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Das ist nützlich, aber es verändert auch die Bedeutung des FPS-Zählers. Ein angezeigtes Frame ist nicht unbedingt ein neu simuliertes und konventionell gerendertes Spiel-Frame.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Mit aktivierter Multi Frame Generation sind angezeigte FPS und native Renderrate nicht mehr dieselbe Messung.\u003C\u002Fstrong> DLSS 4.5 kann auf unterstützten GeForce RTX 50 Series GPUs bis zu fünf zusätzliche Frames für jedes traditionell gerenderte Frame erzeugen. Der Monitor kann viel mehr Frames empfangen, als die Spiel-Engine konventionell simuliert und rendert.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das in diesem Artikel verwendete Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Das Frame Origin Model und das Render-to-Display Ratio unten sind praktische Figure Rocks Frameworks. Sie sind keine formelle NVIDIA-Terminologie.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">DLSS 4.5 hat die Bedeutung einer hohen FPS-Zahl verändert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Das Frame Origin Model\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Was 2X, 4X und 6X tatsächlich bedeuten\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Dynamic Multi Frame Generation fügt eine weitere Ebene hinzu\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Das Render-zu-Display-Verhältnis\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-23\" class=\"editorjs-toc__link\">Warum CPU-limitierte Spiele enorme FPS-Gewinne zeigen können\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Warum sich 300 angezeigte FPS nicht automatisch wie 300 native FPS anfühlen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Angezeigte Flüssigkeit und Eingabereaktionsfähigkeit sind unterschiedliche Achsen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Warum eine höhere generierte FPS trotzdem wertvoll sein kann\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Bildqualität ist weiterhin wichtig\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Der Test zur Interpretation generierter FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Warum Benchmark-Diagramme jetzt mehr Kontext benötigen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Eine bessere Möglichkeit, Frame-Generation-Leistung zu berichten\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Was Dynamic 6X für 240-Hz- und 360-Hz-Displays ändert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Vergleichen Sie generierte FPS nicht direkt mit alten Native-FPS-Regeln\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">DLSS 4.5 hat die Bedeutung einer hohen FPS-Zahl verändert\u003C\u002Fh2>\n\u003Cp>Traditionelle FPS-Diskussionen gehen davon aus, dass jedes angezeigte Frame eng einem Frame entspricht, das konventionell von der Spiel-Pipeline gerendert wurde. Frame Generation bricht diese Eins-zu-eins-Beziehung auf.\u003C\u002Fp>\n\u003Cp>NVIDIAs DLSS 4.5 Dynamic Multi Frame Generation kann für jedes traditionell gerenderte Frame bis zu fünf zusätzliche Frames erzeugen und auf unterstützten GeForce RTX 50 Series GPUs einen 6X-Multiplikator erreichen.\u003C\u002Fp>\n\u003Cp>Das macht die angezeigte Bildrate extrem nützlich für Bewegungsglätte und High-Refresh-Displays, aber es bedeutet, dass die Schlagzeilen-FPS-Zahl nicht mehr verrät, wie oft die Spielsimulation ein neu gerendertes Frame produziert hat.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Das Frame Origin Model\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Woher Frames in einer modernen DLSS-Pipeline kommen können\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Spielsimulation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die CPU aktualisiert Spiellogik, Spielerzustand, Animation, Physik und andere Simulationsarbeit.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Traditionell gerendertes Frame\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das Spiel übergibt Renderarbeit und die GPU erstellt ein konventionelles Spiel-Frame.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Super Resolution \u002F Rekonstruktion\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DLSS kann aus niedriger aufgelösten Eingaben und temporalen Daten ein höher aufgelöstes Bild rekonstruieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Multi Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das System erzeugt zusätzliche Frames zwischen traditionell gerenderten Frames mithilfe von Spiel- und Bildbewegungsdaten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Angezeigter Frame-Stream\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Der Monitor empfängt eine Sequenz mit höherer Rate, die sowohl traditionell gerenderte als auch generierte Frames enthält.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Die wichtige Unterscheidung ist der Ursprung. Einige Frames beginnen mit einem neuen Spielsimulations-\u002FRenderzyklus. Andere werden erzeugt, um den angezeigten Frame-Stream zwischen diesen Frames zu erhöhen.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">Was 2X, 4X und 6X tatsächlich bedeuten\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Vereinfachtes Multiplikator-Modell\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Traditionell gerenderte Frames\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Zusätzliche generierte Frames\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Potenziell angezeigte Frames\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">2X Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">2\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">4X Multi Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 3\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 4\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">6X Multi Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 5\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 6\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Den Multiplikator nicht blind umkehren\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Angezeigte 300 FPS im 6X-Modus beweisen \u003Cstrong>nicht\u003C\u002Fstrong>, dass die zugrunde liegende native Renderrate zu jedem Zeitpunkt genau 50 FPS beträgt. Dynamic MFG kann Multiplikatoren ändern, die Pipeline hat Verarbeitungs-Overhead, und echtes Frame-Pacing ist keine einfache feste arithmetische Sequenz.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">Dynamic Multi Frame Generation fügt eine weitere Ebene hinzu\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 fügt Dynamic Multi Frame Generation hinzu. NVIDIA beschreibt es als automatisches Wechseln zwischen Frame-Multiplikatoren, sodass das System nur die zusätzlichen Frames erzeugt, die nötig sind, um sich einer Zielbildrate zu nähern.\u003C\u002Fp>\n\u003Cp>Das ist wichtig, weil ein statisches 6X-Label das falsche mentale Modell erzeugen kann. Die tatsächliche Anzahl generierter Frames kann sich ändern, wenn sich die Arbeitslast ändert.\u003C\u002Fp>\n\u003Cp>Ein Performance-Overlay, das die endgültige angezeigte Bildrate meldet, beschreibt daher den Ausgabestream, nicht eine feste Eins-zu-eins-Zählung neuer Simulationsschritte.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">Das Render-zu-Display-Verhältnis\u003C\u002Fh2>\n\u003Cp>Für die Diagnose ist es nützlich, zwei Raten zu unterscheiden: die Rate, mit der die Engine herkömmlich neue Frames erzeugt, und die Rate, mit der Frames letztendlich auf dem Display dargestellt werden.\u003C\u002Fp>\n\u003Cp>Das Render-zu-Display-Verhältnis ist ein Figure-Rocks-Konzept, um diese beiden Ideen getrennt zu halten. Es ist nicht als Ersatz für Hersteller-Telemetrie gedacht; es ist ein Denkwerkzeug.\u003C\u002Fp>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Metrik\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Was sie aussagt\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Was sie nicht beweist\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Basis-\u002Ftraditionell gerenderte Rate\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Wie oft die konventionelle Spiel-\u002FRender-Pipeline Frames erzeugt\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Wie viele Frames das Display letztendlich erhält\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Multiplikator für generierte Frames\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Wie viele zusätzliche Frames eingefügt werden können\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Dass jeder Moment den maximalen Multiplikator nutzt\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Angezeigte FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Der endgültige Frame-Stream, der die Präsentation erreicht\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Dass die Spielsimulation selbst mit derselben Rate aktualisiert wird\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">PC-Latenz\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Wie lange die Eingabe braucht, um durch die PC-Pipeline zu gelangen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Bildqualität oder Grad der Frame-Generierungs-Artefakte\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-23\">Warum CPU-limitierte Spiele enorme FPS-Gewinne zeigen können\u003C\u002Fh2>\n\u003Cp>Eine der nützlichsten Eigenschaften der Frame-Generierung ist, dass sie die angezeigte Frame-Ausgabe erhöhen kann, ohne dass die CPU jeden zusätzlich generierten Frame simulieren und übermitteln muss.\u003C\u002Fp>\n\u003Cp>NVIDIA demonstrierte dies mit DLSS 4 in Hogwarts Legacy: Die konventionelle Pipeline stieß im zitierten Test auf einen CPU-Flaschenhals von etwa 110 FPS, während Multi Frame Generation die angezeigte Ausgabe weit über dieses Limit hinaus steigerte.\u003C\u002Fp>\n\u003Cp>Das bedeutet nicht, dass die CPU plötzlich begann, das Spiel mit der höheren angezeigten Rate zu simulieren. Es bedeutet, dass generierte Frames den Präsentationsdurchsatz über den konventionellen Render-Flaschenhals hinaus erhöhen können.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das ist ein Feature, kein Trick\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Generierte Frames können die Bewegung auf einem High-Refresh-Display erheblich flüssiger machen, selbst wenn die konventionelle Render-Rate der Engine CPU-limitiert ist. Der Fehler ist nicht, generierte Frames zu verwenden; der Fehler ist, die endgültige FPS-Zahl so zu behandeln, als hätte jeder Frame denselben Ursprung.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-28\">Warum sich 300 angezeigte FPS nicht automatisch wie 300 native FPS anfühlen\u003C\u002Fh2>\n\u003Cp>Die Reaktionsfähigkeit hängt von der Latenz-Pipeline ab, nicht nur davon, wie viele Frames angezeigt werden.\u003C\u002Fp>\n\u003Cp>NVIDIA Reflex misst die Latenz über Stufen hinweg, darunter Eingabe, Simulation, Render-Übermittlung, Grafiktreiber, Render-Queue und GPU-Rendering. Diese Stufen zeigen, warum eine endgültige FPS-Zahl die Reaktionsfähigkeit nicht allein beschreiben kann.\u003C\u002Fp>\n\u003Cp>Multi Frame Generation fügt visuelle Frames zwischen traditionell gerenderte ein, aber diese generierten Frames repräsentieren keine neuen CPU-Simulationsschritte. Reflex wird daher mit Frame Generation kombiniert, um die Latenz zu kontrollieren und die Pipeline reaktionsfähig zu halten.\u003C\u002Fp>\n\u003Ch2 id=\"section-32\">Angezeigte Flüssigkeit und Eingabereaktionsfähigkeit sind unterschiedliche Achsen\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Was sich ändert, wenn generierte Frames hinzugefügt werden\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Kann sich verbessern\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Hängt weiterhin von der Basis-Pipeline ab\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Bewegungsdarstellung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">More displayed frames can make camera motion and animation appear smoother\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Underlying simulation cadence is not multiplied in the same way\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">High-Refresh-Auslastung\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">240 Hz and higher displays can receive a denser frame stream\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The conventional render rate can remain much lower\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Reaktionsfähigkeit\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Reflex and pipeline optimization can reduce latency\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Displayed FPS alone cannot prove low click-to-photon latency\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">CPU-Flaschenhals\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Displayed FPS can rise beyond the CPU-limited conventional render rate\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">The CPU&#39;s simulation workload itself is not magically multiplied\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-34\">Warum eine höhere generierte FPS trotzdem wertvoll sein kann\u003C\u002Fh2>\n\u003Cp>Die Trennung von gerenderten und generierten Frames sollte nicht mit der Ablehnung generierter Frames verwechselt werden.\u003C\u002Fp>\n\u003Cp>Ein 240-Hz- oder 360-Hz-Display profitiert davon, mehr visuelle Aktualisierungen zu erhalten. Kamerabewegungen können flüssiger aussehen, Ruckeln kann reduziert werden, und Path-Tracing-Workloads, die sonst für sehr hohe Präsentationsraten zu schwer wären, werden praktikabler.