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Eso es útil, pero también cambia lo que significa el contador de FPS. Un fotograma mostrado no es necesariamente un fotograma de juego recién simulado y renderizado de forma convencional.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Con la Generación de Fotogramas Múltiple activada, los FPS mostrados y la tasa de renderizado nativa ya no son la misma medición.\u003C\u002Fstrong> DLSS 4.5 puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente en las GPU GeForce RTX 50 Series compatibles. El monitor puede recibir muchos más fotogramas de los que el motor del juego simula y renderiza de forma convencional.\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\">El modelo utilizado en este artículo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">El Modelo de Origen de Fotogramas y la Relación Renderizado-a-Mostrado a continuación son marcos prácticos de Figure Rocks. No son terminología formal de NVIDIA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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 cambió el significado de un número alto de FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">El Modelo de Origen de Fotogramas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Qué significan realmente 2X, 4X y 6X\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">La Generación de Fotogramas Múltiple Dinámica añade otra capa\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">La relación entre renderizado y visualización\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-23\" class=\"editorjs-toc__link\">Por qué los juegos limitados por CPU pueden mostrar enormes ganancias de FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Por qué 300 FPS mostrados no se sienten automáticamente como 300 FPS nativos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">La fluidez mostrada y la capacidad de respuesta de entrada son ejes diferentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Por qué unos FPS generados más altos pueden seguir siendo valiosos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">La calidad de imagen sigue importando\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">La prueba de interpretación de FPS generados\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Por qué los gráficos de benchmark ahora necesitan más contexto\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Una mejor forma de informar sobre el rendimiento de la generación de fotogramas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Qué cambia el 6X dinámico para pantallas de 240 Hz y 360 Hz\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">No compares los FPS generados directamente con las viejas reglas de FPS nativos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">DLSS 4.5 cambió el significado de un número alto de FPS\u003C\u002Fh2>\n\u003Cp>Las discusiones tradicionales sobre FPS asumen que cada fotograma mostrado corresponde estrechamente a un fotograma renderizado de forma convencional por la pipeline del juego. La Generación de Fotogramas rompe esa relación uno a uno.\u003C\u002Fp>\n\u003Cp>La Generación de Fotogramas Múltiple Dinámica de DLSS 4.5 de NVIDIA puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente, alcanzando un multiplicador de 6X en las GPU GeForce RTX 50 Series compatibles.\u003C\u002Fp>\n\u003Cp>Eso hace que la tasa de fotogramas mostrada sea extremadamente útil para la suavidad del movimiento y las pantallas de alta frecuencia de actualización, pero significa que el número de FPS destacado ya no te dice con qué frecuencia la simulación del juego produjo un fotograma recién renderizado.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">El Modelo de Origen de Fotogramas\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">De dónde pueden venir los fotogramas en una pipeline DLSS moderna\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. Simulación del juego\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La CPU actualiza la lógica del juego, el estado del jugador, la animación, la física y otro trabajo de simulación.\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. Fotograma renderizado tradicionalmente\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El juego envía trabajo de renderizado y la GPU crea un fotograma de juego convencional.\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 Resolución \u002F reconstrucción\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DLSS puede reconstruir una imagen de mayor resolución a partir de entradas de menor resolución y datos temporales.\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. Generación de Fotogramas Múltiple\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El sistema crea fotogramas adicionales entre los fotogramas renderizados tradicionalmente utilizando datos del juego y del movimiento de la imagen.\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. Flujo de fotogramas mostrados\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El monitor recibe una secuencia de mayor tasa que contiene tanto fotogramas renderizados tradicionalmente como generados.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>La distinción importante es el origen. Algunos fotogramas comienzan con un nuevo ciclo de simulación\u002Frenderizado del juego. Otros se generan para aumentar el flujo de fotogramas mostrados entre esos fotogramas.