Multi Frame Generation (MFG): how DLSS 4 and 4.5 create up to 5 frames per rendered one
Multi Frame Generation (MFG) is a frame generation mode in which the GPU's neural network inserts two to five intermediate frames between two rendered ones instead of one: DLSS 4 (January 2025) introduced 3X and 4X modes for GeForce RTX 50, and DLSS 4.5 (March 31, 2026) added a 6X mode and a dynamic multiplier matched to the monitor's refresh rate. Motion smoothness rises 3–6×, but input latency still follows the base frame rate, so MFG makes sense from about 60 real FPS upward.
MFG · DLSS MFG · Dynamic Multi Frame Generation · 6X Frame Generation · 4X Frame Generation · multi-frame gen
Key figures
From the FPSHQ database, as of Oct 15, 2026
How multi frame generation works
The game renders frame N and frame N+1, and a model running on the tensor cores uses motion vectors and optical flow to build intermediate images between them. Regular frame generation (DLSS 3, FSR 3, XeSS 2) adds one extra frame — the 2X mode. Multi Frame Generation inserts three frames (4X), and DLSS 4.5 up to five (6X). To present those frames evenly, RTX 50 cards use hardware flip metering: the display engine paces the frames instead of the CPU.
Dynamic Multi Frame Generation in DLSS 4.5 picks the multiplier on the fly: on a 240 Hz monitor with 70 FPS it switches to 3X, and in a light 120 FPS scene to 2X, so the output never overshoots the refresh rate. NVIDIA describes it as generating only the frames needed to reach the target frame rate.
| Mode | Generated per real frame | GPUs |
|---|---|---|
| 2X (DLSS 3 Frame Generation) | 1 | GeForce RTX 40 and 50 |
| 3X / 4X (DLSS 4 MFG) | 2–3 | GeForce RTX 50 only |
| 6X and Dynamic MFG (DLSS 4.5) | up to 5 | GeForce RTX 50 only, driver 595.97+ |
| XeSS 3 MFG | up to 3 (4X) | Intel Arc A and B, driver 8509+ |
| FSR Frame Generation 4 | 1 (2X) | Radeon RX 9000 |
What players actually get
The FPS counter rises almost in line with the multiplier: at a 60 FPS base, 4X gives roughly 200–230 frames (some GPU time goes into generation itself) and 6X about 300+. That noticeably improves smoothness on 240–480 Hz monitors. But mouse and keyboard response stays tied to the base 60 frames: the game processes input only in real frames, and interpolation also has to hold back the next frame. Details are in the article on frame generation latency.
That is why MFG is a tool for turning good into very smooth, not for making 25 FPS playable. At a low base you get artifacts on the HUD, thin objects and fast turns, and the latency feels like a floaty mouse. NVIDIA Reflex is always enabled alongside MFG to shorten the render queue.
When to enable it and how to set it up
Turn MFG on if you get a steady 60+ FPS without generation, have a 165 Hz or faster monitor and play a single-player or co-op game. Competitive shooters such as CS2 or Valorant don't need it: minimum latency and real frames matter more there. Pick upscaling first (for example DLSS 4 Quality), then enable 3X or 4X; 6X makes sense on 360–500 Hz displays.
A frame cap (V-Sync in the NVIDIA control panel or a limit just below the refresh rate) together with G-Sync removes tearing. If a game supports only regular DLSS Frame Generation, the multiplier can be overridden in the NVIDIA app (DLSS override). For GPUs without MFG there are alternatives: driver-level Smooth Motion, AMD AFMF and Lossless Scaling.
Input latency
FPS, render queue and frame generation → estimated click-to-screen latency.
Unified FPSHQ model estimate, not a measurement.
On your PC
Enter your GPU (and CPU) — we calculate the effect of "Multi Frame Generation" with the unified FPSHQ model using Cyberpunk 2077 as the example.
Save your PC in the account · Detect hardware with the app · Unified FPSHQ model estimate, not a measurement.
Where to use this on FPSHQ
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What is Multi Frame Generation?
Multi Frame Generation (MFG) is a frame generation mode in which the GPU's neural network inserts two to five intermediate frames between two rendered ones instead of one: DLSS 4 (January 2025) introduced 3X and 4X modes for GeForce RTX 50, and DLSS 4.5 (March 31, 2026) added a 6X mode and a dynamic multiplier matched to the monitor's refresh rate. Motion smoothness rises 3–6×, but input latency still follows the base frame rate, so MFG makes sense from about 60 real FPS upward.
- games with DLSS in the catalog
- 182
- games with FSR
- 382
- Blackwell (RTX 50) cards in the catalog
- 175
- RDNA 4 (RX 9000) cards in the catalog
- 76
FAQ
How is Multi Frame Generation different from regular frame generation?
Which graphics cards support MFG?
Does MFG reduce latency?
How many games support Multi Frame Generation?
Which MFG mode should I choose?
Sources
- NVIDIA: DLSS 4.5 Dynamic Multi Frame Generation & 6X mode (2026-03-31)
- NVIDIA: CES 2026 — 250+ games and apps with Multi Frame Generation (2026-01-05)
- PC Guide: XeSS 3 Multi Frame Gen tested (driver 8509) (2026-02-18)
- AMD GPUOpen: FSR SDK 2.3 (FSR Frame Generation 4.0.1) (2026-06-24)
FPSHQ Team · methodology · methodology · Updated
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