\u003C\u002Fp>\n\u003Cp>Der Zweck von DLSS 4.5 besteht genau darin, KI-Rekonstruktionsarbeit gegen einen dichteren angezeigten Frame-Stream einzutauschen. Die technische Frage ist, wie dieser Stream erzeugt wurde, nicht ob die zusätzlichen Frames existieren.\u003C\u002Fp>\n\u003Ch2 id=\"section-38\">Bildqualität ist weiterhin wichtig\u003C\u002Fh2>\n\u003Cp>Generierte Frames sind Vorhersagen, die aus verfügbaren Spiel- und Bildbewegungsdaten erzeugt werden. Schnelle Kamerabewegungen, Disokklusion, Transparenz, Partikel und UI-Elemente können die Rekonstruktion erschweren.\u003C\u002Fp>\n\u003Cp>NVIDIAs DLSS 4.5-Update führte ein verbessertes Frame-Generation-Modell ein, das in unterstützten Engines zusätzliche UI-Buffer nutzen kann, um die Behandlung statischer Interface-Elemente wie Mini-Maps und anderer On-Screen-UI zu verbessern.\u003C\u002Fp>\n\u003Cp>Das ist eine nützliche Erinnerung daran, dass die Qualität der Frame-Generation nicht nur vom Multiplikator abhängt, sondern auch von den dem Modell verfügbaren Informationen und der Qualität der Spielintegration.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Der Test zur Interpretation generierter FPS\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wie man eine FPS-Zahl liest, wenn Multi Frame Generation aktiviert ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Den Modus identifizieren\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ist Frame Generation aus, 2X, 3X, 4X, 5X, 6X oder Dynamic MFG?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Angezeigte FPS vom Basis-Rendering trennen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Gehen Sie nicht davon aus, dass die endgültige Overlay-Zahl die konventionelle Renderrate der Engine ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Latenz separat prüfen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Verwenden Sie Latenzdaten im Reflex\u002FPCL-Stil oder eine konsistente Latenzmessung, anstatt die Reaktionsfähigkeit aus den FPS abzuleiten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Frame-Pacing untersuchen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine hohe Ausgaberate ist nur nützlich, wenn die Lieferung ausreichend konsistent bleibt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Bildstabilität untersuchen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Achten Sie auf UI-Artefakte, Disokklusionsfehler, Bewegungsartefakte oder instabile feine Details.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Mit deaktivierter Frame Generation vergleichen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Der Basis-Durchlauf zeigt die konventionelle Leistungsuntergrenze, auf der die generierte Ausgabe aufbaut.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">7\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">7. An Ihrem Ziel messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Hohe Bildwiederholraten für Einzelspieler-Flüssigkeit und kompetitive Latenz sind unterschiedliche Optimierungsziele.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Warum Benchmark-Diagramme jetzt mehr Kontext benötigen\u003C\u002Fh2>\n\u003Cp>Ein Benchmark, der „300 FPS“ angibt, ist unvollständig, wenn er nicht sagt, ob diese Zahl Frame Generation enthält, welcher Multiplikator verwendet wurde, welcher Super-Resolution-Modus aktiv war und wie die zugrunde liegende konventionelle Leistung aussah.\u003C\u002Fp>\n\u003Cp>Dies ist besonders wichtig beim Vergleich von GPU-Generationen. NVIDIAs eigene Leistungsdiagramme der RTX 50-Serie unterscheiden ausdrücklich Frame Generation auf der RTX 40-Serie von Multi Frame Generation-Modi auf der RTX 50-Serie.\u003C\u002Fp>\n\u003Cp>Der Vergleich kann dennoch nützlich sein, aber die Methodik muss angeben, was die angezeigte Bildrate erzeugt hat.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Eine bessere Möglichkeit, Frame-Generation-Leistung zu berichten\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Bericht\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Warum es wichtig ist\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Basis-FPS mit deaktivierter Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zeigt die konventionelle Leistungsuntergrenze\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Angezeigte FPS mit aktivierter Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zeigt den endgültigen Präsentationsdurchsatz\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">MFG-Modus \u002F Multiplikator\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Erklärt, wie aggressiv Frames generiert werden\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Super-Resolution-Modus\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zeigt, wie stark die konventionelle Rendering-Last reduziert wird\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latenz\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Trennt Reaktionsfähigkeit vom Präsentationsdurchsatz\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Frame-Zeit- \u002F Pacing-Daten\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Zeigt, ob der Ausgabestream konsistent geliefert wird\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Spiel + Patch + Auflösung + Einstellungen\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Definiert die Arbeitslast, damit Ergebnisse reproduzierbar sind\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-50\">Was Dynamic 6X für 240-Hz- und 360-Hz-Displays ändert\u003C\u002Fh2>\n\u003Cp>NVIDIA positioniert Dynamic Multi Frame Generation speziell für 4K-Path-Tracing-Gaming mit sehr hohen Bildwiederholraten. Das System kann den Multiplikator variieren, anstatt blind jederzeit die maximale Anzahl von Frames zu generieren.\u003C\u002Fp>\n\u003Cp>Dadurch wird das Ziel-Display Teil des Regelproblems. Wenn die Basisleistung bereits hoch genug ist, werden möglicherweise weniger generierte Frames benötigt. Wenn die Arbeitslast schwerer wird, kann ein höherer Multiplikator helfen, die Ziel-Ausgaberate aufrechtzuerhalten.\u003C\u002Fp>\n\u003Cp>Die nützliche Leistungsfrage verschiebt sich daher von „Was ist meine maximale FPS?“ hin zu „Kann das System das Präsentationsziel mit akzeptabler Latenz und Bildstabilität aufrechterhalten?“\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Vergleichen Sie generierte FPS nicht direkt mit alten Native-FPS-Regeln\u003C\u002Fh2>\n\u003Cp>Regeln wie „Sie benötigen mindestens X native FPS, bevor Frame Generation nutzbar ist“ stammen aus früheren Implementierungen, Hardware- und Latenzverhalten. Sie sollten nicht als zeitlose Gesetze behandelt werden.\u003C\u002Fp>\n\u003Cp>Der korrekte Schwellenwert hängt vom Spiel, der Basis-Frame-Zeit, der Latenz, der Display-Wiederholrate, dem MFG-Modus, dem Reflex-Verhalten und der Empfindlichkeit des Spielers gegenüber Artefakten oder Reaktionsverzögerungen ab.\u003C\u002Fp>\n\u003Cp>Messen Sie die tatsächliche Erfahrung, anstatt eine feste Zahl aus einer anderen Technologiegeneration zu übernehmen.\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>Zukünftige Systeme könnten Simulationsvorhersage, späte Eingabeaktualisierungen oder ausgefeilteres Frame Warping integrieren, sodass die Beziehung zwischen Spielsimulation, konventionellem Rendering und endgültiger Präsentation noch weniger eins zu eins wird.\u003C\u002Fp>\n\u003Cp>Reflex 2 Frame Warp weist bereits in diese Richtung, indem es die angezeigte Kameraperspektive kurz vor dem Scan-out aus neueren Eingaben aktualisiert. Während sich diese Techniken weiterentwickeln, wird FPS zu einer zunehmend unvollständigen Beschreibung der gesamten interaktiven Pipeline.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Die von NVIDIA veröffentlichten Leistungszahlen sind Herstellermessungen unter festgelegten Bedingungen. Sie demonstrieren unterstütztes Verhalten und Architektur, sollten jedoch nicht als unabhängige Benchmarks für jedes Spiel oder jede GPU behandelt werden.\u003C\u002Fp>\n\u003Cp>Die vereinfachten Multiplikator-Beispiele in diesem Artikel erklären den Frame-Ursprung konzeptionell. Dynamisches MFG, Pacing, verworfene Frames, Workload-Änderungen und Präsentationsverhalten machen reale Aufnahmen komplexer.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Fazit\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 macht eine alte Gewohnheit zunehmend gefährlich: eine einzelne FPS-Zahl als vollständige Beschreibung der Spielleistung zu behandeln.\u003C\u002Fp>\n\u003Cp>Mit 6X Multi Frame Generation kann ein traditionell gerenderter Frame von bis zu fünf generierten Frames begleitet werden. Das kann eine außergewöhnlich flüssige High-Refresh-Präsentation erzeugen, aber der endgültige FPS-Zähler vermischt nun Frame-Ursprünge. Für eine aussagekräftige Analyse trennen Sie Basis-Rendering, generierte Ausgabe, Latenz, Pacing und Bildstabilität.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">DLSS 4.5, Multi Frame Generation und FPS\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Generiert DLSS 4.5 wirklich fünf Frames?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Auf unterstützten GeForce RTX 50 Series GPUs kann 6X Multi Frame Generation bis zu fünf zusätzliche Frames für jeden traditionell gerenderten Frame generieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Wenn ich mit 6X MFG 300 FPS sehe, rendert mein Spiel dann nativ mit 50 FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nicht unbedingt. Der Multiplikator kann dynamisch sein, die Verarbeitung hat Overhead, und die endgültig angezeigte Rate ist kein einfacher Beweis für eine feste zugrunde liegende Renderrate.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Verbessern generierte Frames die Flüssigkeit?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ja. Ein dichterer angezeigter Frame-Stream kann Bewegungen flüssiger machen und High-Refresh-Displays besser nutzen, vorausgesetzt, Pacing und Bildqualität bleiben gut.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Reduzieren generierte Frames die Eingabelatenz?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Frame Generation selbst sollte nicht als Latenzmetrik verwendet werden. NVIDIA kombiniert es mit Reflex, um die Latenz-Pipeline zu optimieren, und die Latenz sollte separat gemessen werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann Multi Frame Generation einen CPU-Engpass umgehen?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es kann die angezeigten FPS über die konventionelle CPU-limitierte Renderrate hinaus erhöhen, weil generierte Frames nicht erfordern, dass die CPU jeden zusätzlichen angezeigten Frame simuliert. Der zugrunde liegende CPU-Engpass besteht weiterhin.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Sind generierte FPS gefälschte FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Diese Bezeichnung ist technisch nicht hilfreich. Die generierten Frames sind echte angezeigte Frames, aber sie haben einen anderen Ursprung als konventionell gerenderte Frames. Die Berichterstattung sollte die beiden unterscheiden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-69\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige Begriffe der Frame-Generierung\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"traditionally-rendered-frame\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Traditionell gerenderter Frame\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Frame, der durch die konventionelle Spielsimulation und Rendering-Pipeline vor optionaler Frame-Generierung erzeugt wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"generated-frame\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Generierter Frame\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein zusätzlicher angezeigter Frame, der zwischen traditionell gerenderten Frames unter Verwendung von temporalen, Bewegungs- und spielbereitgestellten Daten synthetisiert wird.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"multi-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS-Technologie, die mehrere zusätzliche Frames für jeden traditionell gerenderten Frame synthetisieren kann.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"dynamic-mfg\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Dynamische Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS 4.5-Funktion, die den Frame-Generierungs-Multiplikator als Reaktion auf ein Ziel-Frame-Rate-Ziel variieren kann.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"displayed-fps\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Angezeigte FPS\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Die endgültige Rate der Frames, die an das Display präsentiert werden, möglicherweise einschließlich sowohl traditionell gerenderter als auch generierter Frames.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"render-to-display-ratio\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Render-to-Display-Verhältnis\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Konzept zur Trennung der konventionellen Frame-Produktionsrate vom endgültigen angezeigten Frame-Stream.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"frame-origin-model\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Frame-Ursprungsmodell\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Framework zur Identifizierung, ob ein angezeigter Frame aus konventionellem Rendering, Rekonstruktion oder Frame-Generierung stammt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation und 6X-Modus\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Veröffentlichung vom März 2026, die Dynamic MFG, 5X\u002F6X-Modi und bis zu fünf generierte Frames pro traditionell gerendertem Frame beschreibt.