🔼 Upscaling & frame generation

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

📅 Updated 👥 FPSHQ Team · methodology

Frame 1generatedFrame 2generatedFrame 3generatedFrame 4On-screen FPS rises, but input is processed only in real frames
Frame generation inserts an intermediate frame between two real ones

Key figures

From the FPSHQ database, as of Oct 15, 2026

182games with DLSS in the catalog
382games with FSR
175Blackwell (RTX 50) cards in the catalog
76RDNA 4 (RX 9000) cards in the catalog
2Battlemage (Arc B) cards in the catalog

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.

ModeGenerated per real frameGPUs
2X (DLSS 3 Frame Generation)1GeForce RTX 40 and 50
3X / 4X (DLSS 4 MFG)2–3GeForce RTX 50 only
6X and Dynamic MFG (DLSS 4.5)up to 5GeForce RTX 50 only, driver 595.97+
XeSS 3 MFGup to 3 (4X)Intel Arc A and B, driver 8509+
FSR Frame Generation 41 (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.

No generationNo generation60 FPS2X (DLSS 3 / FSR / XeSS)2X (DLSS 3 / FSR / XeSS)120 FPS3X (MFG)3X (MFG)180 FPS4X (MFG)4X (MFG)240 FPS6X (DLSS 4.5)6X (DLSS 4.5)360 FPSNo generationNo generation60 FPS2X (DLSS 3 / FSR / XeSS)2X (DLSS 3 / FSR / XeSS)120 FPS3X (MFG)3X (MFG)180 FPS4X (MFG)4X (MFG)240 FPS6X (DLSS 4.5)6X (DLSS 4.5)360 FPS
Displayed frame rate per mode at a 60 FPS base (theoretical maximum) FPSHQ arithmetic: base × multiplier; real gains are 5–15% lower due to generation cost. Modes per NVIDIA, 2026-03-31

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.

  • Base without generation: 60+ FPS (45–50 minimum for single-player games)
  • Monitor: 165–240 Hz for 3X–4X, 360+ Hz for 6X
  • Reflex is enabled automatically; VRR (G-Sync) is recommended
  • Turn it off in esports titles

Input latency

FPS, render queue and frame generation → estimated click-to-screen latency.

Unified FPSHQ model estimate, not a measurement.

FPSHQ

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.

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Where to use this on FPSHQ

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In short

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?
Regular frame generation (DLSS 3, FSR 3) adds one frame between two real ones — the 2X mode. MFG adds two to three (DLSS 4, 3X/4X) or up to five (DLSS 4.5, 6X), so the FPS counter rises 3–6×.
Which graphics cards support MFG?
DLSS Multi Frame Generation runs only on GeForce RTX 50 (Blackwell). RTX 40 supports 2X only. Intel offers XeSS 3 MFG up to 4X on Arc A and B (driver 8509, February 2026); AMD FSR Frame Generation is 2X.
Does MFG reduce latency?
No. Latency follows the base frame rate and even rises slightly because a frame is held back; Reflex offsets part of it. At a 60 FPS base the game responds like 60 FPS but looks like 200+.
How many games support Multi Frame Generation?
According to NVIDIA at CES 2026 (January 5, 2026), more than 250 games and apps supported MFG; in addition, the multiplier can be enabled through the DLSS override in the NVIDIA app for games with DLSS Frame Generation.
Which MFG mode should I choose?
Match it to your monitor: base FPS × multiplier should land just below the refresh rate. 60 FPS on 240 Hz — 4X, 80 FPS on 240 Hz — 3X, 60 FPS on 360–480 Hz — 6X or Dynamic MFG.

Sources

FPSHQ Team · methodology · methodology · Updated

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