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">Qué significan realmente 2X, 4X y 6X\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Modelo de multiplicador simplificado\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\">Fotogramas renderizados tradicionalmente\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\">Fotogramas generados adicionales\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\">Fotogramas mostrados potenciales\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\">Generación de Fotogramas 2X\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\">Generación de Fotogramas Múltiple 4X\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\">Generación de Fotogramas Múltiple 6X\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\">No inviertas el multiplicador a ciegas\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un valor mostrado de 300 FPS con modo 6X \u003Cstrong>no\u003C\u002Fstrong> prueba que la tasa de renderizado nativa subyacente sea exactamente 50 FPS en cada momento. La MFG dinámica puede cambiar los multiplicadores, la pipeline tiene sobrecarga de procesamiento, y el ritmo real de fotogramas no es una simple secuencia aritmética fija.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">La Generación de Fotogramas Múltiple Dinámica añade otra capa\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 añade la Generación de Fotogramas Múltiple Dinámica. NVIDIA la describe como un cambio automático entre multiplicadores de fotogramas para que el sistema genere solo los fotogramas adicionales necesarios para acercarse a una tasa de fotogramas objetivo.\u003C\u002Fp>\n\u003Cp>Esto es importante porque una etiqueta estática de 6X puede crear el modelo mental equivocado. El número real de fotogramas generados puede variar a medida que cambia la carga de trabajo.\u003C\u002Fp>\n\u003Cp>Por lo tanto, una superposición de rendimiento que informa la tasa de fotogramas mostrada final describe el flujo de salida, no un recuento fijo uno a uno de nuevos pasos de simulación.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">La relación entre renderizado y visualización\u003C\u002Fh2>\n\u003Cp>Para el diagnóstico, es útil separar dos tasas: la tasa a la que el motor produce convencionalmente nuevos fotogramas y la tasa a la que los fotogramas se presentan finalmente en la pantalla.\u003C\u002Fp>\n\u003Cp>La relación entre renderizado y visualización es un concepto de Figure Rocks para mantener esas dos ideas separadas. No pretende sustituir la telemetría del fabricante; es una herramienta de razonamiento.\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\">Métrica\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Qué te indica\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Qué no demuestra\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Tasa base \u002F renderizada tradicionalmente\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Con qué frecuencia el pipeline convencional de juego\u002Frenderizado está produciendo fotogramas\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Cuántos fotogramas recibe finalmente la pantalla\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Multiplicador de fotogramas generados\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Cuántos fotogramas adicionales pueden insertarse\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Que cada momento utilice el multiplicador máximo\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS mostrados\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">El flujo final de fotogramas que llega a la presentación\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Que la propia simulación del juego se actualice a la misma tasa\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latencia del PC\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Cuánto tarda la entrada en propagarse por el pipeline del PC\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La calidad de imagen o el nivel de artefactos de la generación de fotogramas\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-23\">Por qué los juegos limitados por CPU pueden mostrar enormes ganancias de FPS\u003C\u002Fh2>\n\u003Cp>Una de las propiedades más útiles de la generación de fotogramas es que puede aumentar la salida de fotogramas mostrados sin requerir que la CPU simule y envíe cada fotograma generado adicional.\u003C\u002Fp>\n\u003Cp>NVIDIA demostró esto con DLSS 4 en Hogwarts Legacy: el pipeline convencional encontró un cuello de botella de CPU de aproximadamente 110 FPS en la prueba citada, mientras que la generación de múltiples fotogramas aumentó la salida mostrada mucho más allá de ese límite.\u003C\u002Fp>\n\u003Cp>Eso no significa que la CPU empezara de repente a simular el juego a la tasa mostrada más alta. Significa que los fotogramas generados pueden aumentar el rendimiento de presentación más allá del cuello de botella de renderizado convencional.\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\">Esto es una característica, no un truco\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Los fotogramas generados pueden hacer que el movimiento en una pantalla de alta frecuencia de actualización sea sustancialmente más fluido incluso cuando la tasa de renderizado convencional del motor está limitada por la CPU. El error no es usar fotogramas generados; el error es tratar el número final de FPS como si cada fotograma tuviera el mismo origen.