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — GeForce RTX 50 Serie mit DLSS 4.5\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle NVIDIA-Übersicht über Dynamic Multi Frame Generation, 6X-Ausgabe und Transformatormodelle der zweiten Generation.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss4-multi-frame-generation-ai-innovations\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — DLSS 4 Multi Frame Generation KI-Innovationen\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle technische Erklärung von Multi Frame Generation, Modelleffizienz, Eingaben für generierte Frames und Blackwell-spezifischen Implementierungsänderungen.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss-4-multi-frame-generation-out-now\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — DLSS 4 Multi Frame Generation\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Veröffentlichung mit CPU-Bottleneck-Beispielen und der Unterscheidung zwischen traditionell gerenderten und generierten Frames.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Dokumentation der Reflex-Latenzstufen, des Low-Latency-Modus und von Frame Warp.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Technical Blog — PC-Latenz verstehen und messen\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizieller technischer Artikel, der PCL Stats und die Latenzmessung pro Frame über die gesamte PC-Pipeline beschreibt.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1085},1790376145973,[540,545,552,558,564,569,573,577,581,585,607,611,615,648,654,658,662,666,670,674,678,682,707,711,715,719,723,729,733,737,741,745,749,785,789,793,797,801,805,809,813,817,821,847,851,855,859,863,867,895,899,903,907,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,996,1000,1032,1036,1045,1053,1061,1069,1077],{"id":541,"data":542,"type":544},"intro",{"text":543},"DLSS 4.5 kann ein Spiel in Richtung 240, 300 oder sogar noch höherer angezeigter Bildraten treiben, indem es zusätzliche Frames zwischen traditionell gerenderten Frames erzeugt. Das ist nützlich, aber es verändert auch die Bedeutung des FPS-Zählers. Ein angezeigtes Frame ist nicht unbedingt ein neu simuliertes und konventionell gerendertes Spiel-Frame.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Mit aktivierter Multi Frame Generation sind angezeigte FPS und native Renderrate nicht mehr dieselbe Messung.\u003C\u002Fstrong> DLSS 4.5 kann auf unterstützten GeForce RTX 50 Series GPUs bis zu fünf zusätzliche Frames für jedes traditionell gerenderte Frame erzeugen. Der Monitor kann viel mehr Frames empfangen, als die Spiel-Engine konventionell simuliert und rendert.","Direkte Antwort","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Das Frame Origin Model und das Render-to-Display Ratio unten sind praktische Figure Rocks Frameworks. Sie sind keine formelle NVIDIA-Terminologie.","Das in diesem Artikel verwendete Modell","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Inhalt",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-meaning",{"text":567,"level":47},"DLSS 4.5 hat die Bedeutung einer hohen FPS-Zahl verändert","header",{"id":570,"data":571,"type":544},"p-meaning-1",{"text":572},"Traditionelle FPS-Diskussionen gehen davon aus, dass jedes angezeigte Frame eng einem Frame entspricht, das konventionell von der Spiel-Pipeline gerendert wurde. Frame Generation bricht diese Eins-zu-eins-Beziehung auf.",{"id":574,"data":575,"type":544},"p-meaning-2",{"text":576},"NVIDIAs DLSS 4.5 Dynamic Multi Frame Generation kann für jedes traditionell gerenderte Frame bis zu fünf zusätzliche Frames erzeugen und auf unterstützten GeForce RTX 50 Series GPUs einen 6X-Multiplikator erreichen.",{"id":578,"data":579,"type":544},"p-meaning-3",{"text":580},"Das macht die angezeigte Bildrate extrem nützlich für Bewegungsglätte und High-Refresh-Displays, aber es bedeutet, dass die Schlagzeilen-FPS-Zahl nicht mehr verrät, wie oft die Spielsimulation ein neu gerendertes Frame produziert hat.",{"id":582,"data":583,"type":568},"h-origin",{"text":584,"level":47},"Das Frame Origin Model",{"id":586,"data":587,"type":606},"origin-flow",{"steps":588,"title":604,"orientation":605},[589,592,595,598,601],{"label":590,"description":591},"1. Spielsimulation","Die CPU aktualisiert Spiellogik, Spielerzustand, Animation, Physik und andere Simulationsarbeit.",{"label":593,"description":594},"2. Traditionell gerendertes Frame","Das Spiel übergibt Renderarbeit und die GPU erstellt ein konventionelles Spiel-Frame.",{"label":596,"description":597},"3. Super Resolution \u002F Rekonstruktion","DLSS kann aus niedriger aufgelösten Eingaben und temporalen Daten ein höher aufgelöstes Bild rekonstruieren.",{"label":599,"description":600},"4. Multi Frame Generation","Das System erzeugt zusätzliche Frames zwischen traditionell gerenderten Frames mithilfe von Spiel- und Bildbewegungsdaten.",{"label":602,"description":603},"5. Angezeigter Frame-Stream","Der Monitor empfängt eine Sequenz mit höherer Rate, die sowohl traditionell gerenderte als auch generierte Frames enthält.","Woher Frames in einer modernen DLSS-Pipeline kommen können","auto","processFlow",{"id":608,"data":609,"type":544},"p-origin",{"text":610},"Die wichtige Unterscheidung ist der Ursprung. Einige Frames beginnen mit einem neuen Spielsimulations-\u002FRenderzyklus. Andere werden erzeugt, um den angezeigten Frame-Stream zwischen diesen Frames zu erhöhen.",{"id":612,"data":613,"type":568},"h-multipliers",{"text":614,"level":47},"Was 2X, 4X und 6X tatsächlich bedeuten",{"id":616,"data":617,"type":647},"multiplier-table",{"rows":618,"title":635,"layout":636,"columns":637},[619,623,629],{"id":620,"label":621,"values":622},"2x","2X Frame Generation",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":626},"4x","4X Multi Frame Generation",{"rendered":52,"displayed":627,"generated":628},"Up to 4","Up to 3",{"id":630,"label":631,"values":632},"6x","6X Multi Frame Generation",{"rendered":52,"displayed":633,"generated":634},"Up to 6","Up to 5","Vereinfachtes Multiplikator-Modell","table",[638,641,644],{"id":639,"label":640},"rendered","Traditionell gerenderte Frames",{"id":642,"label":643},"generated","Zusätzliche generierte Frames",{"id":645,"label":646},"displayed","Potenziell angezeigte Frames","comparison",{"id":649,"data":650,"type":551},"multiplier-warning",{"body":651,"title":652,"variant":653},"Angezeigte 300 FPS im 6X-Modus beweisen \u003Cstrong>nicht\u003C\u002Fstrong>, dass die zugrunde liegende native Renderrate zu jedem Zeitpunkt genau 50 FPS beträgt. Dynamic MFG kann Multiplikatoren ändern, die Pipeline hat Verarbeitungs-Overhead, und echtes Frame-Pacing ist keine einfache feste arithmetische Sequenz.","Den Multiplikator nicht blind umkehren","warning",{"id":655,"data":656,"type":568},"h-dynamic",{"text":657,"level":47},"Dynamic Multi Frame Generation fügt eine weitere Ebene hinzu",{"id":659,"data":660,"type":544},"p-dynamic-1",{"text":661},"DLSS 4.5 fügt Dynamic Multi Frame Generation hinzu. NVIDIA beschreibt es als automatisches Wechseln zwischen Frame-Multiplikatoren, sodass das System nur die zusätzlichen Frames erzeugt, die nötig sind, um sich einer Zielbildrate zu nähern.",{"id":663,"data":664,"type":544},"p-dynamic-2",{"text":665},"Das ist wichtig, weil ein statisches 6X-Label das falsche mentale Modell erzeugen kann. Die tatsächliche Anzahl generierter Frames kann sich ändern, wenn sich die Arbeitslast ändert.",{"id":667,"data":668,"type":544},"p-dynamic-3",{"text":669},"Ein Performance-Overlay, das die endgültige angezeigte Bildrate meldet, beschreibt daher den Ausgabestream, nicht eine feste Eins-zu-eins-Zählung neuer Simulationsschritte.",{"id":671,"data":672,"type":568},"h-ratio",{"text":673,"level":47},"Das Render-zu-Display-Verhältnis",{"id":675,"data":676,"type":544},"p-ratio-1",{"text":677},"Für die Diagnose ist es nützlich, zwei Raten zu unterscheiden: die Rate, mit der die Engine herkömmlich neue Frames erzeugt, und die Rate, mit der Frames letztendlich auf dem Display dargestellt werden.",{"id":679,"data":680,"type":544},"p-ratio-2",{"text":681},"Das Render-zu-Display-Verhältnis ist ein Figure-Rocks-Konzept, um diese beiden Ideen getrennt zu halten. Es ist nicht als Ersatz für Hersteller-Telemetrie gedacht; es ist ein Denkwerkzeug.",{"id":683,"data":684,"type":636},"ratio-table",{"content":685,"stretched":706,"withHeadings":15},[686,690,694,698,702],[687,688,689],"Metrik","Was sie aussagt","Was sie nicht beweist",[691,692,693],"Basis-\u002Ftraditionell gerenderte Rate","Wie oft die konventionelle Spiel-\u002FRender-Pipeline Frames erzeugt","Wie viele Frames das Display letztendlich erhält",[695,696,697],"Multiplikator für generierte Frames","Wie viele zusätzliche Frames eingefügt werden können","Dass jeder Moment den maximalen Multiplikator nutzt",[699,700,701],"Angezeigte FPS","Der endgültige Frame-Stream, der die Präsentation erreicht","Dass die Spielsimulation selbst mit derselben Rate aktualisiert wird",[703,704,705],"PC-Latenz","Wie lange die Eingabe braucht, um durch die PC-Pipeline zu gelangen","Bildqualität oder Grad der Frame-Generierungs-Artefakte",false,{"id":708,"data":709,"type":568},"h-cpu",{"text":710,"level":47},"Warum CPU-limitierte Spiele enorme FPS-Gewinne zeigen können",{"id":712,"data":713,"type":544},"p-cpu-1",{"text":714},"Eine der nützlichsten Eigenschaften der Frame-Generierung ist, dass sie die angezeigte Frame-Ausgabe erhöhen kann, ohne dass die CPU jeden zusätzlich generierten Frame simulieren und übermitteln muss.",{"id":716,"data":717,"type":544},"p-cpu-2",{"text":718},"NVIDIA demonstrierte dies mit DLSS 4 in Hogwarts Legacy: Die konventionelle Pipeline stieß im zitierten Test auf einen CPU-Flaschenhals von etwa 110 FPS, während Multi Frame Generation die angezeigte Ausgabe weit über dieses Limit hinaus steigerte.",{"id":720,"data":721,"type":544},"p-cpu-3",{"text":722},"Das bedeutet nicht, dass die CPU plötzlich begann, das Spiel mit der höheren angezeigten Rate zu simulieren. Es bedeutet, dass generierte Frames den Präsentationsdurchsatz über den konventionellen Render-Flaschenhals hinaus erhöhen können.",{"id":724,"data":725,"type":551},"feature-note",{"body":726,"title":727,"variant":728},"Generierte Frames können die Bewegung auf einem High-Refresh-Display erheblich flüssiger machen, selbst wenn die konventionelle Render-Rate der Engine CPU-limitiert ist. Der Fehler ist nicht, generierte Frames zu verwenden; der Fehler ist, die endgültige FPS-Zahl so zu behandeln, als hätte jeder Frame denselben Ursprung.","Das ist ein Feature, kein Trick","success",{"id":730,"data":731,"type":568},"h-latency",{"text":732,"level":47},"Warum sich 300 angezeigte FPS nicht automatisch wie 300 native FPS anfühlen",{"id":734,"data":735,"type":544},"p-lat-1",{"text":736},"Die Reaktionsfähigkeit hängt von der Latenz-Pipeline ab, nicht nur davon, wie viele Frames angezeigt werden.",{"id":738,"data":739,"type":544},"p-lat-2",{"text":740},"NVIDIA Reflex misst die Latenz über Stufen hinweg, darunter Eingabe, Simulation, Render-Übermittlung, Grafiktreiber, Render-Queue und GPU-Rendering. Diese Stufen zeigen, warum eine endgültige FPS-Zahl die Reaktionsfähigkeit nicht allein beschreiben kann.",{"id":742,"data":743,"type":544},"p-lat-3",{"text":744},"Multi Frame Generation fügt visuelle Frames zwischen traditionell gerenderte ein, aber diese generierten Frames repräsentieren keine neuen CPU-Simulationsschritte. Reflex wird daher mit Frame Generation kombiniert, um die Latenz zu kontrollieren und die Pipeline reaktionsfähig zu halten.",{"id":746,"data":747,"type":568},"h-twoaxes",{"text":748,"level":47},"Angezeigte Flüssigkeit und Eingabereaktionsfähigkeit sind unterschiedliche Achsen",{"id":750,"data":751,"type":647},"axes-table",{"rows":752,"title":777,"layout":636,"columns":778},[753,759,765,771],{"id":754,"label":755,"values":756},"motion","Bewegungsdarstellung",{"improves":757,"separate":758},"More displayed frames can make camera motion and animation appear smoother","Underlying simulation cadence is not multiplied in the same way",{"id":760,"label":761,"values":762},"refresh","High-Refresh-Auslastung",{"improves":763,"separate":764},"240 Hz and higher displays can receive a denser frame stream","The conventional render rate can remain much lower",{"id":766,"label":767,"values":768},"latency","Reaktionsfähigkeit",{"improves":769,"separate":770},"Reflex and pipeline optimization can reduce latency","Displayed FPS alone cannot prove low click-to-photon latency",{"id":772,"label":773,"values":774},"cpu","CPU-Flaschenhals",{"improves":775,"separate":776},"Displayed FPS can rise beyond the CPU-limited conventional render rate","The CPU's simulation workload itself is not magically multiplied","Was sich ändert, wenn generierte Frames hinzugefügt werden",[779,782],{"id":780,"label":781},"improves","Kann sich verbessern",{"id":783,"label":784},"separate","Hängt weiterhin von der Basis-Pipeline ab",{"id":786,"data":787,"type":568},"h-value",{"text":788,"level":47},"Warum eine höhere generierte FPS trotzdem wertvoll sein kann",{"id":790,"data":791,"type":544},"p-value-1",{"text":792},"Die Trennung von gerenderten und generierten Frames sollte nicht mit der Ablehnung generierter Frames verwechselt werden.",{"id":794,"data":795,"type":544},"p-value-2",{"text":796},"Ein 240-Hz- oder 360-Hz-Display profitiert davon, mehr visuelle Aktualisierungen zu erhalten. Kamerabewegungen können flüssiger aussehen, Ruckeln kann reduziert werden, und Path-Tracing-Workloads, die sonst für sehr hohe Präsentationsraten zu schwer wären, werden praktikabler.",{"id":798,"data":799,"type":544},"p-value-3",{"text":800},"Der Zweck