolution to 1080p (but still using RT Overdrive and DLSS Performance) solved that problem, but as you can see in the video capture, it doesn't come across as being particularly smooth, even though the frame rates and PCL figures are generally fine (though the latter is a bit too high in places). Frame generation can't fix performance issues inherent to a given gaming PC. It's best to think of it as being something that can lift 'decent' into the realms of 'great', e.g. a consistently smooth 60 fps is more than playable, so interpolating it up to 120 fps or higher shouldn't cause too many problems. However, I do wonder a little just who Dynamic MFG is really for. Does it really matter that a game runs at your monitor's refresh rate when we have systems like G-Sync and FreeSync to remove screen tear? Yes, it can improve frame pacing for smoother gameplay, but that's mostly thanks to Reflex, anyway. Few competitive gamers are going to use frame generation, let alone DMFG, to get super-high frame rates because of the increased input latency. Sure, on a high-end gaming PC, it's only a small increase, but esports shooter pros do everything they can to reduce latency, not increase it. PC gamers with a budget or mainstream setup, using a 144 Hz 1080p or 1440p monitor, might be tempted to try it out, but if they can already get 60 fps without frame generation, then DMFG is only going to use 2x mode for most of the time, perhaps 3x in some cases. Given that Nvidia's new system requires a game to have frame gen in the first place, you might just prefer to use that. Having said that, Dynamic Multi Frame Generation is entirely optional, and it has to be employed on a per-game basis. You don't have to use 6x mode; you can set the cap to something much lower. In other words, you can choose to use it only where it gives you genuinely better performance and a nicer gaming experience. In games that don't do this, you can just ignore it. You might not be interested in using the new feature, but if you have a GeForce RTX 50-series graphics card, you've now got something else to play around with for free, and there's nothing wrong with that.
[10]
Nvidia Brings New AI Features With a New DLSS 4.5 Update
Nvidia's 6x multi-frame generation is built on 2nd gen transformer model Nvidia is now rolling out a major update to its Deep Learning Super Sampling (DLSS) 4.5. The new update brings a 6X multi-frame generation feature, which creates multiple AI-powered frames for every natively rendered frame. Additionally, a separate dynamic multi-frame generation capability has also been added that helps supported games reach target frames when being played at a higher refresh rate. Interestingly, the update comes ahead of Nvidia's planned release of DLSS 5, which has received mixed feedback from consumers after the preview video was released. Nvidia Releases DLSS 4.5 Update In a newsroom post, the tech giant announced the release of the new DLSS 4.5 update, which is now rolling out to the Nvidia app beta. The biggest improvement in the update is the improvement to the multi-frame generation capability. Unlike the previous generation's 4X multiplier, it can now generate 6X frames. This means the feature generates five additional AI-powered frames for every natively rendered one on the GeForce RTX 50 Series GPUs. The company says it increases 4K frame rates in path-traced titles by up to 35 percent, while creating minimal impact to responsiveness. This, the company says, will let users make the most out of their 4K 240Hz OLED gaming displays. Another feature, the dynamic multi-frame generation, is aimed at adding extra frames while the user plays a high refresh rate game. So, when users are playing games at 120Hz, 144Hz, 240Hz, or higher refresh rates, the feature will generate the missing frames to hit the target frames. Nvidia says this will bring parity between image quality and responsiveness. Coming with the update is also a new DLSS frame generation model that improves in-game user interfaces by incorporating additional game engine data. This is currently only available in select titles. This is said to bring quality improvements to mini maps, on-screen user interface elements, and other areas with the Nvidia GeForce RTX 40 Series and 50 Series GPUs. Currently, some of the games that support these features include Battlefield 6, Borderlands 4, Dragon Age: The Veilguard, EA Sports F1 25, God of War: Ragnarök, Hogwarts Legacy, Indiana Jones and the Great Circle, Marvel's Spider-Man 2, Monster Hunter Wilds, Star Wars Outlaws, The Elder Scrolls IV: Oblivion Remastered, and The Outer Worlds 2.
[11]
We Tested Nvidia DLSS 4.5 Dynamic Multi-Frame Generation: Is It Worth It?