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-28\">Por qué 300 FPS mostrados no se sienten automáticamente como 300 FPS nativos\u003C\u002Fh2>\n\u003Cp>La capacidad de respuesta depende del pipeline de latencia, no solo de cuántos fotogramas se muestran.\u003C\u002Fp>\n\u003Cp>NVIDIA Reflex mide la latencia a través de etapas que incluyen entrada, simulación, envío de renderizado, controlador de gráficos, cola de renderizado y renderizado de GPU. Estas etapas muestran por qué un número final de FPS no puede describir la capacidad de respuesta por sí solo.\u003C\u002Fp>\n\u003Cp>La generación de múltiples fotogramas añade fotogramas visuales entre los renderizados tradicionalmente, pero esos fotogramas generados no representan nuevos pasos de simulación de CPU. Por lo tanto, Reflex se combina con la generación de fotogramas para controlar la latencia y mantener el pipeline receptivo.\u003C\u002Fp>\n\u003Ch2 id=\"section-32\">La fluidez mostrada y la capacidad de respuesta de entrada son ejes diferentes\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qué cambia cuando se añaden fotogramas generados\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\">Puede mejorar\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\">Aún depende del pipeline base\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\">Presentación del movimiento\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\">Utilización de alta frecuencia de actualización\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\">Capacidad de respuesta\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\">Cuello de botella de CPU\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\">Por qué unos FPS generados más altos pueden seguir siendo valiosos\u003C\u002Fh2>\n\u003Cp>Separar los fotogramas renderizados y generados no debe confundirse con descartar los fotogramas generados.\u003C\u002Fp>\n\u003Cp>Una pantalla de 240 Hz o 360 Hz se beneficia de recibir más actualizaciones visuales. El movimiento de cámara puede verse más fluido, se puede reducir el judder, y las cargas de trabajo con trazado de rutas que de otro modo serían demasiado pesadas para tasas de presentación muy altas se vuelven más prácticas.\u003C\u002Fp>\n\u003Cp>El propósito de DLSS 4.5 es precisamente intercambiar el trabajo de reconstrucción de IA por un flujo de fotogramas mostrados más denso. La cuestión técnica es cómo se produjo ese flujo, no si existen los fotogramas adicionales.\u003C\u002Fp>\n\u003Ch2 id=\"section-38\">La calidad de imagen sigue importando\u003C\u002Fh2>\n\u003Cp>Los fotogramas generados son predicciones producidas a partir de los datos disponibles del juego y del movimiento de imagen. El movimiento rápido de cámara, la desoclusión, la transparencia, las partículas y los elementos de interfaz pueden dificultar la reconstrucción.\u003C\u002Fp>\n\u003Cp>La actualización DLSS 4.5 de NVIDIA introdujo un modelo mejorado de generación de fotogramas que puede usar búferes de interfaz adicionales en motores compatibles para mejorar el tratamiento de elementos de interfaz estáticos como minimapas y otros elementos de interfaz en pantalla.\u003C\u002Fp>\n\u003Cp>Eso es un recordatorio útil de que la calidad de la generación de fotogramas depende no solo del multiplicador, sino también de la información disponible para el modelo y de la calidad de la integración en el juego.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">La prueba de interpretación de FPS generados\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo leer un número de FPS cuando la generación de múltiples fotogramas está activada\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. Identifica el modo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿La generación de fotogramas está desactivada, en 2X, 3X, 4X, 5X, 6X o MFG dinámico?\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. Separa los FPS mostrados de la renderización base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">No asumas que el número final de la superposición es la tasa de renderización convencional del motor.\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. Comprueba la latencia por separado\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Usa datos de latencia tipo Reflex\u002FPCL o una medición de latencia consistente en lugar de inferir la capacidad de respuesta a partir de los FPS.\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. Inspecciona el ritmo de fotogramas\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una tasa de salida alta solo es útil si la entrega sigue siendo suficientemente consistente.\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. Inspecciona la estabilidad de imagen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Busca artefactos en la interfaz, errores de desoclusión, artefactos de movimiento o detalles finos inestables.\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. Compara con la generación de fotogramas desactivada\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La ejecución base revela el suelo de rendimiento convencional a partir del cual se construye la salida generada.