von DLSS 4.5 besteht genau darin, KI-Rekonstruktionsarbeit gegen einen dichteren angezeigten Frame-Stream einzutauschen. Die technische Frage ist, wie dieser Stream erzeugt wurde, nicht ob die zusätzlichen Frames existieren.",{"id":802,"data":803,"type":568},"h-quality",{"text":804,"level":47},"Bildqualität ist weiterhin wichtig",{"id":806,"data":807,"type":544},"p-quality-1",{"text":808},"Generierte Frames sind Vorhersagen, die aus verfügbaren Spiel- und Bildbewegungsdaten erzeugt werden. Schnelle Kamerabewegungen, Disokklusion, Transparenz, Partikel und UI-Elemente können die Rekonstruktion erschweren.",{"id":810,"data":811,"type":544},"p-quality-2",{"text":812},"NVIDIAs DLSS 4.5-Update führte ein verbessertes Frame-Generation-Modell ein, das in unterstützten Engines zusätzliche UI-Buffer nutzen kann, um die Behandlung statischer Interface-Elemente wie Mini-Maps und anderer On-Screen-UI zu verbessern.",{"id":814,"data":815,"type":544},"p-quality-3",{"text":816},"Das ist eine nützliche Erinnerung daran, dass die Qualität der Frame-Generation nicht nur vom Multiplikator abhängt, sondern auch von den dem Modell verfügbaren Informationen und der Qualität der Spielintegration.",{"id":818,"data":819,"type":568},"h-test",{"text":820,"level":47},"Der Test zur Interpretation generierter FPS",{"id":822,"data":823,"type":606},"interpret-test",{"steps":824,"title":846,"orientation":605},[825,828,831,834,837,840,843],{"label":826,"description":827},"1. Den Modus identifizieren","Ist Frame Generation aus, 2X, 3X, 4X, 5X, 6X oder Dynamic MFG?",{"label":829,"description":830},"2. Angezeigte FPS vom Basis-Rendering trennen","Gehen Sie nicht davon aus, dass die endgültige Overlay-Zahl die konventionelle Renderrate der Engine ist.",{"label":832,"description":833},"3. Latenz separat prüfen","Verwenden Sie Latenzdaten im Reflex\u002FPCL-Stil oder eine konsistente Latenzmessung, anstatt die Reaktionsfähigkeit aus den FPS abzuleiten.",{"label":835,"description":836},"4. Frame-Pacing untersuchen","Eine hohe Ausgaberate ist nur nützlich, wenn die Lieferung ausreichend konsistent bleibt.",{"label":838,"description":839},"5. Bildstabilität untersuchen","Achten Sie auf UI-Artefakte, Disokklusionsfehler, Bewegungsartefakte oder instabile feine Details.",{"label":841,"description":842},"6. Mit deaktivierter Frame Generation vergleichen","Der Basis-Durchlauf zeigt die konventionelle Leistungsuntergrenze, auf der die generierte Ausgabe aufbaut.",{"label":844,"description":845},"7. An Ihrem Ziel messen","Hohe Bildwiederholraten für Einzelspieler-Flüssigkeit und kompetitive Latenz sind unterschiedliche Optimierungsziele.","Wie man eine FPS-Zahl liest, wenn Multi Frame Generation aktiviert ist",{"id":848,"data":849,"type":568},"h-benchmarks",{"text":850,"level":47},"Warum Benchmark-Diagramme jetzt mehr Kontext benötigen",{"id":852,"data":853,"type":544},"p-bench-1",{"text":854},"Ein Benchmark, der „300 FPS“ angibt, ist unvollständig, wenn er nicht sagt, ob diese Zahl Frame Generation enthält, welcher Multiplikator verwendet wurde, welcher Super-Resolution-Modus aktiv war und wie die zugrunde liegende konventionelle Leistung aussah.",{"id":856,"data":857,"type":544},"p-bench-2",{"text":858},"Dies ist besonders wichtig beim Vergleich von GPU-Generationen. NVIDIAs eigene Leistungsdiagramme der RTX 50-Serie unterscheiden ausdrücklich Frame Generation auf der RTX 40-Serie von Multi Frame Generation-Modi auf der RTX 50-Serie.",{"id":860,"data":861,"type":544},"p-bench-3",{"text":862},"Der Vergleich kann dennoch nützlich sein, aber die Methodik muss angeben, was die angezeigte Bildrate erzeugt hat.",{"id":864,"data":865,"type":568},"h-reporting",{"text":866,"level":47},"Eine bessere Möglichkeit, Frame-Generation-Leistung zu berichten",{"id":868,"data":869,"type":636},"report-table",{"content":870,"stretched":706,"withHeadings":15},[871,874,877,880,883,886,889,892],[872,873],"Bericht","Warum es wichtig ist",[875,876],"Basis-FPS mit deaktivierter Frame Generation","Zeigt die konventionelle Leistungsuntergrenze",[878,879],"Angezeigte FPS mit aktivierter Frame Generation","Zeigt den endgültigen Präsentationsdurchsatz",[881,882],"MFG-Modus \u002F Multiplikator","Erklärt, wie aggressiv Frames generiert werden",[884,885],"Super-Resolution-Modus","Zeigt, wie stark die konventionelle Rendering-Last reduziert wird",[887,888],"Latenz","Trennt Reaktionsfähigkeit vom Präsentationsdurchsatz",[890,891],"Frame-Zeit- \u002F Pacing-Daten","Zeigt, ob der Ausgabestream konsistent geliefert wird",[893,894],"Spiel + Patch + Auflösung + Einstellungen","Definiert die Arbeitslast, damit Ergebnisse reproduzierbar sind",{"id":896,"data":897,"type":568},"h-highrefresh",{"text":898,"level":47},"Was Dynamic 6X für 240-Hz- und 360-Hz-Displays ändert",{"id":900,"data":901,"type":544},"p-refresh-1",{"text":902},"NVIDIA positioniert Dynamic Multi Frame Generation speziell für 4K-Path-Tracing-Gaming mit sehr hohen Bildwiederholraten. Das System kann den Multiplikator variieren, anstatt blind jederzeit die maximale Anzahl von Frames zu generieren.",{"id":904,"data":905,"type":544},"p-refresh-2",{"text":906},"Dadurch wird das Ziel-Display Teil des Regelproblems. Wenn die Basisleistung bereits hoch genug ist, werden möglicherweise weniger generierte Frames benötigt. Wenn die Arbeitslast schwerer wird, kann ein höherer Multiplikator helfen, die Ziel-Ausgaberate aufrechtzuerhalten.",{"id":908,"data":909,"type":544},"p-refresh-3",{"text":910},"Die nützliche Leistungsfrage verschiebt sich daher von „Was ist meine maximale FPS?“ hin zu „Kann das System das Präsentationsziel mit akzeptabler Latenz und Bildstabilität aufrechterhalten?“",{"id":912,"data":913,"type":568},"h-oldrules",{"text":914,"level":47},"Vergleichen Sie generierte FPS nicht direkt mit alten Native-FPS-Regeln",{"id":916,"data":917,"type":544},"p-old-1",{"text":918},"Regeln wie „Sie benötigen mindestens X native FPS, bevor Frame Generation nutzbar ist“ stammen aus früheren Implementierungen, Hardware- und Latenzverhalten. Sie sollten nicht als zeitlose Gesetze behandelt werden.",{"id":920,"data":921,"type":544},"p-old-2",{"text":922},"Der korrekte Schwellenwert hängt vom Spiel, der Basis-Frame-Zeit, der Latenz, der Display-Wiederholrate, dem MFG-Modus, dem Reflex-Verhalten und der Empfindlichkeit des Spielers gegenüber Artefakten oder Reaktionsverzögerungen ab.",{"id":924,"data":925,"type":544},"p-old-3",{"text":926},"Messen Sie die tatsächliche Erfahrung, anstatt eine feste Zahl aus einer anderen Technologiegeneration zu übernehmen.",{"id":928,"data":929,"type":568},"h-change",{"text":930,"level":47},"Was würde diese Antwort ändern?",{"id":932,"data":933,"type":544},"p-change-1",{"text":934},"Zukünftige Systeme könnten Simulationsvorhersage, späte Eingabeaktualisierungen oder ausgefeilteres Frame Warping integrieren, sodass die Beziehung zwischen Spielsimulation, konventionellem Rendering und endgültiger Präsentation noch weniger eins zu eins wird.",{"id":936,"data":937,"type":544},"p-change-2",{"text":938},"Reflex 2 Frame Warp weist bereits in diese Richtung, indem es die angezeigte Kameraperspektive kurz vor dem Scan-out aus neueren Eingaben aktualisiert. Während sich diese Techniken weiterentwickeln, wird FPS zu einer zunehmend unvollständigen Beschreibung der gesamten interaktiven Pipeline.",{"id":940,"data":941,"type":568},"h-limit",{"text":942,"level":47},"Einschränkungen",{"id":944,"data":945,"type":544},"p-limit-1",{"text":946},"Die von NVIDIA veröffentlichten Leistungszahlen sind Herstellermessungen unter festgelegten Bedingungen. Sie demonstrieren unterstütztes Verhalten und Architektur, sollten jedoch nicht als unabhängige Benchmarks für jedes Spiel oder jede GPU behandelt werden.",{"id":948,"data":949,"type":544},"p-limit-2",{"text":950},"Die vereinfachten Multiplikator-Beispiele in diesem Artikel erklären den Frame-Ursprung konzeptionell. Dynamisches MFG, Pacing, verworfene Frames, Workload-Änderungen und Präsentationsverhalten machen reale Aufnahmen komplexer.",{"id":952,"data":953,"type":568},"h-conclusion",{"text":954,"level":47},"Fazit",{"id":956,"data":957,"type":544},"p-conc-1",{"text":958},"DLSS 4.5 macht eine alte Gewohnheit zunehmend gefährlich: eine einzelne FPS-Zahl als vollständige Beschreibung der Spielleistung zu behandeln.",{"id":960,"data":961,"type":544},"p-conc-2",{"text":962},"Mit 6X Multi Frame Generation kann ein traditionell gerenderter Frame von bis zu fünf generierten Frames begleitet werden. Das kann eine außergewöhnlich flüssige High-Refresh-Präsentation erzeugen, aber der endgültige FPS-Zähler vermischt nun Frame-Ursprünge. Für eine aussagekräftige Analyse trennen Sie Basis-Rendering, generierte Ausgabe, Latenz, Pacing und Bildstabilität.",{"id":964,"data":965,"type":568},"h-faq",{"text":966,"level":47},"FAQ",{"id":968,"data":969,"type":968},"faq",{"items":970,"title":995},[971,975,979,983,987,991],{"id":972,"answer":973,"question":974},"faq1","Auf unterstützten GeForce RTX 50 Series GPUs kann 6X Multi Frame Generation bis zu fünf zusätzliche Frames für jeden traditionell gerenderten Frame generieren.","Generiert DLSS 4.5 wirklich fünf Frames?",{"id":976,"answer":977,"question":978},"faq2","Nicht unbedingt. Der Multiplikator kann dynamisch sein, die Verarbeitung hat Overhead, und die endgültig angezeigte Rate ist kein einfacher Beweis für eine feste zugrunde liegende Renderrate.","Wenn ich mit 6X MFG 300 FPS sehe, rendert mein Spiel dann nativ mit 50 FPS?",{"id":980,"answer":981,"question":982},"faq3","Ja. Ein dichterer angezeigter Frame-Stream kann Bewegungen flüssiger machen und High-Refresh-Displays besser nutzen, vorausgesetzt, Pacing und Bildqualität bleiben gut.","Verbessern generierte Frames die Flüssigkeit?",{"id":984,"answer":985,"question":986},"faq4","Frame Generation selbst sollte nicht als Latenzmetrik verwendet werden. NVIDIA kombiniert es mit Reflex, um die Latenz-Pipeline zu optimieren, und die Latenz sollte separat gemessen werden.","Reduzieren generierte Frames die Eingabelatenz?",{"id":988,"answer":989,"question":990},"faq5","Es kann die angezeigten FPS über die konventionelle CPU-limitierte Renderrate hinaus erhöhen, weil generierte Frames nicht erfordern, dass die CPU jeden zusätzlichen angezeigten Frame simuliert. Der zugrunde liegende CPU-Engpass besteht weiterhin.","Kann Multi Frame Generation einen CPU-Engpass umgehen?",{"id":992,"answer":993,"question":994},"faq6","Diese Bezeichnung ist technisch nicht hilfreich. Die generierten Frames sind echte angezeigte Frames, aber sie haben einen anderen Ursprung als konventionell gerenderte Frames. Die Berichterstattung sollte die beiden unterscheiden.","Sind generierte FPS gefälschte FPS?","DLSS 4.5, Multi Frame Generation und FPS",{"id":997,"data":998,"type":568},"h-glossary",{"text":999,"level":47},"Glossar",{"id":1001,"data":1002,"type":1001},"glossary",{"title":1003,"entries":1004},"Wichtige Begriffe der Frame-Generierung",[1005,1009,1013,1017,1021,1024,1028],{"term":1006,"anchor":1007,"definition":1008},"Traditionell gerenderter Frame","traditionally-rendered-frame","Ein Frame, der durch die konventionelle Spielsimulation und Rendering-Pipeline vor optionaler Frame-Generierung erzeugt wird.",{"term":1010,"anchor":1011,"definition":1012},"Generierter Frame","generated-frame","Ein zusätzlicher angezeigter Frame, der zwischen traditionell gerenderten Frames unter Verwendung von temporalen, Bewegungs- und spielbereitgestellten Daten synthetisiert wird.",{"term":1014,"anchor":1015,"definition":1016},"Multi Frame Generation","multi-frame-generation","DLSS-Technologie, die mehrere zusätzliche Frames für jeden traditionell gerenderten Frame synthetisieren kann.",{"term":1018,"anchor":1019,"definition":1020},"Dynamische Multi Frame Generation","dynamic-mfg","DLSS 4.5-Funktion, die den Frame-Generierungs-Multiplikator als Reaktion auf ein Ziel-Frame-Rate-Ziel variieren kann.",{"term":699,"anchor":1022,"definition":1023},"displayed-fps","Die endgültige Rate der Frames, die an das Display präsentiert werden, möglicherweise einschließlich sowohl traditionell gerenderter als auch generierter Frames.",{"term":1025,"anchor":1026,"definition":1027},"Render-to-Display-Verhältnis","render-to-display-ratio","Ein Figure Rocks-Konzept zur Trennung der konventionellen Frame-Produktionsrate vom endgültigen angezeigten Frame-Stream.",{"term":1029,"anchor":1030,"definition":1031},"Frame-Ursprungsmodell","frame-origin-model","Ein Figure Rocks-Framework zur Identifizierung, ob ein angezeigter Frame aus konventionellem Rendering, Rekonstruktion oder Frame-Generierung stammt.",{"id":1033,"data":1034,"type":568},"h-sources",{"text":1035,"level":47},"Primärquellen",{"id":1037,"data":1038,"type":1044},"src-dlss45-release",{"link":1039,"meta":1040},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F",{"image":1041,"title":1042,"description":1043},{"url":13},"NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation und 6X-Modus","Offizielle Veröffentlichung vom März 2026, die Dynamic MFG, 5X\u002F6X-Modi und bis zu fünf generierte Frames pro traditionell gerendertem Frame beschreibt.","linkTool",{"id":1046,"data":1047,"type":1044},"src-dlss45-campaign",{"link":1048,"meta":1049},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F",{"image":1050,"title":1051,"description":1052},{"url":13},"NVIDIA — GeForce RTX 50 Serie mit DLSS 4.5","Offizielle NVIDIA-Übersicht über Dynamic Multi Frame Generation, 6X-Ausgabe und Transformatormodelle der zweiten Generation.",{"id":1054,"data":1055,"type":1044},"src-dlss4-tech",{"link":1056,"meta":1057},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss4-multi-frame-generation-ai-innovations\u002F",{"image":1058,"title":1059,"description":1060},{"url":13},"NVIDIA — DLSS 4 Multi Frame Generation KI-Innovationen","Offizielle technische Erklärung von Multi Frame Generation, Modelleffizienz, Eingaben für generierte Frames und Blackwell-spezifischen Implementierungsänderungen.",{"id":1062,"data":1063,"type":1044},"src-dlss4-launch",{"link":1064,"meta":1065},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss-4-multi-frame-generation-out-now\u002F",{"image":1066,"title":1067,"description":1068},{"url":13},"NVIDIA — DLSS 4 Multi Frame Generation","Offizielle Veröffentlichung mit CPU-Bottleneck-Beispielen und der Unterscheidung zwischen traditionell gerenderten und generierten Frames.",{"id":1070,"data":1071,"type":1044},"src-reflex",{"link":1072,"meta":1073},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex",{"image":1074,"title":1075,"description":1076},{"url":13},"NVIDIA Developer — Reflex SDK","Offizielle Dokumentation der Reflex-Latenzstufen, des Low-Latency-Modus und von Frame Warp.",{"id":1078,"data":1079,"type":1044},"src-latency",{"link":1080,"meta":1081},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245",{"image":1082,"title":1083,"description":1084},{"url":13},"NVIDIA Technical Blog — PC-Latenz verstehen und messen","Offizieller technischer Artikel, der PCL Stats und die Latenzmessung pro Frame über die gesamte PC-Pipeline beschreibt.","2.31","DLSS 4.5 kann auf unterstützten RTX 50 Series GPUs bis zu fünf zusätzliche Frames für jedes traditionell gerenderte Frame generieren. Diese Anleitung erklärt den Unterschied zwischen gerenderten FPS und angezeigten FPS, warum CPU-Engpässe auf der Präsentationsebene umgangen werden können und warum die Latenz dennoch separat gemessen werden muss.