Nvidia technically launched DLSS 4.5 back at CES 2026, improving the already-great DLSS 4 algorithm with an updated transformer model for upscaling. But its headline feature, Dynamic Multi-Frame Generation, was absent until now. Essentially, this technology takes the 4x multi-frame generation that was already available to current-generation graphics cards like the RTX 5090, ups the peak multiplier to 6x and adds a dynamic mode that changes the frame multiplier, well, dynamically, to keep it in sync with your monitor's refresh rate. It is important to note, though, that this technology is only compatible with RTX 5000 series graphics cards. By its very nature, it requires multi-frame generation, which is something only Nvidia's newest graphics cards can do. For slower Blackwell graphics cards, that means upping the multiplier when it needs to, such as in more demanding scenes, in order to keep your gaming monitor fully saturated with a high frame rate. For anyone who has something as powerful as the RTX 5090, though, it'll keep the frame generation limited, which should help a tiny bit with latency - after all, why generate frames that your monitor can't even display? Because frame generation improves your frame rate, it's easy to mistake that for extra performance. That's because DLSS Frame Generation uses an AI model to look at a rendered frame, along with motion vector data, and generate new frames to insert into the render queue. This sends more frames to your display, which helps with visual fidelity, but it doesn't make the game run any faster. In fact, Dynamic Multi-Frame Generation, just like Nvidia's past iterations of the technology, comes with a bit of a latency cost, which is why you shouldn't turn it on unless you're already getting decent performance. In my experience, I make sure I'm already getting between 50-60 fps before I enable it. Under those conditions, I usually don't get any kind of visual glitches or noticeable input lag. That's not to say there's no benefit, though. If you have a high refresh monitor, especially at a higher resolution, frame generation is the best way to take advantage of that higher refresh rate. Fully saturating one of these displays with frames makes a noticeable difference when it comes to visual smoothness. However, that's entirely subjective, and might not be worth it if all you care about is minimizing input lag. When I tested Dynamic Multi Frame Generation, I first tried just plugging in an RTX 5090 to see what it could do. However, even with a 4K monitor, in the games I was testing and the graphics settings I was running, the frame generation multiplier just hovered between 2x and 3x, which was great for not 'wasting' any frames, but it didn't really make a difference over the FG models I could already use. However, when I plugged in the RTX 5080, the technology made a lot more sense. With that graphics card, the multiplier had room to grow, reaching 5x and 6x in games like Dragon Age: The Veilguard and Cyberpunk 2077. In The Elder Scrolls IV: Oblivion remake, the RTX 5080 gets a solid 71 fps with no frame generation, and with Nvidia reflex enabled, gets an average PC Latency of 32ms. When I set the frame gen multiplier to 4x - the previous maximum - I ended up with a displayed frame rate of 215 fps, with the latency jumping up to 43ms. However, when I enabled dynamic multi frame gen, the multiplier typically hovered around 5x, upping the average displayed frame rate to 242 fps, which is right around my monitor's 240Hz refresh rate. What's fascinating, though, is that the extra 20-30 fps didn't impact latency all that much, only increasing it to 44ms. For Cyberpunk 2077, I tested it at 4K with the Ray Tracing Ultra preset, with upscaling set to 'Performance'. Without frame generation, the RTX 5080 gets a respectable 79 fps, with PC latency of 31ms. When I set frame generation to 4x, I got an average of 215 fps, but with latency increased to 43ms. With such similar frame rates to Oblivion, it shouldn't be surprising that when I enabled Dynamic Multi-Frame Generation, the multiplier again hovered at around 5x, but it ended up delivering a lower average frame rate, at 231 fps. That's not quite at the refresh rate of the monitor, but it is close enough that you probably wouldn't notice the difference unless you were actively looking for it. PC latency was unchanged at 43 ms. With Dragon Age: The Veilguard, though, the RTX 5080 is able to get 105 fps and 23 ms latency even without frame generation at 4K with ultra settings and ray tracing. Turn generation on at 4x, then, and you get an average of 281 fps and 32. In this case, Dynamic Frame Generation has the same behavior I briefly saw with the RTX 5090. It limits the frame rate down to the monitor's refresh rate, typically hovering around 3x frame gen and averaging 245 fps, with latency of 31 ms. With Dragon Age, the latency ends up being lower with Dynamic MFG than with the standard 4x, which only makes sense, given the lower average multiplier. In my gut, Dynamic Multi Frame Generation seems like it'd be best for anyone that just wants a frame gen option that they can set and forget, automatically configuring itself to your display's refresh rate. That does seem to be the goal here, but in practice, it's a bit clunky right now. In order to enable it, you have to go into the Nvidia app, go to Global Settings and change the Frame Generation model to 'Preset B', then go into 'Frame Generation Mode' and select 'Dynamic'. While that doesn't take long to do, it does require knowing that it's there. However, this is the same way you had to enable multi frame generation in the early days, and these days there are plenty of games that'll just let you select your frame gen multiplier in the game settings. Once that starts to happen, Dynamic Multi Frame Generation is going to make a lot of sense for anyone that's already getting decent performance and doesn't want to do the mental math to figure out if they need 2x, 3x or 4x to get the most out of their monitor's refresh rate. Until then, it probably just makes sense sticking to the game's settings, and just enabling 4x frame gen if you just want to absolutely maximize the amount of frames being sent to your monitor.
