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NVIDIA DLSS 4.5 Dynamic Multi-Frame Generation and 6x Mode Officially Arrive

OK.

How Frames Are Generated (The Technical Process)

When you play a game, the GPU and CPU work together to generate frames in a continuous loop. Here’s how it works step-by-step:

1. Game Engine Pipeline

Every frame goes through a rendering pipeline in the game engine. The steps are:
  1. Input Processing:
    • The CPU reads player inputs (keyboard, mouse, controller).
    • Example: Pressing the “W” key to move forward.
  2. Game Logic Update:
    • The CPU updates the game world based on inputs.
    • Example: Moving the player character, updating AI behavior, or calculating physics (e.g., collisions, gravity).
  3. Scene Preparation:
    • The CPU sends commands to the GPU about what needs to be rendered.
    • Example: “Draw the player character at position X, render the trees in the distance, and apply lighting.”
  4. GPU Rendering:
    • The GPU renders the frameby:
      • Vertex Processing: Converting 3D models into 2D shapes.
      • Rasterization: Converting shapes into pixels.
      • Pixel Processing: Applying textures, lighting, shadows, and effects (e.g., reflections, anti-aliasing).
      • Output: Combining all elements into a final image.
  5. Frame Display:
    • The rendered frame is sent to the monitor to be displayed.
    • The monitor refreshes at its refresh rate (e.g., 60Hz = 60 times per second).
2. Frame Time vs. FPS
  • Frame Time: The time (in milliseconds) it takes to render one frame.
    • Formula:
      Frame Time (ms)=FPS1000
    • Example:
      • 60 FPS → Frame Time = 60 / 1000≈16.67 ms per frame.
      • 120 FPS → Frame Time = 120 / 1000≈8.33 ms per frame.
  • FPS Calculation:
    • FPS is simply the inverse of frame time.
    • Formula:
      FPS=Frame Time (ms)1000
    • Example:
      • If a frame takes 8.33 ms to render, the FPS is 120.
3. What Happens When FPS Drops?
  • If the GPU or CPU can’t keep up, frame times increase, and FPS drops.
  • Example:
    • A frame takes 33.33 ms to render → FPS = 33.33 / 1000≈30 FPS.
4. Bottlenecks: Why FPS Isn’t Infinite
The FPS is limited by the slowest part of the rendering process:
  • GPU Bottleneck: The GPU can’t render frames fast enough (common in high-resolution or graphically intense games).
  • CPU Bottleneck: The CPU can’t prepare the scene fast enough (common in games with complex AI or physics).
  • RAM/Storage Bottleneck: Not enough memory to load assets quickly (causes stuttering).
  • Monitor Bottleneck: The monitor can’t display more than its refresh rate (e.g., 60Hz = max 60 FPS, even if the GPU renders 200 FPS).
5. VSync, FreeSync, and G-Sync
These technologies sync the GPU’s output with the monitor’s refresh rate to:
  • Prevent screen tearing (when parts of the screen show different frames).
  • Smooth out FPS fluctuations (e.g., if FPS drops below the monitor’s refresh rate).
  • VSync: Syncs FPS to the monitor’s refresh rate (e.g., 60 FPS on a 60Hz monitor). Can cause input lag.
  • FreeSync/G-Sync: Adaptive sync technologies that match the GPU’s FPS to the monitor’s refresh rate dynamically, reducing lag and stuttering.
Real-World Example: Generating 60 FPS
Let’s say you’re playing a game on a 60Hz monitor:
  1. The game engine updates the world every 16.67 ms (CPU).
  2. The GPU renders the frame in 16.67 ms.
  3. The monitor displays the frame.
  4. Result: 60 FPS.
If the GPU takes 20 ms to render a frame:
  • FPS = 20 / 1000=50 FPS.
  • The monitor will display 50 FPS, and you’ll experience stuttering if it drops further.
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When fake frames (also called interpolated frames or synthetic frames) are added to increase the perceived FPS, they are not rendered by the GPU like real frames. Instead, they are generated artificially using techniques like frame interpolation or upscaling. These fake frames are inserted between real frames to make motion appear smoother, even if the actual FPS is lower.


Here’s how they fit into the FPS formula and rendering pipeline:

1. How Fake Frames Are Generated
Fake frames are created using two main techniques:

A. Frame Interpolation (Motion Interpolation)
This technique generates new frames by analyzing motion between two real frames and creating intermediate frames.