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames-1790376124236-e2j567.webp","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames-1790376124236-e2j567","PUBLISHED","2026-09-25T18:40:00.000Z","2026-09-25T22:40:42.210Z","2026-09-25T22:45:45.295Z",{"en":1094,"de":1095,"sr":1096,"es":1097,"fr":1098,"it":1099,"ru":1100,"zh":1101},"\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fde\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fsr\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fes\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Ffr\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fit\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fru\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u002Fzh\u002Fblog\u002Fdlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames",[1103,1107,1111,1115],{"id":1104,"name":1105,"slug":1106},147,"Frame-Generierung","frame-generation",{"id":1108,"name":1109,"slug":1110},154,"Bildwiederholfrequenz und Pacing","refresh-rate-and-pacing",{"id":1112,"name":1113,"slug":1114},49,"Frame Pacing","frame-pacing",{"id":1116,"name":1117,"slug":1118},45,"Eingabelatenz","input-latency",{"id":283,"login":1120,"email":1121,"displayName":1122},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1124,1534],{"lang":8,"title":1125,"content":1126,"contentJson":1127,"excerpt":1533},"DLSS 4.5 6X: Why 300 FPS Does Not Mean the Game Is Rendering 300 Frames","{\"time\":1790376020794,\"blocks\":[{\"id\":\"intro\",\"data\":{\"text\":\"DLSS 4.5 can push a game toward 240, 300 or even higher displayed frame rates by generating additional frames between traditionally rendered ones. That is useful, but it also changes what the FPS counter means. A displayed frame is not necessarily a newly simulated and conventionally rendered game frame.\"},\"type\":\"paragraph\"},{\"id\":\"direct\",\"data\":{\"body\":\"\u003Cstrong>With Multi Frame Generation enabled, displayed FPS and native render rate are no longer the same measurement.\u003C\u002Fstrong> DLSS 4.5 can generate up to five additional frames for each traditionally rendered frame on supported GeForce RTX 50 Series GPUs. The monitor can receive many more frames than the game engine is conventionally simulating and rendering.\",\"title\":\"Direct answer\",\"variant\":\"info\"},\"type\":\"callout\"},{\"id\":\"model-note\",\"data\":{\"body\":\"The Frame Origin Model and Render-to-Display Ratio below are practical Figure Rocks frameworks. They are not formal NVIDIA terminology.\",\"title\":\"The model used in this article\",\"variant\":\"note\"},\"type\":\"callout\"},{\"id\":\"toc\",\"data\":{\"title\":\"Contents\",\"maxLevel\":3,\"minLevel\":2},\"type\":\"tableOfContents\"},{\"id\":\"h-meaning\",\"data\":{\"text\":\"DLSS 4.5 changed the meaning of a high FPS number\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-meaning-1\",\"data\":{\"text\":\"Traditional FPS discussions assume that each displayed frame corresponds closely to a frame conventionally rendered by the game pipeline. Frame Generation breaks that one-to-one relationship.\"},\"type\":\"paragraph\"},{\"id\":\"p-meaning-2\",\"data\":{\"text\":\"NVIDIA's DLSS 4.5 Dynamic Multi Frame Generation can generate up to five additional frames for every traditionally rendered frame, reaching a 6X multiplier on supported GeForce RTX 50 Series GPUs.\"},\"type\":\"paragraph\"},{\"id\":\"p-meaning-3\",\"data\":{\"text\":\"That makes the displayed frame rate extremely useful for motion smoothness and high-refresh displays, but it means the headline FPS number no longer tells you how often the game simulation produced a newly rendered frame.\"},\"type\":\"paragraph\"},{\"id\":\"h-origin\",\"data\":{\"text\":\"The Frame Origin Model\",\"level\":2},\"type\":\"header\"},{\"id\":\"origin-flow\",\"data\":{\"steps\":[{\"label\":\"1. Game simulation\",\"description\":\"The CPU updates game logic, player state, animation, physics and other simulation work.\"},{\"label\":\"2. Traditionally rendered frame\",\"description\":\"The game submits rendering work and the GPU creates a conventional game frame.\"},{\"label\":\"3. Super Resolution \u002F reconstruction\",\"description\":\"DLSS can reconstruct a higher-resolution image from lower-resolution inputs and temporal data.\"},{\"label\":\"4. Multi Frame Generation\",\"description\":\"The system creates additional frames between traditionally rendered frames using game and image-motion data.\"},{\"label\":\"5. Displayed frame stream\",\"description\":\"The monitor receives a higher-rate sequence containing both traditionally rendered and generated frames.\"}],\"title\":\"Where frames in a modern DLSS pipeline can come from\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"p-origin\",\"data\":{\"text\":\"The important distinction is origin. Some frames begin with a new game-simulation\u002Frender cycle. Others are generated to increase the displayed frame stream between those frames.\"},\"type\":\"paragraph\"},{\"id\":\"h-multipliers\",\"data\":{\"text\":\"What 2X, 4X and 6X actually mean\",\"level\":2},\"type\":\"header\"},{\"id\":\"multiplier-table\",\"data\":{\"rows\":[{\"id\":\"2x\",\"label\":\"2X Frame Generation\",\"values\":{\"rendered\":\"1\",\"displayed\":\"2\",\"generated\":\"1\"}},{\"id\":\"4x\",\"label\":\"4X Multi Frame Generation\",\"values\":{\"rendered\":\"1\",\"displayed\":\"Up to 4\",\"generated\":\"Up to 3\"}},{\"id\":\"6x\",\"label\":\"6X Multi Frame Generation\",\"values\":{\"rendered\":\"1\",\"displayed\":\"Up to 6\",\"generated\":\"Up to 5\"}}],\"title\":\"Simplified multiplier model\",\"layout\":\"table\",\"columns\":[{\"id\":\"rendered\",\"label\":\"Traditionally rendered frames\"},{\"id\":\"generated\",\"label\":\"Additional generated frames\"},{\"id\":\"displayed\",\"label\":\"Potential displayed frames\"}]},\"type\":\"comparison\"},{\"id\":\"multiplier-warning\",\"data\":{\"body\":\"A displayed 300 FPS with 6X mode does \u003Cstrong>not\u003C\u002Fstrong> prove that the underlying native render rate is exactly 50 FPS at every moment. Dynamic MFG can change multipliers, the pipeline has processing overhead, and real frame pacing is not a simple fixed arithmetic sequence.\",\"title\":\"Do not reverse the multiplier blindly\",\"variant\":\"warning\"},\"type\":\"callout\"},{\"id\":\"h-dynamic\",\"data\":{\"text\":\"Dynamic Multi Frame Generation adds another layer\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-dynamic-1\",\"data\":{\"text\":\"DLSS 4.5 adds Dynamic Multi Frame Generation. NVIDIA describes it as automatically shifting between frame multipliers so the system generates only the additional frames needed to approach a target frame rate.\"},\"type\":\"paragraph\"},{\"id\":\"p-dynamic-2\",\"data\":{\"text\":\"This is important because a static 6X label can create the wrong mental model. The actual number of generated frames can vary as the workload changes.\"},\"type\":\"paragraph\"},{\"id\":\"p-dynamic-3\",\"data\":{\"text\":\"A performance overlay that reports the final displayed frame rate therefore describes the output stream, not a fixed one-to-one count of new simulation steps.\"},\"type\":\"paragraph\"},{\"id\":\"h-ratio\",\"data\":{\"text\":\"The Render-to-Display Ratio\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-ratio-1\",\"data\":{\"text\":\"For diagnosis, it is useful to separate two rates: the rate at which the engine conventionally produces new frames and the rate at which frames are ultimately presented to the display.\"},\"type\":\"paragraph\"},{\"id\":\"p-ratio-2\",\"data\":{\"text\":\"The Render-to-Display Ratio is a Figure Rocks concept for keeping those two ideas separate. It is not intended as a replacement for vendor telemetry; it is a reasoning tool.\"},\"type\":\"paragraph\"},{\"id\":\"ratio-table\",\"data\":{\"content\":[[\"Metric\",\"What it tells you\",\"What it does not prove\"],[\"Base \u002F traditionally rendered rate\",\"How often the conventional game\u002Frender pipeline is producing frames\",\"How many frames the display finally receives\"],[\"Generated-frame multiplier\",\"How many extra frames may be inserted\",\"That every moment uses the maximum multiplier\"],[\"Displayed FPS\",\"The final frame stream reaching presentation\",\"That the game simulation itself is updating at the same rate\"],[\"PC latency\",\"How long input takes to propagate through the PC pipeline\",\"Image quality or frame-generation artifact level\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-cpu\",\"data\":{\"text\":\"Why CPU-limited games can show huge FPS gains\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-cpu-1\",\"data\":{\"text\":\"One of the most useful properties of Frame Generation is that it can increase displayed frame output without requiring the CPU to simulate and submit every additional generated frame.\"},\"type\":\"paragraph\"},{\"id\":\"p-cpu-2\",\"data\":{\"text\":\"NVIDIA demonstrated this with DLSS 4 in Hogwarts Legacy: the conventional pipeline encountered an approximately 110 FPS CPU bottleneck in the cited test, while Multi Frame Generation increased displayed output far beyond that limit.\"},\"type\":\"paragraph\"},{\"id\":\"p-cpu-3\",\"data\":{\"text\":\"That does not mean the CPU suddenly started simulating the game at the higher displayed rate. It means generated frames can increase presentation throughput beyond the conventional render bottleneck.\"},\"type\":\"paragraph\"},{\"id\":\"feature-note\",\"data\":{\"body\":\"Generated frames can make motion on a high-refresh display substantially smoother even when the engine's conventional render rate is CPU-limited. The mistake is not using generated frames; the mistake is treating the final FPS number as if every frame had the same origin.\",\"title\":\"This is a feature, not a trick\",\"variant\":\"success\"},\"type\":\"callout\"},{\"id\":\"h-latency\",\"data\":{\"text\":\"Why 300 displayed FPS does not automatically feel like 300 native FPS\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-lat-1\",\"data\":{\"text\":\"Responsiveness depends on the latency pipeline, not only on how many frames are displayed.\"},\"type\":\"paragraph\"},{\"id\":\"p-lat-2\",\"data\":{\"text\":\"NVIDIA Reflex measures latency across stages including input, simulation, render submission, graphics driver, render queue and GPU rendering. These stages show why a final FPS number cannot describe responsiveness by itself.\"},\"type\":\"paragraph\"},{\"id\":\"p-lat-3\",\"data\":{\"text\":\"Multi Frame Generation adds visual frames between traditionally rendered ones, but those generated frames do not represent new CPU simulation steps. Reflex is therefore paired with Frame Generation to control latency and keep the pipeline responsive.\"},\"type\":\"paragraph\"},{\"id\":\"h-twoaxes\",\"data\":{\"text\":\"Displayed smoothness and input responsiveness are different axes\",\"level\":2},\"type\":\"header\"},{\"id\":\"axes-table\",\"data\":{\"rows\":[{\"id\":\"motion\",\"label\":\"Motion presentation\",\"values\":{\"improves\":\"More displayed frames can make camera motion and animation appear smoother\",\"separate\":\"Underlying simulation cadence is not multiplied in the same way\"}},{\"id\":\"refresh\",\"label\":\"High-refresh utilization\",\"values\":{\"improves\":\"240 Hz and higher displays can receive a denser frame stream\",\"separate\":\"The conventional render rate can remain much lower\"}},{\"id\":\"latency\",\"label\":\"Responsiveness\",\"values\":{\"improves\":\"Reflex and pipeline optimization can reduce latency\",\"separate\":\"Displayed FPS alone cannot prove low click-to-photon latency\"}},{\"id\":\"cpu\",\"label\":\"CPU bottleneck\",\"values\":{\"improves\":\"Displayed FPS can rise beyond the CPU-limited conventional render rate\",\"separate\":\"The CPU's simulation workload itself is not magically multiplied\"}}],\"title\":\"What changes when generated frames are added\",\"layout\":\"table\",\"columns\":[{\"id\":\"improves\",\"label\":\"Can improve\"},{\"id\":\"separate\",\"label\":\"Still depends on the base pipeline\"}]},\"type\":\"comparison\"},{\"id\":\"h-value\",\"data\":{\"text\":\"Why a higher generated FPS can still be valuable\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-value-1\",\"data\":{\"text\":\"Separating rendered and generated frames should not be confused with dismissing generated frames.