\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. Juzga según tu objetivo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La fluidez en un jugador con alta frecuencia de refresco y la latencia competitiva son objetivos de optimización diferentes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Por qué los gráficos de benchmark ahora necesitan más contexto\u003C\u002Fh2>\n\u003Cp>Un benchmark que dice “300 FPS” está incompleto si no te indica si ese número incluye la generación de fotogramas, qué multiplicador se usó, qué modo de superresolución estaba activo y cómo era el rendimiento convencional subyacente.\u003C\u002Fp>\n\u003Cp>Esto es especialmente importante al comparar generaciones de GPU. Los propios gráficos de rendimiento de la serie RTX 50 de NVIDIA distinguen explícitamente la generación de fotogramas en la serie RTX 40 de los modos de generación de múltiples fotogramas en la serie RTX 50.\u003C\u002Fp>\n\u003Cp>La comparación aún puede ser útil, pero la metodología debe indicar qué produjo la tasa de fotogramas mostrada.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Una mejor forma de informar sobre el rendimiento de la generación de fotogramas\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\">Informe\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Por qué importa\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS base con la generación de fotogramas desactivada\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Muestra el suelo de rendimiento convencional\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS mostrados con la generación de fotogramas activada\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Muestra el rendimiento final de presentación\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Modo \u002F multiplicador de MFG\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Explica con qué agresividad se generan los fotogramas\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Modo de superresolución\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Muestra cuánto se reduce la carga de renderización convencional\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latencia\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Separa la capacidad de respuesta del rendimiento de presentación\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Datos de tiempo de fotograma \u002F ritmo\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Muestra si el flujo de salida se entrega de forma consistente\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Juego + parche + resolución + ajustes\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Define la carga de trabajo para que los resultados puedan reproducirse\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-50\">Qué cambia el 6X dinámico para pantallas de 240 Hz y 360 Hz\u003C\u002Fh2>\n\u003Cp>NVIDIA posiciona la generación dinámica de múltiples fotogramas específicamente en torno a juegos con trazado de rayos en 4K y muy alta frecuencia de refresco. El sistema puede variar el multiplicador en lugar de generar ciegamente el número máximo de fotogramas en todo momento.\u003C\u002Fp>\n\u003Cp>Esto convierte a la pantalla objetivo en parte del problema de control. Si el rendimiento base ya es suficientemente alto, puede que se necesiten menos fotogramas generados. Si la carga de trabajo se vuelve más pesada, un multiplicador más alto puede ayudar a mantener la tasa de salida objetivo.\u003C\u002Fp>\n\u003Cp>Por lo tanto, la pregunta útil sobre el rendimiento pasa de “¿Cuál es mi FPS máximo?” a “¿Puede el sistema mantener el objetivo de presentación con una latencia aceptable y estabilidad de imagen?”\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">No compares los FPS generados directamente con las viejas reglas de FPS nativos\u003C\u002Fh2>\n\u003Cp>Reglas como “necesitas al menos X FPS nativos antes de que la Generación de Fotogramas sea utilizable” provienen de implementaciones anteriores, del hardware y del comportamiento de la latencia. No deberían tratarse como leyes atemporales.\u003C\u002Fp>\n\u003Cp>El umbral correcto depende del juego, el tiempo de fotograma base, la latencia, la frecuencia de actualización de la pantalla, el modo MFG, el comportamiento de Reflex y la sensibilidad del jugador a los artefactos o al retardo de respuesta.\u003C\u002Fp>\n\u003Cp>Mide la experiencia real en lugar de importar un número fijo de una generación diferente de tecnología.\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>Los sistemas futuros podrían integrar predicción de simulación, actualizaciones de entrada tardías o deformación de fotogramas más sofisticada, de modo que la relación entre la simulación del juego, la renderización convencional y la presentación final sea aún menos uno a uno.\u003C\u002Fp>\n\u003Cp>Reflex 2 Frame Warp ya apunta en esa dirección al actualizar la vista de cámara mostrada con entradas más recientes poco antes del escaneo de salida. A medida que estas técnicas evolucionen, los FPS se convertirán en una descripción cada vez más incompleta del pipeline interactivo completo.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Las cifras de rendimiento publicadas por NVIDIA son mediciones del fabricante bajo condiciones especificadas. Demuestran el comportamiento y la arquitectura compatibles, pero no deben tratarse como benchmarks independientes para cada juego o GPU.