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How well does NVIDIA DLSS 4.5 actually perform?
NVIDIA's launching the biggest update to DLSS today in the form of DLSS 4.5. After what can be described as a rather harsh unveiling of DLSS 5, NVIDIA is focusing its energies on what they've done well for a long time. At least, until they can figure out a way to position DLSS 5 in a better light. So what's the big feature drop in DLSS 4.5 you ask? It's Dynamic Multi Frame Generation alongside a new 6x Multi Frame Generation mode. Instead of making the users run a few A/B tests to figure out which MFG profile makes the most sense, NVIDIA's letting the software take control and determine it without letting gamers stress over the settings. The multiplier will be varied dynamically depending on the workload i.e. how complex the scene is and how taxing it can be on the graphics card, and the display refresh target. NVIDIA also says that this can enable 240+ FPS path tracing on NVIDIA GeForce RTX 50 series GPUs. Path Tracing, is the more intensive cousin of Ray Tracing, or you can call it "Actual Ray Tracing". NVIDIA puts it quite aptly when they describe DMFG as "an automatic transmission for your GPU". It functions by continuously monitoring the gap between your graphics card's performance and your display's maximum refresh rate. The Radeon Boost feature by AMD also tries to achieve similar goals of maintaining a high frame rate so that gamers don't have to pause the game and fiddle with the settings in the middle of a complex scene. However, the approaches that the two companies have are completely different. AMD reduced the screen resolution to boost frame rates whereas NVIDIA varies the amount of AI generated frames to keep the frame rates high. Both have different levels of quality tradeoffs to achieve quality of life improvements for gamers. It comes down to how perceivable those tradeoffs are. Of late, the switch to better AI models has resulted in the quality of AI generated frames improving quite a bit so if you're unperturbed by what you see, and you're liking the high frame rate, then DMFG is a great thing to toggle on. With DMFG, NVIDIA isn't packaging a simple toggle for MFG here. They've got NVIDIA Reflex to reduce latency and the newer AI models that we spoke of, they all come together to offer a much better visual experience. If you've installed the NVIDIA App, then it becomes quite simple. If not, you can get the latest version of the NVIDIA App from the official download page. Anything over version 11.0.7.216 should allow you to toggle DMFG. In the 'Graphics' option on the sidebar, you can find all the games which are currently recognised by the NVIDIA App. Click on the one you'd like to toggle DMFG on and then select the 'DLSS Override - Model Presets' option. There will be multiple presets here, click on 'Recommended' and the app will do the rest. There are multiple models to pick from, NVIDIA states that Model M is optimised for DLSS Super Resolution Performance mode, Model L for 4K DLSS Super Resolution Ultra Performance mode, and Model K for the remaining modes. If you're running an older RTX 20 or RTX 30 series card, then the new M and L models will be more compute heavy on these older cards. NVIDIA recommends Model K which is DLSS 4.0 for the older cards. And if you want to check out what DMFG profile is currently running while you're in the game then you can switch the 'Statistics View' to DLSS in the NVIDIA App overlay within the game. We ran the games on an RTX 5090 sitting in PC powered by the AMD Ryzen 7 9800X3D, 48 GB of DDR5 RAM clocked at 6000 MT/s. We're currently running the games on the RTX 3080 and an older gen RTX 2060 to see how the models fare on the older card. We'll update the graphs as we finish those runs. We can see that the DMFG fluctuates between 3x and 6x in games such as Hogwarts Legacy, Dragon Age: The Veilguard, and Cyberpunk 2077, pushing frame rates well past 200 fps at 4K and beyond 350 fps at 1440p in select test scenarios. What gamers can takeaway is that DMMFG is not just inflating FPS numbers, it is trying to keep high-refresh displays fed more intelligently while also reducing some of the usual UI artefacts tied to frame generation. NVIDIA maintains a massive list of all the games which support its cutting edge features over here. This also includes the new titles which support DLSS 4.5 such as ARC Raiders, Marvel Rivals Season 7 and more.