How It Works:

  1. Two Real Frames are rendered by the GPU (e.g., Frame 1 and Frame 3).
  2. Motion Analysis: The system analyzes the movement between Frame 1 and Frame 3.
  3. Fake Frame Generation: A new frame (Frame 2) is created by blending or predicting the motion.
  4. Insertion: The fake Frame 2 is inserted between the real frames.
Example:
  • Real FPS: 30 FPS (33.33 ms per frame).
  • With Frame Interpolation: 60 FPS (16.67 ms per frame).
    • The system generates one fake frame between every two real frames.
Technologies That Use This:
  • NVIDIA’s Reflex + DLSS + Frame Generation (e.g., in supported games).
  • AMD Fluid Motion Frames (FMF) (used in AMD GPUs).
  • TV Motion Interpolation (e.g., “Motion Smoothing” on TVs).
  • Intel XeSS Frame Generation.
B. Upscaling + Frame Generation (Hybrid Approach)
Some technologies combine upscaling (e.g., DLSS, FSR) with frame generation to boost both performance and smoothness.

How It Works:

  1. The GPU renders a frame at a lower resolution (e.g., 1440p).
  2. The frame is upscaled to the target resolution (e.g., 4K) using AI (DLSS) or spatial upscaling (FSR).
  3. Fake frames are generated to fill in gaps, increasing the perceived FPS.
Example:
  • Real FPS: 45 FPS at 1440p.
  • With Upscaling + Frame Generation: 90 FPS at 4K (perceived).
    • The upscaled frame is duplicated or interpolated to create fake frames.
Technologies That Use This:
  • NVIDIA DLSS 3 (Frame Generation + DLSS Super Resolution).
  • AMD FSR 3 (Frame Generation + FSR upscaling).

2. How Fake Frames Affect the FPS Formula

The actual FPS (real frames rendered by the GPU) remains the same, but the perceived FPS (what the user sees) increases because of the added fake frames.

Formula Adjustment:
Perceived FPS=Real FPS×(1+Number of Fake Frames per Real Frame)

Examples:

Real FPSFake Frames AddedPerceived FPS
30 FPS1 fake frame60 FPS
40 FPS1 fake frame80 FPS
60 FPS0 fake frames60 FPS

Key Differences:

AspectReal FramesFake Frames
SourceRendered by the GPUGenerated by software/hardware
Motion Accuracy100% accurateMay introduce artifacts or “soap opera effect”
Input LagNoneCan increase input lag
GPU LoadHigh (real rendering)None (generated by dedicated hardware)
Perceived SmoothnessSmoothSmoother (but not always better)

3. Where Fake Frames Fit in the Rendering Pipeline

Here’s how fake frames are integrated into the traditional rendering pipeline:
  1. Real Frame Rendering:
    • GPU renders Frame 1 (real).
    • GPU renders Frame 3 (real).
  2. Frame Interpolation:
    • System generates Frame 2 (fake) by analyzing motion between Frame 1 and Frame 3.
  3. Frame Insertion:
    • The sequence becomes: Frame 1 → Frame 2 (fake) → Frame 3 → Frame 4 (fake) → …
  4. Display:
    • The monitor displays the sequence at a higher perceived FPS.

Visual Representation:

Time: 0ms 16.67ms 33.33ms 50ms
Real Frames: [Frame 1] [Frame 3] [Frame 5]
Fake Frames: [Frame 2] [Frame 4]
Perceived: [Frame 1] -> [Frame 2] -> [Frame 3] -> [Frame 4] -> ...
FPS: 30 FPS (real) -> 60 FPS (perceived)

4. Pros and Cons of Fake Frames

Pros:
✅ Smoother Motion: Reduces stuttering and makes gameplay feel more fluid.
✅ Higher Perceived FPS: Improves the gaming experience without requiring more GPU power.
✅ Better for High Refresh Rate Monitors: Useful for 120Hz+ displays where real FPS might not reach the monitor’s limit.

Cons:

❌ Artifacts: Can introduce visual glitches, ghosting, or the “soap opera effect” (unnaturally smooth motion).
❌ Input Lag: Adding fake frames can increase latency, which is bad for competitive gaming.
❌ Not True Performance: Doesn’t actually improve the game’s real performance (e.g., physics, AI, or loading times).
❌ Hardware Dependency: Requires specific hardware (e.g., NVIDIA RTX 40-series for DLSS 3, AMD RX 7000 for FSR 3).

5. When Should You Use Fake Frames?

Use CaseRecommended?Why?
Single-player games✅ YesSmoother visuals improve immersion.
Competitive gaming❌ NoInput lag can hurt performance.
High refresh rate (120Hz+)✅ YesHelps reach the monitor’s refresh rate even if real FPS is lower.
Low-end hardware✅ YesBoosts perceived performance without overloading the GPU.
Cinematic experience⚠️ MaybeCan make games look too smooth (like a soap opera).