\"},\"type\":\"paragraph\"},{\"id\":\"p-value-2\",\"data\":{\"text\":\"A 240 Hz or 360 Hz display benefits from receiving more visual updates. Camera movement can look smoother, judder can be reduced, and path-traced workloads that would otherwise be too heavy for very high presentation rates become more practical.\"},\"type\":\"paragraph\"},{\"id\":\"p-value-3\",\"data\":{\"text\":\"DLSS 4.5's purpose is precisely to trade AI reconstruction work for a denser displayed frame stream. The technical question is how that stream was produced, not whether the additional frames exist.\"},\"type\":\"paragraph\"},{\"id\":\"h-quality\",\"data\":{\"text\":\"Image quality still matters\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-quality-1\",\"data\":{\"text\":\"Generated frames are predictions produced from available game and image-motion data. Fast camera movement, disocclusion, transparency, particles and UI elements can make reconstruction more difficult.\"},\"type\":\"paragraph\"},{\"id\":\"p-quality-2\",\"data\":{\"text\":\"NVIDIA's DLSS 4.5 update introduced an enhanced Frame Generation model that can use additional UI buffers in supported engines to improve the treatment of static interface elements such as mini-maps and other on-screen UI.\"},\"type\":\"paragraph\"},{\"id\":\"p-quality-3\",\"data\":{\"text\":\"That is a useful reminder that frame-generation quality depends not only on the multiplier but also on the information available to the model and the quality of the game integration.\"},\"type\":\"paragraph\"},{\"id\":\"h-test\",\"data\":{\"text\":\"The Generated-FPS Interpretation Test\",\"level\":2},\"type\":\"header\"},{\"id\":\"interpret-test\",\"data\":{\"steps\":[{\"label\":\"1. Identify the mode\",\"description\":\"Is Frame Generation off, 2X, 3X, 4X, 5X, 6X or Dynamic MFG?\"},{\"label\":\"2. Separate displayed FPS from base rendering\",\"description\":\"Do not assume the final overlay number is the engine's conventional render rate.\"},{\"label\":\"3. Check latency separately\",\"description\":\"Use Reflex\u002FPCL-style latency data or a consistent latency measurement rather than inferring responsiveness from FPS.\"},{\"label\":\"4. Inspect frame pacing\",\"description\":\"A high output rate is useful only if delivery remains sufficiently consistent.\"},{\"label\":\"5. Inspect image stability\",\"description\":\"Look for UI artifacts, disocclusion errors, motion artifacts or unstable fine detail.\"},{\"label\":\"6. Compare with Frame Generation off\",\"description\":\"The base run reveals the conventional performance floor from which generated output is being built.\"},{\"label\":\"7. Judge against your goal\",\"description\":\"High-refresh single-player smoothness and competitive latency are different optimization targets.\"}],\"title\":\"How to read an FPS number when Multi Frame Generation is enabled\",\"orientation\":\"auto\"},\"type\":\"processFlow\"},{\"id\":\"h-benchmarks\",\"data\":{\"text\":\"Why benchmark charts need more context now\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-bench-1\",\"data\":{\"text\":\"A benchmark saying “300 FPS” is incomplete if it does not tell you whether that number includes Frame Generation, which multiplier was used, what Super Resolution mode was active and what the underlying conventional performance looked like.\"},\"type\":\"paragraph\"},{\"id\":\"p-bench-2\",\"data\":{\"text\":\"This is especially important when comparing GPU generations. NVIDIA's own RTX 50 Series performance charts explicitly distinguish Frame Generation on RTX 40 Series from Multi Frame Generation modes on RTX 50 Series.\"},\"type\":\"paragraph\"},{\"id\":\"p-bench-3\",\"data\":{\"text\":\"The comparison can still be useful, but the methodology must say what produced the displayed frame rate.\"},\"type\":\"paragraph\"},{\"id\":\"h-reporting\",\"data\":{\"text\":\"A better way to report Frame Generation performance\",\"level\":2},\"type\":\"header\"},{\"id\":\"report-table\",\"data\":{\"content\":[[\"Report\",\"Why it matters\"],[\"Base FPS with Frame Generation off\",\"Shows the conventional performance floor\"],[\"Displayed FPS with Frame Generation on\",\"Shows final presentation throughput\"],[\"MFG mode \u002F multiplier\",\"Explains how aggressively frames are generated\"],[\"Super Resolution mode\",\"Shows how much conventional rendering workload is reduced\"],[\"Latency\",\"Separates responsiveness from presentation throughput\"],[\"Frame-time \u002F pacing data\",\"Shows whether the output stream is delivered consistently\"],[\"Game + patch + resolution + settings\",\"Defines the workload so results can be reproduced\"]],\"stretched\":false,\"withHeadings\":true},\"type\":\"table\"},{\"id\":\"h-highrefresh\",\"data\":{\"text\":\"What Dynamic 6X changes for 240 Hz and 360 Hz displays\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-refresh-1\",\"data\":{\"text\":\"NVIDIA positions Dynamic Multi Frame Generation specifically around very high-refresh 4K path-traced gaming. The system can vary the multiplier instead of blindly generating the maximum number of frames at all times.\"},\"type\":\"paragraph\"},{\"id\":\"p-refresh-2\",\"data\":{\"text\":\"This makes the target display part of the control problem. If the base performance is already high enough, fewer generated frames may be needed. If the workload becomes heavier, a higher multiplier can help maintain the target output rate.\"},\"type\":\"paragraph\"},{\"id\":\"p-refresh-3\",\"data\":{\"text\":\"The useful performance question therefore shifts from “What is my maximum FPS?” toward “Can the system maintain the presentation target with acceptable latency and image stability?”\"},\"type\":\"paragraph\"},{\"id\":\"h-oldrules\",\"data\":{\"text\":\"Do not compare generated FPS directly with old native-FPS rules\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-old-1\",\"data\":{\"text\":\"Rules such as “you need at least X native FPS before Frame Generation is usable” came from earlier implementations, hardware and latency behavior. They should not be treated as timeless laws.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-2\",\"data\":{\"text\":\"The correct threshold depends on the game, base frame time, latency, display refresh, MFG mode, Reflex behavior and the player's sensitivity to artifacts or response delay.\"},\"type\":\"paragraph\"},{\"id\":\"p-old-3\",\"data\":{\"text\":\"Measure the actual experience rather than importing a fixed number from a different generation of technology.\"},\"type\":\"paragraph\"},{\"id\":\"h-change\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-change-1\",\"data\":{\"text\":\"Future systems may integrate simulation prediction, late input updates or more sophisticated frame warping so that the relationship between game simulation, conventional rendering and final presentation becomes even less one-to-one.\"},\"type\":\"paragraph\"},{\"id\":\"p-change-2\",\"data\":{\"text\":\"Reflex 2 Frame Warp already points in that direction by updating the displayed camera view from newer input shortly before scan-out. As these techniques evolve, FPS will become an increasingly incomplete description of the full interactive pipeline.\"},\"type\":\"paragraph\"},{\"id\":\"h-limit\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-limit-1\",\"data\":{\"text\":\"NVIDIA's published performance figures are vendor measurements under specified conditions. They demonstrate supported behavior and architecture but should not be treated as independent benchmarks for every game or GPU.\"},\"type\":\"paragraph\"},{\"id\":\"p-limit-2\",\"data\":{\"text\":\"The simplified multiplier examples in this article explain frame origin conceptually. Dynamic MFG, pacing, dropped frames, workload changes and presentation behavior make real captures more complex.\"},\"type\":\"paragraph\"},{\"id\":\"h-conclusion\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"type\":\"header\"},{\"id\":\"p-conc-1\",\"data\":{\"text\":\"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.\"},\"type\":\"paragraph\"},{\"id\":\"p-conc-2\",\"data\":{\"text\":\"With 6X Multi Frame Generation, one traditionally rendered frame can be accompanied by up to five generated frames. That can produce exceptionally smooth high-refresh presentation, but the final FPS counter now mixes frame origins. For meaningful analysis, separate base rendering, generated output, latency, pacing and image stability.\"},\"type\":\"paragraph\"},{\"id\":\"h-faq\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"type\":\"header\"},{\"id\":\"faq\",\"data\":{\"items\":[{\"id\":\"faq1\",\"answer\":\"On supported GeForce RTX 50 Series GPUs, 6X Multi Frame Generation can generate up to five additional frames for each traditionally rendered frame.\",\"question\":\"Does DLSS 4.5 really generate five frames?\"},{\"id\":\"faq2\",\"answer\":\"Not necessarily. The multiplier can be dynamic, processing has overhead, and the final displayed rate is not a simple proof of a fixed underlying render rate.\",\"question\":\"If I see 300 FPS with 6X MFG, is my game rendering natively at 50 FPS?\"},{\"id\":\"faq3\",\"answer\":\"Yes. A denser displayed frame stream can make motion smoother and better use high-refresh displays, assuming pacing and image quality remain good.\",\"question\":\"Do generated frames improve smoothness?\"},{\"id\":\"faq4\",\"answer\":\"Frame Generation itself should not be used as a latency metric. NVIDIA pairs it with Reflex to optimize the latency pipeline, and latency should be measured separately.\",\"question\":\"Do generated frames reduce input latency?\"},{\"id\":\"faq5\",\"answer\":\"It can increase displayed FPS beyond the conventional CPU-limited render rate because generated frames do not require the CPU to simulate every additional displayed frame. The underlying CPU bottleneck still exists.\",\"question\":\"Can Multi Frame Generation bypass a CPU bottleneck?\"},{\"id\":\"faq6\",\"answer\":\"That label is technically unhelpful. The generated frames are real displayed frames, but they have a different origin from conventionally rendered frames. Reporting should distinguish the two.\",\"question\":\"Is generated FPS fake FPS?\"}],\"title\":\"DLSS 4.5, Multi Frame Generation and FPS\"},\"type\":\"faq\"},{\"id\":\"h-glossary\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"type\":\"header\"},{\"id\":\"glossary\",\"data\":{\"title\":\"Key frame-generation terms\",\"entries\":[{\"term\":\"Traditionally rendered frame\",\"anchor\":\"traditionally-rendered-frame\",\"definition\":\"A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.\"},{\"term\":\"Generated frame\",\"anchor\":\"generated-frame\",\"definition\":\"An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.\"},{\"term\":\"Multi Frame Generation\",\"anchor\":\"multi-frame-generation\",\"definition\":\"DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.\"},{\"term\":\"Dynamic Multi Frame 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frames.\"}},\"type\":\"linkTool\"},{\"id\":\"src-reflex\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — Reflex SDK\",\"description\":\"Official documentation of Reflex latency stages, low-latency mode and Frame Warp.\"}},\"type\":\"linkTool\"},{\"id\":\"src-latency\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Technical Blog — Understanding and Measuring PC Latency\",\"description\":\"Official technical article describing PCL Stats and per-frame latency measurement across the PC pipeline.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1128,"blocks":1129,"version":1532},1790376020794,[1130,1133,1137,1141,1144,1147,1150,1153,1156,1159,1177,1180,1183,1200,1204,1207,1210,1213,1216,1219,1222,1225,1248,1251,1254,1257,1260,1264,1267,1270,1273,1276,1279,1300,1303,1306,1309,1312,1315,1318,1321,1324,1327,1352,1355,1358,1361,1364,1367,1394,1397,1400,1403,1406,1409,1412,1415,1418,1421,1424,1427,1430,1433,1436,1439,1442,1445,1447,1469,1472,1495,1498,1504,1510,1516,1521,1526],{"id":541,"data":1131,"type":544},{"text":1132},"DLSS 4.5 can push a game toward 240, 300 or even higher displayed frame rates by generating additional frames between traditionally rendered ones. That is useful, but it also changes what the FPS counter means. A displayed frame is not necessarily a newly simulated and conventionally rendered game frame.",{"id":546,"data":1134,"type":551},{"body":1135,"title":1136,"variant":550},"\u003Cstrong>With Multi Frame Generation enabled, displayed FPS and native render rate are no longer the same measurement.