I had high hopes for Nvidia’s DLSS 4.5 Dynamic Multi Frame Gen, but it’s not quite what I expected

Nvidia DLSS 4.5 has made its debut through the beta version of the Nvidia App, inviting users to explore the latest advancements in frame generation technology. This iteration not only enhances image quality through upscaling but also introduces the capability to generate up to five “fake frames” using its 6x frame generation option. The standout feature of this release is undoubtedly the Dynamic Multi Frame Generation (MFG), which allows users to harness the benefits of multi-frame generation without the constant need for it to be active. This innovation piqued my curiosity, prompting me to put it to the test.

Testing the Dynamic Multi Frame Generation

As with all iterations of Nvidia’s MFG, the new Dynamic version is exclusively available for users equipped with RTX 5000 series graphics cards. I opted for the RTX 5080, a robust choice for MFG testing due to its ability to render games at high resolutions and detail settings while maintaining solid base frame rates. This setup enables MFG to effectively bridge the gap, transforming a base frame rate of 60fps into an impressive 240fps and beyond.

My testing commenced with Cyberpunk 2077, where I established a baseline by running the game at 4K resolution with the Ultra Ray Tracing preset and DLSS set to Quality. This configuration yielded a typical frame rate of approximately 60fps, with peaks reaching around 70fps and 1% lows dipping to about 40fps. According to Nvidia Frameview, the PC latency (PCL)—which measures the delay from mouse input to visible response—hovered around 40ms, a figure that is just about playable in a demanding title like Cyberpunk 2077.

Upon activating standard 2x frame generation, the frame rates surged to an average of 105fps, with peaks of 120fps and 1% lows of 85fps. The PCL increased slightly to around 46ms, marking a small yet noticeable improvement over the baseline performance. Progressing to 4x frame generation, I noted a further increase to approximately 180fps, with peaks of 210fps and 1% lows of 125fps. However, this came at the cost of PCL, which rose to around 60ms, introducing a discernible amount of input lag.

The true potential of Dynamic Frame Generation was what I eagerly anticipated. Could this mode, which activates frame generation only as needed, effectively maximize frame rates while minimizing latency?

To explore this, I navigated to the Nvidia App, adjusted the settings under Graphics > Global Settings > DLSS Override – Frame Generation Mode, and selected Dynamic. I set the Target FPS to the maximum refresh rate of my monitor—240Hz—and allowed the Multiplier to reach up to 6x. With these configurations, the game maintained frame rates between 210fps and 250fps, utilizing either 5x or 6x frame generation to achieve the target. However, this resulted in a PCL peaking at 68ms, creating a somewhat sluggish experience, where the ostensibly smooth 240fps felt less responsive to my mouse movements.

What stood out was the minimal variation in the amount of frame generation employed. Even while standing still and facing a wall, the base frame rate did not dip low enough to warrant a reduction in frame generation below 5x.

To further investigate, I adjusted the Target FPS to a custom setting of 120 and restarted the game. This time, the frame rate stabilized around 120fps, utilizing either 2x or 3x frame generation. This configuration offered a significantly improved experience, characterized by lower PCL and a more immediate connection between mouse input and frame output. Yet, it was evident that the level of MFG remained consistent, oscillating between 2x and 3x without much fluctuation. While it seemed logical that a game would not drastically alter its frame rate under the same settings, I had anticipated a more dynamic response, particularly when merely gazing at a wall.

It is important to note that results may vary depending on the game and settings in use. For instance, employing ray-traced lighting could restrict maximum frame rates even when minimal visual elements are present. Ultimately, this highlights a limitation of the new Dynamic mode.

Moreover, this experience reinforces the constraints of MFG. A single AI-generated frame (2x frame generation) can enhance the smoothness of a 60-120fps game, yet anything beyond that often feels impractical when using a keyboard and mouse. Even with a controller, exceeding 3x frame generation can lead to a laggy sensation or fail to significantly enhance the visual experience—280fps through six AI-generated frames does not feel markedly superior to 180fps achieved with three.

Nevertheless, for those who appreciate MFG, the introduction of a “set and forget” option is a welcome addition. With Dynamic MFG, users can simply activate it, set it to their monitor’s maximum refresh rate, and let the software manage the rest, provided the game supports MFG. While it is necessary to configure MFG to 4x within the game for Dynamic mode to engage, the need for meticulous adjustments for each title is alleviated. Furthermore, for users who prefer a more restrained application of MFG, setting a lower Target FPS allows Dynamic MFG to utilize only 2x or 3x MFG, minimizing exposure to higher levels unless absolutely required.

AppWizard
I had high hopes for Nvidia's DLSS 4.5 Dynamic Multi Frame Gen, but it's not quite what I expected