\u003C\u002Fp>\n\u003Cp>Los ejemplos simplificados de multiplicador en este artículo explican el origen de los fotogramas de forma conceptual. La MFG dinámica, el ritmo, los fotogramas descartados, los cambios de carga de trabajo y el comportamiento de presentación hacen que las capturas reales sean más complejas.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Conclusión\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 hace que un viejo hábito sea cada vez más peligroso: tratar un único número de FPS como una descripción completa del rendimiento del juego.\u003C\u002Fp>\n\u003Cp>Con la Generación de Fotogramas Múltiple 6X, un fotograma renderizado tradicionalmente puede ir acompañado de hasta cinco fotogramas generados. Eso puede producir una presentación excepcionalmente fluida de alta frecuencia de actualización, pero el contador final de FPS ahora mezcla orígenes de fotogramas. Para un análisis significativo, separa la renderización base, la salida generada, la latencia, el ritmo y la estabilidad de la imagen.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Preguntas frecuentes\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, Generación de Fotogramas Múltiple y 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\">¿DLSS 4.5 realmente genera cinco fotogramas?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">En las GPU GeForce RTX 50 Series compatibles, la Generación de Fotogramas Múltiple 6X puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente.\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\">Si veo 300 FPS con MFG 6X, ¿mi juego se renderiza de forma nativa a 50 FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No necesariamente. El multiplicador puede ser dinámico, el procesamiento tiene sobrecarga y la tasa final mostrada no es una prueba simple de una tasa de renderización subyacente fija.\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\">¿Los fotogramas generados mejoran la fluidez?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sí. Un flujo de fotogramas mostrados más denso puede hacer que el movimiento sea más fluido y aprovechar mejor las pantallas de alta frecuencia de actualización, suponiendo que el ritmo y la calidad de imagen sigan siendo buenos.\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\">¿Los fotogramas generados reducen la latencia de entrada?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La Generación de Fotogramas en sí no debe usarse como métrica de latencia. NVIDIA la combina con Reflex para optimizar el pipeline de latencia, y la latencia debe medirse por separado.\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\">¿Puede la Generación de Fotogramas Múltiple evitar un cuello de botella de CPU?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Puede aumentar los FPS mostrados más allá de la tasa de renderización convencional limitada por la CPU porque los fotogramas generados no requieren que la CPU simule cada fotograma adicional mostrado. El cuello de botella subyacente de la CPU sigue existiendo.\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\">¿Los FPS generados son FPS falsos?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Esa etiqueta es técnicamente inútil. Los fotogramas generados son fotogramas mostrados reales, pero tienen un origen diferente al de los fotogramas renderizados convencionalmente. La información debe distinguir ambos.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-69\">Glosario\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\">Términos clave de generación de fotogramas\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\">Fotograma renderizado tradicionalmente\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un fotograma producido mediante el pipeline convencional de simulación y renderización del juego antes de la generación de fotogramas opcional.\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\">Fotograma generado\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un fotograma mostrado adicional sintetizado entre fotogramas renderizados tradicionalmente usando datos temporales, de movimiento y proporcionados por el juego.\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\">Generación de Fotogramas Múltiple\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Tecnología DLSS que puede sintetizar múltiples fotogramas adicionales por cada fotograma renderizado tradicionalmente.\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\">Generación de Fotogramas Múltiple Dinámica\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Función de DLSS 4.5 que puede variar el multiplicador de generación de fotogramas en respuesta a un objetivo de tasa de fotogramas.\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\">FPS mostrados\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">La tasa final de fotogramas presentados hacia la pantalla, que potencialmente incluye tanto fotogramas renderizados tradicionalmente como generados.\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\">Relación Renderización-Presentación\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un concepto de Figure Rocks para separar la tasa convencional de producción de fotogramas del flujo final de fotogramas mostrados.