\u003C\u002Fstrong> DLSS 4.5 can generate up to five additional frames for each traditionally rendered frame on supported GeForce RTX 50 Series GPUs. The monitor can receive many more frames than the game engine is conventionally simulating and rendering.","Direct answer",{"id":553,"data":1138,"type":551},{"body":1139,"title":1140,"variant":557},"The Frame Origin Model and Render-to-Display Ratio below are practical Figure Rocks frameworks. They are not formal NVIDIA terminology.","The model used in this article",{"id":559,"data":1142,"type":563},{"title":1143,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1145,"type":568},{"text":1146,"level":47},"DLSS 4.5 changed the meaning of a high FPS number",{"id":570,"data":1148,"type":544},{"text":1149},"Traditional FPS discussions assume that each displayed frame corresponds closely to a frame conventionally rendered by the game pipeline. Frame Generation breaks that one-to-one relationship.",{"id":574,"data":1151,"type":544},{"text":1152},"NVIDIA's DLSS 4.5 Dynamic Multi Frame Generation can generate up to five additional frames for every traditionally rendered frame, reaching a 6X multiplier on supported GeForce RTX 50 Series GPUs.",{"id":578,"data":1154,"type":544},{"text":1155},"That makes the displayed frame rate extremely useful for motion smoothness and high-refresh displays, but it means the headline FPS number no longer tells you how often the game simulation produced a newly rendered frame.",{"id":582,"data":1157,"type":568},{"text":1158,"level":47},"The Frame Origin Model",{"id":586,"data":1160,"type":606},{"steps":1161,"title":1176,"orientation":605},[1162,1165,1168,1171,1173],{"label":1163,"description":1164},"1. Game simulation","The CPU updates game logic, player state, animation, physics and other simulation work.",{"label":1166,"description":1167},"2. Traditionally rendered frame","The game submits rendering work and the GPU creates a conventional game frame.",{"label":1169,"description":1170},"3. Super Resolution \u002F reconstruction","DLSS can reconstruct a higher-resolution image from lower-resolution inputs and temporal data.",{"label":599,"description":1172},"The system creates additional frames between traditionally rendered frames using game and image-motion data.",{"label":1174,"description":1175},"5. Displayed frame stream","The monitor receives a higher-rate sequence containing both traditionally rendered and generated frames.","Where frames in a modern DLSS pipeline can come from",{"id":608,"data":1178,"type":544},{"text":1179},"The important distinction is origin. Some frames begin with a new game-simulation\u002Frender cycle. Others are generated to increase the displayed frame stream between those frames.",{"id":612,"data":1181,"type":568},{"text":1182,"level":47},"What 2X, 4X and 6X actually mean",{"id":616,"data":1184,"type":647},{"rows":1185,"title":1192,"layout":636,"columns":1193},[1186,1188,1190],{"id":620,"label":621,"values":1187},{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":1189},{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":631,"values":1191},{"rendered":52,"displayed":633,"generated":634},"Simplified multiplier model",[1194,1196,1198],{"id":639,"label":1195},"Traditionally rendered frames",{"id":642,"label":1197},"Additional generated frames",{"id":645,"label":1199},"Potential displayed frames",{"id":649,"data":1201,"type":551},{"body":1202,"title":1203,"variant":653},"A displayed 300 FPS with 6X mode does \u003Cstrong>not\u003C\u002Fstrong> prove that the underlying native render rate is exactly 50 FPS at every moment. Dynamic MFG can change multipliers, the pipeline has processing overhead, and real frame pacing is not a simple fixed arithmetic sequence.","Do not reverse the multiplier blindly",{"id":655,"data":1205,"type":568},{"text":1206,"level":47},"Dynamic Multi Frame Generation adds another layer",{"id":659,"data":1208,"type":544},{"text":1209},"DLSS 4.5 adds Dynamic Multi Frame Generation. NVIDIA describes it as automatically shifting between frame multipliers so the system generates only the additional frames needed to approach a target frame rate.",{"id":663,"data":1211,"type":544},{"text":1212},"This is important because a static 6X label can create the wrong mental model. The actual number of generated frames can vary as the workload changes.",{"id":667,"data":1214,"type":544},{"text":1215},"A performance overlay that reports the final displayed frame rate therefore describes the output stream, not a fixed one-to-one count of new simulation steps.",{"id":671,"data":1217,"type":568},{"text":1218,"level":47},"The Render-to-Display Ratio",{"id":675,"data":1220,"type":544},{"text":1221},"For diagnosis, it is useful to separate two rates: the rate at which the engine conventionally produces new frames and the rate at which frames are ultimately presented to the display.",{"id":679,"data":1223,"type":544},{"text":1224},"The Render-to-Display Ratio is a Figure Rocks concept for keeping those two ideas separate. It is not intended as a replacement for vendor telemetry; it is a reasoning tool.",{"id":683,"data":1226,"type":636},{"content":1227,"stretched":706,"withHeadings":15},[1228,1232,1236,1240,1244],[1229,1230,1231],"Metric","What it tells you","What it does not prove",[1233,1234,1235],"Base \u002F traditionally rendered rate","How often the conventional game\u002Frender pipeline is producing frames","How many frames the display finally receives",[1237,1238,1239],"Generated-frame multiplier","How many extra frames may be inserted","That every moment uses the maximum multiplier",[1241,1242,1243],"Displayed FPS","The final frame stream reaching presentation","That the game simulation itself is updating at the same rate",[1245,1246,1247],"PC latency","How long input takes to propagate through the PC pipeline","Image quality or frame-generation artifact level",{"id":708,"data":1249,"type":568},{"text":1250,"level":47},"Why CPU-limited games can show huge FPS gains",{"id":712,"data":1252,"type":544},{"text":1253},"One of the most useful properties of Frame Generation is that it can increase displayed frame output without requiring the CPU to simulate and submit every additional generated frame.",{"id":716,"data":1255,"type":544},{"text":1256},"NVIDIA demonstrated this with DLSS 4 in Hogwarts Legacy: the conventional pipeline encountered an approximately 110 FPS CPU bottleneck in the cited test, while Multi Frame Generation increased displayed output far beyond that limit.",{"id":720,"data":1258,"type":544},{"text":1259},"That does not mean the CPU suddenly started simulating the game at the higher displayed rate. It means generated frames can increase presentation throughput beyond the conventional render bottleneck.",{"id":724,"data":1261,"type":551},{"body":1262,"title":1263,"variant":728},"Generated frames can make motion on a high-refresh display substantially smoother even when the engine's conventional render rate is CPU-limited. The mistake is not using generated frames; the mistake is treating the final FPS number as if every frame had the same origin.","This is a feature, not a trick",{"id":730,"data":1265,"type":568},{"text":1266,"level":47},"Why 300 displayed FPS does not automatically feel like 300 native FPS",{"id":734,"data":1268,"type":544},{"text":1269},"Responsiveness depends on the latency pipeline, not only on how many frames are displayed.",{"id":738,"data":1271,"type":544},{"text":1272},"NVIDIA Reflex measures latency across stages including input, simulation, render submission, graphics driver, render queue and GPU rendering. These stages show why a final FPS number cannot describe responsiveness by itself.",{"id":742,"data":1274,"type":544},{"text":1275},"Multi Frame Generation adds visual frames between traditionally rendered ones, but those generated frames do not represent new CPU simulation steps. Reflex is therefore paired with Frame Generation to control latency and keep the pipeline responsive.",{"id":746,"data":1277,"type":568},{"text":1278,"level":47},"Displayed smoothness and input responsiveness are different axes",{"id":750,"data":1280,"type":647},{"rows":1281,"title":1294,"layout":636,"columns":1295},[1282,1285,1288,1291],{"id":754,"label":1283,"values":1284},"Motion presentation",{"improves":757,"separate":758},{"id":760,"label":1286,"values":1287},"High-refresh utilization",{"improves":763,"separate":764},{"id":766,"label":1289,"values":1290},"Responsiveness",{"improves":769,"separate":770},{"id":772,"label":1292,"values":1293},"CPU bottleneck",{"improves":775,"separate":776},"What changes when generated frames are added",[1296,1298],{"id":780,"label":1297},"Can improve",{"id":783,"label":1299},"Still depends on the base pipeline",{"id":786,"data":1301,"type":568},{"text":1302,"level":47},"Why a higher generated FPS can still be valuable",{"id":790,"data":1304,"type":544},{"text":1305},"Separating rendered and generated frames should not be confused with dismissing generated frames.",{"id":794,"data":1307,"type":544},{"text":1308},"A 240 Hz or 360 Hz display benefits from receiving more visual updates. Camera movement can look smoother, judder can be reduced, and path-traced workloads that would otherwise be too heavy for very high presentation rates become more practical.",{"id":798,"data":1310,"type":544},{"text":1311},"DLSS 4.5's purpose is precisely to trade AI reconstruction work for a denser displayed frame stream. The technical question is how that stream was produced, not whether the additional frames exist.",{"id":802,"data":1313,"type":568},{"text":1314,"level":47},"Image quality still matters",{"id":806,"data":1316,"type":544},{"text":1317},"Generated frames are predictions produced from available game and image-motion data. Fast camera movement, disocclusion, transparency, particles and UI elements can make reconstruction more difficult.",{"id":810,"data":1319,"type":544},{"text":1320},"NVIDIA's DLSS 4.5 update introduced an enhanced Frame Generation model that can use additional UI buffers in supported engines to improve the treatment of static interface elements such as mini-maps and other on-screen UI.",{"id":814,"data":1322,"type":544},{"text":1323},"That is a useful reminder that frame-generation quality depends not only on the multiplier but also on the information available to the model and the quality of the game integration.",{"id":818,"data":1325,"type":568},{"text":1326,"level":47},"The Generated-FPS Interpretation Test",{"id":822,"data":1328,"type":606},{"steps":1329,"title":1351,"orientation":605},[1330,1333,1336,1339,1342,1345,1348],{"label":1331,"description":1332},"1. Identify the mode","Is Frame Generation off, 2X, 3X, 4X, 5X, 6X or Dynamic MFG?",{"label":1334,"description":1335},"2. Separate displayed FPS from base rendering","Do not assume the final overlay number is the engine's conventional render rate.",{"label":1337,"description":1338},"3. Check latency separately","Use Reflex\u002FPCL-style latency data or a consistent latency measurement rather than inferring responsiveness from FPS.",{"label":1340,"description":1341},"4. Inspect frame pacing","A high output rate is useful only if delivery remains sufficiently consistent.",{"label":1343,"description":1344},"5. Inspect image stability","Look for UI artifacts, disocclusion errors, motion artifacts or unstable fine detail.",{"label":1346,"description":1347},"6. Compare with Frame Generation off","The base run reveals the conventional performance floor from which generated output is being built.",{"label":1349,"description":1350},"7. Judge against your goal","High-refresh single-player smoothness and competitive latency are different optimization targets.","How to read an FPS number when Multi Frame Generation is enabled",{"id":848,"data":1353,"type":568},{"text":1354,"level":47},"Why benchmark charts need more context now",{"id":852,"data":1356,"type":544},{"text":1357},"A benchmark saying “300 FPS” is incomplete if it does not tell you whether that number includes Frame Generation, which multiplier was used, what Super Resolution mode was active and what the underlying conventional performance looked like.",{"id":856,"data":1359,"type":544},{"text":1360},"This is especially important when comparing GPU generations. NVIDIA's own RTX 50 Series performance charts explicitly distinguish Frame Generation on RTX 40 Series from Multi Frame Generation modes on RTX 50 Series.",{"id":860,"data":1362,"type":544},{"text":1363},"The comparison can still be useful, but the methodology must say what produced the displayed frame rate.",{"id":864,"data":1365,"type":568},{"text":1366,"level":47},"A better way to report Frame Generation performance",{"id":868,"data":1368,"type":636},{"content":1369,"stretched":706,"withHeadings":15},[1370,1373,1376,1379,1382,1385,1388,1391],[1371,1372],"Report","Why it matters",[1374,1375],"Base FPS with Frame Generation off","Shows the conventional performance floor",[1377,1378],"Displayed FPS with Frame Generation on","Shows final presentation throughput",[1380,1381],"MFG mode \u002F multiplier","Explains how aggressively frames are generated",[1383,1384],"Super Resolution mode","Shows how much conventional rendering workload is reduced",[1386,1387],"Latency","Separates responsiveness from presentation throughput",[1389,1390],"Frame-time \u002F pacing data","Shows whether the output stream is delivered consistently",[1392,1393],"Game + patch + resolution + settings","Defines the workload so results can be reproduced",{"id":896,"data":1395,"type":568},{"text":1396,"level":47},"What Dynamic 6X changes for 240 Hz and 360 Hz displays",{"id":900,"data":1398,"type":544},{"text":1399},"NVIDIA positions Dynamic Multi Frame Generation specifically around very high-refresh 4K path-traced gaming. The system can vary the multiplier instead of blindly generating the maximum number of frames at all times.",{"id":904,"data":1401,"type":544},{"text":1402},"This makes the target display part of the control problem. If the base performance is already high enough, fewer generated frames may be needed. If the workload becomes heavier, a higher multiplier can help maintain