6. Technologies That Use Fake Frames

TechnologyDeveloperHow It WorksHardware Required
DLSS 3 (Frame Generation)NVIDIAAI-generated fake frames + DLSS upscalingNVIDIA RTX 40-series GPUs
FSR 3 (Frame Generation)AMDSpatial upscaling + frame interpolationAMD RX 7000, RX 6000 (with update)
Intel XeSS Frame GenerationIntelAI upscaling + frame interpolationIntel Arc GPUs
NVIDIA Reflex + DLSSNVIDIALow-latency rendering + upscalingNVIDIA RTX GPUs
AMD Fluid Motion FramesAMDFrame interpolation (no upscaling)AMD RX 7000 GPUs
TV Motion InterpolationTV ManufacturersFrame interpolation for movies/TV showsModern TVs

7. Summary: How Fake Frames Affect FPS

  1. Real FPS = Actual frames rendered by the GPU.
  2. Fake Frames = Artificially generated frames inserted between real frames.
  3. Perceived FPS= Real FPS + (Real FPS × Number of Fake Frames).
    • Example: 30 real FPS + 30 fake frames = 60 perceived FPS.
  4. Trade-offs: Smoother motion vs. potential artifacts and input lag.
  5. Use Cases: Best for single-player, immersive gaming, or high-refresh-rate monitors. Avoid for competitive gaming.

Final Answer:

Fake frames are not part of the traditional FPS formula because they aren’t rendered by the GPU. Instead, they are inserted between real frames to increase the perceived FPS (what the user sees). The formula adjusts as:

Perceived FPS=Real FPS×(1+Fake Frames per Real Frame)

While this makes motion smoother, it doesn’t improve the game’s real performance and can introduce visual artifacts or input lag. Technologies like DLSS 3, FSR 3, and AMD FMF use this technique to boost perceived smoothness without requiring more GPU power.

I know how additional frames are generated. Doesn't change the fact the smoother frames result from a boost in FPS assuming base FPS is adequate considering FG overheads, pushed by the CPU or not. I've covered latency as well as artifacting. With respect, I'm not going to keep arguing with people committed to misunderstanding my replies.

You have a 5090, enable FG and experience it for yourself at 2x.
 
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I know how additional frames are generated. Doesn't change the fact the smoother frames result from a boost in FPS assuming base FPS is adequate considering FG overheads, pushed by the CPU or not. I've covered latency as well as artifacting. With respect, I'm not going to keep arguing with people committed to misunderstanding my replies.
No, there’s no dispute, we just don’t agree with the word “boost” that you’re using; we’re all talking about the same thing and we all understand it the same way :)
 
No, there’s no dispute, we just don’t agree with the word “boost” that you’re using; we’re all talking about the same thing and we all understand it the same way :)

If you increase fps, it's a boost in fps. Smoothness results from that boost in fps regarding high refresh rate monitors. There's really nothing to argue.
 
If you increase fps, it's a boost in fps. Smoothness results from that boost in fps regarding high refresh rate monitors. There's really nothing to argue.
If you have 60Hz monitor, and you already have 60 FPS, and you use FG to go for 120 FPS - then you will get less real FPS and you will have regress instead of boost.
It can be boost only if your monitor can display them.
So, from a purely technical standpoint, the word “boost” isn’t accurate in every aspect.
 
If you have 60Hz monitor, and you already have 60 FPS, and you use FG to go for 120 FPS - then you will get less real FPS and you will have regress instead of boost.
It can be boost only if your monitor can display them.
So, from a purely technical standpoint, the word “boost” isn’t accurate in every aspect.

I've been specifically referencing high refresh rate monitors. However, your claims regarding 60Hz monitors and FG assuming you can already maintain higher than 60fps with FG disabled make no sense whatsoever. Whether you run a 120Hz monitor or a 60Hz monitor, assuming you can already maintain higher than 60fps with FG disabled, the end result will be essentially identical with the exception that the 120Hz monitor will look smoother due to the effects of fps boosting - but the 60Hz monitor will see no regressions as a result of more fps, inserted frames or not. You may see some tearing on the 60Hz monitor, but that's about the extent of it - and under Linux Wayland with mailbox presentation, even that's not really much of an issue.

I have 60Hz monitors here, I have 100 - 120Hz monitors here across multiple machines, FG renders fine on all of them.
 
