On the image generation front, the 6X factor and Dynamic Multi Frame Generation (MFG) are now available to all RTX 50 series owners.
At CES 2026, Nvidia unveiled DLSS 4.5. The update introduced a second-generation Transformer model for upscaling (referred to as Super Resolution), along with new features for Multi Frame Generation. While the improved upscaling model was available immediately, the enhancements to MFG were expected later in the spring—leaving some uncertainty about timing.
In the end, the wait was short. The first public version of the upgraded MFG is now available for all RTX 50 series (Blackwell) GPUs. We had early access to a preview build, allowing us to share initial impressions.

How It Works: From Frame Generation to MFG 6X
Frame Generation and Multi Frame Generation
Nvidia first introduced Frame Generation (FG) with the RTX 40 series. The concept is simple: generate an AI frame between two traditionally rendered frames, effectively doubling frame rate—at the cost of slightly increased latency (mitigated by Nvidia Reflex).
With the Blackwell architecture, DLSS 4 introduced Multi Frame Generation (MFG). Instead of inserting a single frame, MFG can insert up to three frames between each rendered frame, increasing performance by up to 4×.
The underlying process remains similar:
- Optical flow is calculated between two frames
- A neural network processes this data along with engine inputs
- New frames are generated accordingly
However, a more advanced neural model now enables multiple frame synthesis per cycle.
To maintain smooth gameplay, Nvidia introduced Flip Metering, a dedicated hardware unit in Blackwell GPUs. It ensures proper frame pacing and minimizes inconsistencies. According to Nvidia, this hardware requirement is why MFG is exclusive to RTX 50 series GPUs.

DLSS 4.5: 6X Mode and Dynamic MFG
6X Multi Frame Generation
DLSS 4.5 pushes things further by increasing the maximum number of generated frames:
- Up to 5 AI-generated frames inserted between rendered frames
- Resulting in a 6× frame rate multiplier
This is made possible by an improved AI model optimized for higher frame synthesis.

Dynamic Multi Frame Generation
The second major addition is Dynamic MFG.
Instead of always using a fixed number of generated frames, the system dynamically adjusts frame generation based on workload and target performance.
For example:
- If your target is 240 FPS, the algorithm adapts in real time
- Heavier scenes → more generated frames
- Lighter scenes → fewer generated frames
This approach offers two key benefits:
- Reduced latency when full MFG isn’t needed
- Fewer visual artifacts, as excessive interpolation is avoided

Implementation via Nvidia App
Currently, all configuration is handled through the Nvidia App (NvApp), using Nvidia’s override system—allowing DLSS improvements without requiring in-game updates.
To enable it:
- Open the Graphics tab
- Select a supported game
- Choose the DLSS override mode
- Select Model B
Available Modes:
- Fixed mode: Same as before, with added 5X and 6X options
- Dynamic mode:
- Set a maximum multiplier (e.g., cap at 5X instead of 6X)
- Define a target frame rate
By default, the target matches your monitor’s refresh rate, but it can be customized.




Test Configuration
Our test setup aimed to push extremely high frame rates:
- Nvidia GeForce RTX 5090 Founders Edition
- AMD Ryzen 7 9800X3D
- ASUS Crosshair X870E Hero
- 64 GB G.Skill Flare X5 DDR5-6000
- Samsung 990 Pro (OS) + Lexar NM790 SSDs
- Seasonic Prime TX-1600
- ASUS ROG Strix XG27AQNGV (360 Hz, 1440p)
We used beta drivers 595.99 and Nvidia App version 11.0.7.216.
Testing focused on three games, although Nvidia claims over 200 titles now support Dynamic MFG and 6X mode.
Settings:
- Dynamic MFG (up to 6X)
- Target: 360 Hz
- Maximum graphics settings + ray tracing enabled
Performance Observations
Using FrameView 1.8, we observed real-time MFG scaling.
- Reaching target refresh rates is achievable in most cases
- Hogwarts Legacy still suffers from stuttering, limiting performance (a known issue across GPUs)
- Latency remains surprisingly low, even with up to 5 generated frames
- Power consumption is reduced, staying well below the GPU’s 575 W limit




Visual Quality
Frame generation inevitably introduces artifacts, though their visibility varies by game and scenario.
Key observations:
- No major visual degradation between 4X and 6X modes
- Differences are mostly noticeable in slow motion or zoomed-in analysis
- In real gameplay, artifacts are often hard to detect at high frame rates
Tested Titles:
- Cyberpunk 2077
- Dragon Age: The Veilguard
- Hogwarts Legacy
Dynamic mode showed clear real-time fluctuation in frame generation depending on scene complexity.
- Cyberpunk 2077



- Dragon Age: The Veilguard



- Hogward Legacy



Final Verdict
With DLSS 4.5, Nvidia continues to aggressively push AI-driven rendering forward.
The introduction of 5 generated frames (6X mode) delivers massive performance gains, enabling ultra-high refresh rates on modern gaming monitors.
That said:
- Visual artifacts still exist
- Sensitivity varies depending on the game
- Competitive players may still prefer lower interpolation levels
However, in practice:
- Artifacts are often difficult to notice at high FPS
- Latency remains well controlled
- Dynamic mode significantly improves adaptability and responsiveness
Ultimately, Dynamic MFG is the most impactful addition, intelligently balancing performance, image quality, and latency in real time.
Another strong step forward for Nvidia—and another reminder that DLSS is becoming just as important as raw GPU power.
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