the target output rate.",{"id":908,"data":1404,"type":544},{"text":1405},"The useful performance question therefore shifts from “What is my maximum FPS?” toward “Can the system maintain the presentation target with acceptable latency and image stability?”",{"id":912,"data":1407,"type":568},{"text":1408,"level":47},"Do not compare generated FPS directly with old native-FPS rules",{"id":916,"data":1410,"type":544},{"text":1411},"Rules such as “you need at least X native FPS before Frame Generation is usable” came from earlier implementations, hardware and latency behavior. They should not be treated as timeless laws.",{"id":920,"data":1413,"type":544},{"text":1414},"The correct threshold depends on the game, base frame time, latency, display refresh, MFG mode, Reflex behavior and the player's sensitivity to artifacts or response delay.",{"id":924,"data":1416,"type":544},{"text":1417},"Measure the actual experience rather than importing a fixed number from a different generation of technology.",{"id":928,"data":1419,"type":568},{"text":1420,"level":47},"What would change this answer?",{"id":932,"data":1422,"type":544},{"text":1423},"Future systems may integrate simulation prediction, late input updates or more sophisticated frame warping so that the relationship between game simulation, conventional rendering and final presentation becomes even less one-to-one.",{"id":936,"data":1425,"type":544},{"text":1426},"Reflex 2 Frame Warp already points in that direction by updating the displayed camera view from newer input shortly before scan-out. As these techniques evolve, FPS will become an increasingly incomplete description of the full interactive pipeline.",{"id":940,"data":1428,"type":568},{"text":1429,"level":47},"Limitations",{"id":944,"data":1431,"type":544},{"text":1432},"NVIDIA's published performance figures are vendor measurements under specified conditions. They demonstrate supported behavior and architecture but should not be treated as independent benchmarks for every game or GPU.",{"id":948,"data":1434,"type":544},{"text":1435},"The simplified multiplier examples in this article explain frame origin conceptually. Dynamic MFG, pacing, dropped frames, workload changes and presentation behavior make real captures more complex.",{"id":952,"data":1437,"type":568},{"text":1438,"level":47},"Conclusion",{"id":956,"data":1440,"type":544},{"text":1441},"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.",{"id":960,"data":1443,"type":544},{"text":1444},"With 6X Multi Frame Generation, one traditionally rendered frame can be accompanied by up to five generated frames. That can produce exceptionally smooth high-refresh presentation, but the final FPS counter now mixes frame origins. For meaningful analysis, separate base rendering, generated output, latency, pacing and image stability.",{"id":964,"data":1446,"type":568},{"text":966,"level":47},{"id":968,"data":1448,"type":968},{"items":1449,"title":1468},[1450,1453,1456,1459,1462,1465],{"id":972,"answer":1451,"question":1452},"On supported GeForce RTX 50 Series GPUs, 6X Multi Frame Generation can generate up to five additional frames for each traditionally rendered frame.","Does DLSS 4.5 really generate five frames?",{"id":976,"answer":1454,"question":1455},"Not necessarily. The multiplier can be dynamic, processing has overhead, and the final displayed rate is not a simple proof of a fixed underlying render rate.","If I see 300 FPS with 6X MFG, is my game rendering natively at 50 FPS?",{"id":980,"answer":1457,"question":1458},"Yes. A denser displayed frame stream can make motion smoother and better use high-refresh displays, assuming pacing and image quality remain good.","Do generated frames improve smoothness?",{"id":984,"answer":1460,"question":1461},"Frame Generation itself should not be used as a latency metric. NVIDIA pairs it with Reflex to optimize the latency pipeline, and latency should be measured separately.","Do generated frames reduce input latency?",{"id":988,"answer":1463,"question":1464},"It can increase displayed FPS beyond the conventional CPU-limited render rate because generated frames do not require the CPU to simulate every additional displayed frame. The underlying CPU bottleneck still exists.","Can Multi Frame Generation bypass a CPU bottleneck?",{"id":992,"answer":1466,"question":1467},"That label is technically unhelpful. The generated frames are real displayed frames, but they have a different origin from conventionally rendered frames. Reporting should distinguish the two.","Is generated FPS fake FPS?","DLSS 4.5, Multi Frame Generation and FPS",{"id":997,"data":1470,"type":568},{"text":1471,"level":47},"Glossary",{"id":1001,"data":1473,"type":1001},{"title":1474,"entries":1475},"Key frame-generation terms",[1476,1479,1482,1484,1487,1489,1492],{"term":1477,"anchor":1007,"definition":1478},"Traditionally rendered frame","A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.",{"term":1480,"anchor":1011,"definition":1481},"Generated frame","An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.",{"term":1014,"anchor":1015,"definition":1483},"DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.",{"term":1485,"anchor":1019,"definition":1486},"Dynamic Multi Frame Generation","DLSS 4.5 feature that can vary the frame-generation multiplier in response to a target frame-rate goal.",{"term":1241,"anchor":1022,"definition":1488},"The final rate of frames presented toward the display, potentially including both traditionally rendered and generated frames.",{"term":1490,"anchor":1026,"definition":1491},"Render-to-Display Ratio","A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.",{"term":1493,"anchor":1030,"definition":1494},"Frame Origin Model","A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.",{"id":1033,"data":1496,"type":568},{"text":1497,"level":47},"Primary sources",{"id":1037,"data":1499,"type":1044},{"link":1039,"meta":1500},{"image":1501,"title":1502,"description":1503},{"url":13},"NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation and 6X Mode","Official March 2026 release describing Dynamic MFG, 5X\u002F6X modes and up to five generated frames per traditionally rendered frame.",{"id":1046,"data":1505,"type":1044},{"link":1048,"meta":1506},{"image":1507,"title":1508,"description":1509},{"url":13},"NVIDIA — GeForce RTX 50 Series with DLSS 4.5","Official NVIDIA overview of Dynamic Multi Frame Generation, 6X output and second-generation transformer models.",{"id":1054,"data":1511,"type":1044},{"link":1056,"meta":1512},{"image":1513,"title":1514,"description":1515},{"url":13},"NVIDIA — DLSS 4 Multi Frame Generation AI Innovations","Official technical explanation of Multi Frame Generation, model efficiency, generated-frame inputs and Blackwell-specific implementation changes.",{"id":1062,"data":1517,"type":1044},{"link":1064,"meta":1518},{"image":1519,"title":1067,"description":1520},{"url":13},"Official release with CPU-bottleneck examples and the distinction between traditionally rendered and generated frames.",{"id":1070,"data":1522,"type":1044},{"link":1072,"meta":1523},{"image":1524,"title":1075,"description":1525},{"url":13},"Official documentation of Reflex latency stages, low-latency mode and Frame Warp.",{"id":1078,"data":1527,"type":1044},{"link":1080,"meta":1528},{"image":1529,"title":1530,"description":1531},{"url":13},"NVIDIA Technical Blog — Understanding and Measuring PC Latency","Official technical article describing PCL Stats and per-frame latency measurement across the PC pipeline.","2.31.0","DLSS 4.5 can generate up to five additional frames for every traditionally rendered frame on supported RTX 50 Series GPUs. This guide explains the difference between rendered FPS and displayed FPS, why CPU bottlenecks can be bypassed at the presentation layer, and why latency still needs to be measured 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Statt nur die Auflösung zu rekonstruieren oder zusätzliche Frames zu generieren, verwendet 3D-Guided Neural Rendering das eigene Frame der Spiel-Engine als Grundlage und verbessert Beleuchtung und Materialdetails unter Entwicklerkontrolle.","\u002Fuploads\u002F2026\u002F09\u002Fdlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes-1790376457301-ytk4sx.webp","2026-09-25T18:46:00.000Z",{"id":1781,"slug":1782,"title":1783,"excerpt":1784,"featuredImage":1785,"publishedAt":1786},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Warum sich 120 FPS immer noch schlecht anfühlen können: Frame-Zeit, 1%-Lows und Ruckler erklärt","Ein Spiel kann 120, 144 oder sogar 200 FPS melden und sich trotzdem ruckelig anfühlen. Dieser Leitfaden erklärt, warum durchschnittliche FPS eine schlechte Bildausgabe verschleiern können, wie Frame-Zeit und 1%-Lows Ruckler aufdecken und wie man diagnostiziert, ob die CPU, die GPU oder ein anderer Teil der Pipeline das Problem verursacht.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":1788,"slug":1789,"title":1790,"excerpt":1791,"featuredImage":14,"publishedAt":1792},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","USB-Energiesparen: Die verborgene Ursache für Maus-Ruckler und Verbindungsabbrüche","Wenn sich das Mausgefühl zufällig ändert, kann die USB-Energieeinsparung die Ursache sein. Nutzen Sie diese Checkliste, um die USB-Eingabe zu stabilisieren und Ruckler\u002FVerbindungsabbrüche zu stoppen.","2026-02-20T15:00:00.000Z",{"id":1794,"slug":1795,"title":1796,"excerpt":1797,"featuredImage":14,"publishedAt":1798},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Frame-Cap-Rezepte: Stabile Zielwerte für VRR- und Nicht-VRR-Setups","Ein guter Cap fühlt sich besser an als instabile Spitzen. Nutze diese einfachen Cap-Rezepte, um das Frame-Pacing für VRR- und Nicht-VRR-Displays zu stabilisieren.","2026-02-21T05:20:00.000Z",{"id":1800,"slug":1801,"title":1802,"excerpt":1803,"featuredImage":14,"publishedAt":1804},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latenz und Input-Lag: Woher Verzögerungen wirklich kommen (Die vollständige Kette)","Input-Lag ist nicht nur eine Zahl. Lerne die echte Latenzkette von deinen Händen bis zu den Pixeln kennen, was eine träge Steuerung verursacht und die praktische Reihenfolge der Fehlerbehebung.","2026-02-19T11:00:00.000Z",{"id":1806,"slug":1807,"title":1808,"excerpt":1809,"featuredImage":1810,"publishedAt":1811},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR ist nicht DLSS: Wie NPU-Upscaling ohne Spielintegration funktioniert","Windows Auto SR kann unterstützte Spiele ohne DLSS-, FSR- oder XeSS-Integration hochskalieren. Anstatt das Rekonstruktionsmodell im Spiel auf der GPU auszuführen, verwendet Windows die NPU, um aus einem niedriger aufgelösten Render ein Bild mit höherer Auflösung neu aufzubauen.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":1813,"slug":1814,"title":1815,"excerpt":1816,"featuredImage":14,"publishedAt":1817},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz fühlen sich schlechter an? Diagnose-Checkliste (Falscher Modus, VRR-Bereich, Caps)","Eine höhere Bildwiederholrate kann Instabilitäten aufdecken. Nutze diese Checkliste, um zu diagnostizieren, warum sich 120 Hz schlechter anfühlen: falscher Modus, falscher Bildwiederholpfad, VRR-Bereichsprobleme oder fehlende Caps.","2026-02-20T20:30:00.000Z",{"id":1819,"slug":1820,"title":1821,"excerpt":1822,"featuredImage":14,"publishedAt":1804},"100","frame-pacing-why-120-fps-can-still-feel-bad","Frame Pacing: Warum sich 120 FPS trotzdem schlecht anfühlen können","Flüssigkeit ist Timing, keine Zahl. Erfahre, was Frame Pacing ist, warum sich schlechte Frametimes selbst bei hohen FPS ruckelig anfühlen und die praktische Reihenfolge zur Behebung.",{"id":1824,"slug":1825,"title":1826,"excerpt":1827,"featuredImage":14,"publishedAt":1828},"200","bluetooth-latency-myths-why-wireless-can-feel-heavy-even-if-audio-is-fine","Bluetooth-Latenz-Mythen: Warum sich Wireless ‘schwer’ anfühlen kann (selbst wenn Audio in Ordnung ist)","Bluetooth kann großartig für Musik sein und dennoch schlecht für das kompetitive Spielgefühl. Erfahre, wo BT Verzögerungen verursacht, warum Sprachmodi schlechter werden und welche sauberen Alternativen es gibt.","2026-02-20T18:00:00.000Z",{"id":1830,"slug":1831,"title":1832,"excerpt":1833,"featuredImage":1834,"publishedAt":1835},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 ist mehr als Upscaling: Multi-Frame-Generierung und Xe Low Latency erklärt","XeSS 3 ist nicht länger nur Intels Upscaler. Es kombiniert jetzt Super Resolution, Frame Generation, Multi Frame Generation und Xe Low Latency, mit bis zu drei KI-generierten Frames pro gerendertem Frame auf unterstützter Intel-Hardware.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","2026-09-25T19:20:00.000Z",{"id":1837,"slug":1838,"title":1839,"excerpt":1840,"featuredImage":14,"publishedAt":1804},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","Frame Pacing: Warum sich 60 FPS schlechter anfühlen können als 50 (Konsistenz gewinnt)","Flüssigkeit ist nicht nur FPS. Es ist Frame Pacing. Erfahre, warum konsistente Frametimes sich besser anfühlen als höhere, aber instabile FPS und wie man das Timing stabilisiert.",{"id":1842,"slug":1843,"title":1844,"excerpt":1845,"featuredImage":14,"publishedAt":1804},"120","frame-pacing-why-smoothness-is-about-frametime-not-fps","Frame Pacing: Warum Flüssigkeit eine Frage der Frametime ist, nicht der FPS","Hohe FPS können sich trotzdem schlecht anfühlen, wenn das Timing ungleichmäßig ist. Erfahre, was Frame Pacing ist, was es beeinträchtigt und die Reihenfolge der Fehlerbehebung, die ein flüssiges Spielgefühl wiederherstellt.","fallback",[],[]]