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The graph clearly shows that with DLSS set to Quality and with FG 2x enabled, latency is 25ms at 193 fps - Which is 1ms higher than native.

As stated, playing Marvel Rivals, my latency with FG 2x enabled is lucky to crack 10ms. I can and will provide screenshots if needed, something Duke can't do.

You are not comparing apples to apples. Of course you get good latency because you are using DLSS Quality to decrease the rendering resolution, meaning higher base framerate and therefore much lower latency, which FG then butchers and increases back to what it is at native rendering levels without upscaling and FG. Which are not necessarily bad, it depends on situation and the game. 25ms is fine for many games in my opinion. But still, the point is you are trading off the gained improved latency for increased smoothness. Reflex is also not limited to FG although game developers sometimes hide it behind it that. You can have its gains at native rendering too.
 
You are not comparing apples to apples.
The reality is, according to that table, at 4k on a 5090 with a max of 87 fps - You're gonna need DLSS at minimum to make that game playable, which I've stated is the case on a number of occasions in this very thread regarding RT and especially PB RT with all the eye candy maxed out.

But still, the point is you are trading off the gained improved latency for increased smoothness.
Except latency is essentially the same according to that table, and you have an fps boost = increased smoothness on high refresh rate monitors. You're not trading off anything according to that table, and DLSS is required at minimum due to the reason mentioned above to make the game playable even with FG disabled.

Reflex is also not limited to FG although game developers sometimes hide it behind it that. You can have its gains at native rendering too.
I never stated you couldn't, but most believe that with FG and Reflex disabled latency is fine. So when FG and Reflex are enabled and latency is basically identical, latency is also fine. If you get reduced latency with FG disabled and Reflex enabled and you can actually perceive a difference when latency is already considered fine, you must be a very special person (talking in general, not referencing yourself personally).
 
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I've been specifically referencing high refresh rate monitors. However, your claims regarding 60Hz monitors and FG assuming you can already maintain higher than 60fps with FG disabled make no sense whatsoever. Whether you run a 120Hz monitor or a 60Hz monitor, assuming you can already maintain higher than 60fps with FG disabled, the end result will be essentially identical with the exception that the 120Hz monitor will look smoother due to the effects of fps boosting - but the 60Hz monitor will see no regressions as a result of more fps, inserted frames or not. You may see some tearing on the 60Hz monitor, but that's about the extent of it - and under Linux Wayland with mailbox presentation, even that's not really much of an issue.

I have 60Hz monitors here, I have 100 - 120Hz monitors here across multiple machines, FG renders fine on all of them.
I just use 60Hz as example.

And no, if you use FG to achieve more than your monitor refresh the things are as follow:

1. Frame Generation (FG) and Frame Insertion

Frame generation (e.g., NVIDIA’s Reflex + FG, AMD’s Fluid Motion Frames, or Intel’s XeSS Frame Generation) creates “fake” frames to increase perceived smoothness. However, this does not improve real performance or reduce input lag.
What Happens at 60Hz with Frame Generation?
  • If your GPU renders 60 FPS:
    Your monitor displays 60 unique frames per second. Frame generation is not needed and won’t activate.
  • **If your GPU renders below 60 FPS (e.g., 30 FPS):
    Frame generation inserts fake frames to reach 60 FPS. For example:
    • Real frames: 30
    • Fake frames: 30
    • Total displayed: 60 (30 real, 30 fake)
  • **If your GPU renders above 60 FPS (e.g., 90 FPS):
    Frame generation may not activate if your monitor is locked at 60Hz. However, if frame generation is forced, it could:
    • Insert fake frames to reach 120 FPS (if your monitor supports it).
    • Or, if your monitor is 60Hz, it will still only display 60 FPS, but the frame insertion process can worsen frame timing and introduce artifacts (e.g., stutter, ghosting).
2. The Problem with Forcing Frame Generation Beyond Your Monitor’s Refresh Rate
  • Frame Insertion Creates Fake Frames:
    The sequence becomes:
    Frame 1 (real) → Frame 2 (fake) → Frame 3 (real) → Frame 4 (fake) → …
    This does not improve real performance—it only tricks your eyes into perceiving smoother motion.
  • Frame Timing Worsens:
    Even if the monitor shows 60 FPS, the actual frame delivery is uneven because fake frames are inserted. This can cause:
    • Micro-stutter (uneven frame pacing).
    • Increased input lag (if the system prioritizes frame generation over real rendering).
    • Artifacts (e.g., ghosting, blurring).
  • No Real Performance Gain:
    Frame generation does not reduce GPU workload or improve FPS. It only fills gaps with interpolated frames, which can make motion appear smoother but does not improve real responsiveness.
So, with Wayland, v-Sync is enabled (locked) by default, so in your (our) case, FG will activate when necessary, which is why it feels that way to you. But we’re talking about how things work by default for everyone.
 