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Nvidia has officially rolled out DLSS 4.5 through a beta update for the Nvidia App, bringing 6x Multi Frame Generation and Dynamic Multi Frame Generation exclusively to RTX 50 series GPUs. The update generates up to five additional frames for every natively rendered frame while automatically adjusting multipliers to match your monitor's refresh rate, promising smoother 4K 240Hz gaming with minimal latency impact.
Nvidia has officially launched DLSS 4.5 through a beta update for the Nvidia App, introducing two major features designed to boost frame rates on RTX 50 series GPUs. The update delivers 6x Multi Frame Generation and Dynamic Multi Frame Generation, marking a significant evolution in the company's AI-powered graphics technology
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. Users need GeForce Game Ready Driver 595.79 WHQL or newer to access the full feature set, which promises to unlock the potential of high-refresh displays including 4K 240Hz OLED monitors and 1080p or 1440p screens at 360Hz and beyond3
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Source: Engadget
The release represents a software-focused approach for Nvidia as cutting-edge silicon continues to be consumed by AI demand. While DLSS 4.5 upscaling arrived earlier at CES 2026 and works across RTX graphics cards stretching back to the RTX 20 series, the new frame generation features remain exclusive to RTX 50 series GPUs
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.The standout feature of DLSS 4.5 is its 6x Multi Frame Generation capability, which uses Nvidia's second-generation transformer AI model to generate five additional frames for every single natively rendered frame
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. This represents a substantial leap from DLSS 4's maximum of three additional frames. Nvidia claims the technology delivers up to 35 percent higher 4K frame rates with minimal impact to responsiveness3
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Source: Guru3D
However, the technology doesn't accelerate the native frame rate of games. Instead, it uses AI to create interpolated intermediate frames, which can occasionally produce visual artifacts in scenes with fine details like rain, hair, and phone wires
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. Testing revealed some ghosting issues in titles like Hogwarts Legacy and Cyberpunk 2077, particularly around character hair and at screen edges, though these artifacts remain relatively minor and easy to overlook during typical gameplay2
.Dynamic Multi Frame Generation represents a fundamental shift in how frame generation operates. Nvidia describes the system as functioning like an automatic transmission for your GPU, automatically switching between different multiplier levels to strike the perfect balance between frame rate, image quality, and responsiveness
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. Rather than locking users into fixed multipliers that don't account for changing gaming workloads, the technology adjusts on the fly to maintain a target frame rate—typically your monitor's refresh rate2
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Source: Digit
This optimization ensures that games don't generate frame rates exceeding the display's native refresh rate, preventing wasted computing power. Users can enable the feature manually on specific games or configure it to run globally on all available titles through the Nvidia App's Graphics tab
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. Testing confirmed that multiplier shifts occur seamlessly without visible hitches or stutters, with any variance smoothed over by variable-refresh-rate displays2
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One of the most pressing concerns about generating multiple frames from limited input data has been latency, but testing suggests Nvidia has largely overcome this hurdle. With an RTX 5080 configuration, games maintained an average latency of 33-45ms while saturating high-refresh displays, with Cyberpunk 2077 achieving 45ms of input lag while maintaining 240Hz gaming—described as a landmark achievement
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. The technology also delivered an average of 115 FPS across various tests for 1% lows, well above the variable refresh rate threshold and eliminating visible judder4
.The beta update includes two presets in the Nvidia App: Preset A takes a brute force approach with wider compatibility but potential UI smearing, while Preset B separates in-game visuals from UI elements to keep on-screen text sharp, though with limited compatibility requiring developer support
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.Beyond frame generation, DLSS 4.5 leverages its second-generation transformer AI model for Super Resolution improvements, reducing ghosting and offering better temporal stability
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. These upscaling enhancements ensure that the increased smoothness doesn't come at the cost of blurry or unclear visuals, addressing a common criticism of AI-powered graphics technologies.Testers noted that despite warranted skepticism about stretching one frame's worth of input data into four or five extra frames, the 5x and 6x modes work well enough to be mostly unnoticeable in practice—remarkable precisely because they're unremarkable during typical gameplay
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. While RTX 40 series cards get access to standard frame generation tech, older RTX graphics cards lack support for these new features entirely5
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10 Mar 2026•Technology

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