I just use 60Hz as example.

And no, if you use FG to achieve more than your monitor refresh the things are as follow:

1. Frame Generation (FG) and Frame Insertion

Frame generation (e.g., NVIDIA’s Reflex + FG, AMD’s Fluid Motion Frames, or Intel’s XeSS Frame Generation) creates “fake” frames to increase perceived smoothness. However, this does not improve real performance or reduce input lag.
What Happens at 60Hz with Frame Generation?
  • If your GPU renders 60 FPS:
    Your monitor displays 60 unique frames per second. Frame generation is not needed and won’t activate.
  • **If your GPU renders below 60 FPS (e.g., 30 FPS):
    Frame generation inserts fake framesto reach 60 FPS. For example:
    • Real frames: 30
    • Fake frames: 30
    • Total displayed: 60 (30 real, 30 fake)
  • **If your GPU renders above 60 FPS (e.g., 90 FPS):
    Frame generation may not activate if your monitor is locked at 60Hz. However, if frame generation is forced, it could:
    • Insert fake frames to reach 120 FPS (if your monitor supports it).
    • Or, if your monitor is 60Hz, it will still only display 60 FPS, but the frame insertion process can worsen frame timing and introduce artifacts (e.g., stutter, ghosting).
2. The Problem with Forcing Frame Generation Beyond Your Monitor’s Refresh Rate
  • Frame Insertion Creates Fake Frames:
    The sequence becomes:
    Frame 1 (real) → Frame 2 (fake) → Frame 3 (real) → Frame 4 (fake) → …
    This does not improve real performance—it only tricks your eyes into perceiving smoother motion.
  • Frame Timing Worsens:
    Even if the monitor shows 60 FPS, the actual frame delivery is unevenbecause fake frames are inserted. This can cause:
    • Micro-stutter (uneven frame pacing).
    • Increased input lag (if the system prioritizes frame generation over real rendering).
    • Artifacts (e.g., ghosting, blurring).
  • No Real Performance Gain:
    Frame generation does not reduce GPU workload or improve FPS. It only fills gaps with interpolated frames, which can make motion appear smoother but does not improve real responsiveness.
So, with Wayland, v-Sync is enabled (locked) by default, so in your (our) case, FG will activate when necessary, which is why it feels that way to you. But we’re talking about how things work by default for everyone.
Frame gen does activate on a 60Hz monitor with vsync disabled while being able to maintain a minimum of 60 fps. It also provides benefits in relation to tearing as >200fps on a 60Hz monitor means there will be multiple tears on a single frame, meaning the image difference between tears will be smaller, making tearing considerably less noticeable - to the point whereby I actually can't see it unless it's a video cut scene that limits fps to 60.

I've used FG 2x to maintain FPS on the 60Hz monitors I have here running maxed out settings with PB RT: There is no microstutter, any difference in latency is essentially the same compared to high refresh rate monitors with FG enabled/disabled, there is no more artifacting than that present on high refresh rate monitors when using FG as intended (ie: No screen captures inducing artifacting). Frame timing is perfect as reported by MangoHud, and overall gameplay still feels smoother due to the fact that the monitor is being updated faster even if it cannot display all frames presented to it. As stated, FG is really intended to be used with high refresh rate monitors, but it does work well on 60Hz monitors with vsync disabled.

To clarify, I also have 100Hz and 120Hz monitors here as well as a 4k 27" monitor. In relation to your comment regarding Wayland forcing vsync, this isn't true at all - I have 'allow tearing under fullscreen windows' enabled under KDE Plasma and I can assure you vsync is disabled with the option enabled. What Wayland does have is Mailbox Presentation, where a single frame is queued in the 'mailbox', if a new frame is rendered before the display is ready to show the frame queued in the mailbox the newly rendered frame replaces the frame in the mailbox. As a solution it notably reduces tearing and offers lower latency than FIFO due to the fact it's always displaying the most recent frame - But Mailbox Presentation is not vsync.

I have no idea where you got that quote from regarding FG on 60Hz monitors, but I can assure you it's incorrect on many levels. I'm done with discussion on FG and 60Hz monitors as the whole topic is largely pointless when I've been referencing high refresh rate monitors all through this discussion.
 
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