\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\">Modelo de Origen de Fotogramas\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un marco de Figure Rocks para identificar si un fotograma mostrado se origina en renderización convencional, reconstrucción o generación de fotogramas.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Fuentes primarias\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 — Generación de Fotogramas Múltiple Dinámica de DLSS 4.5 y modo 6X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Lanzamiento oficial de marzo de 2026 que describe la MFG Dinámica, los modos 5X\u002F6X y hasta cinco fotogramas generados por cada fotograma renderizado tradicionalmente.\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 — Serie GeForce RTX 50 con DLSS 4.5\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Descripción oficial de NVIDIA de la generación dinámica de múltiples fotogramas, salida 6X y modelos transformer de segunda generación.\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 — Innovaciones de IA de la generación de múltiples fotogramas de DLSS 4\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explicación técnica oficial de la generación de múltiples fotogramas, la eficiencia del modelo, las entradas de fotogramas generados y los cambios de implementación específicos de Blackwell.\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 — Generación de múltiples fotogramas de DLSS 4\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Lanzamiento oficial con ejemplos de cuello de botella de CPU y la distinción entre fotogramas renderizados tradicionalmente y fotogramas generados.\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 — SDK de Reflex\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial de las etapas de latencia de Reflex, el modo de baja latencia y 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\">Blog técnico de NVIDIA — Comprender y medir la latencia del PC\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Artículo técnico oficial que describe PCL Stats y la medición de latencia por fotograma en todo el pipeline del PC.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1085},1790376211540,[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 puede llevar un juego hacia 240, 300 o incluso tasas de fotogramas mostradas más altas al generar fotogramas adicionales entre los renderizados tradicionalmente. Eso es útil, pero también cambia lo que significa el contador de FPS. Un fotograma mostrado no es necesariamente un fotograma de juego recién simulado y renderizado de forma convencional.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Con la Generación de Fotogramas Múltiple activada, los FPS mostrados y la tasa de renderizado nativa ya no son la misma medición.\u003C\u002Fstrong> DLSS 4.5 puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente en las GPU GeForce RTX 50 Series compatibles. El monitor puede recibir muchos más fotogramas de los que el motor del juego simula y renderiza de forma convencional.","Respuesta directa","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"El Modelo de Origen de Fotogramas y la Relación Renderizado-a-Mostrado a continuación son marcos prácticos de Figure Rocks. No son terminología formal de NVIDIA.","El modelo utilizado en este artículo","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Contenido",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-meaning",{"text":567,"level":47},"DLSS 4.5 cambió el significado de un número alto de FPS","header",{"id":570,"data":571,"type":544},"p-meaning-1",{"text":572},"Las discusiones tradicionales sobre FPS asumen que cada fotograma mostrado corresponde estrechamente a un fotograma renderizado de forma convencional por la pipeline del juego. La Generación de Fotogramas rompe esa relación uno a uno.",{"id":574,"data":575,"type":544},"p-meaning-2",{"text":576},"La Generación de Fotogramas Múltiple Dinámica de DLSS 4.5 de NVIDIA puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente, alcanzando un multiplicador de 6X en las GPU GeForce RTX 50 Series compatibles.",{"id":578,"data":579,"type":544},"p-meaning-3",{"text":580},"Eso hace que la tasa de fotogramas mostrada sea extremadamente útil para la suavidad del movimiento y las pantallas de alta frecuencia de actualización, pero significa que el número de FPS destacado ya no te dice con qué frecuencia la simulación del juego produjo un fotograma recién renderizado.",{"id":582,"data":583,"type":568},"h-origin",{"text":584,"level":47},"El Modelo de Origen de Fotogramas",{"id":586,"data":587,"type":606},"origin-flow",{"steps":588,"title":604,"orientation":605},[589,592,595,598,601],{"label":590,"description":591},"1. Simulación del juego","La CPU actualiza la lógica del juego, el estado del jugador, la animación, la física y otro trabajo de simulación.",{"label":593,"description":594},"2. Fotograma renderizado tradicionalmente","El juego envía trabajo de renderizado y la GPU crea un fotograma de juego convencional.",{"label":596,"description":597},"3. Super Resolución \u002F reconstrucción","DLSS puede reconstruir una imagen de mayor resolución a partir de entradas de menor resolución y datos temporales.",{"label":599,"description":600},"4. Generación de Fotogramas Múltiple","El sistema crea fotogramas adicionales entre los fotogramas renderizados tradicionalmente utilizando datos del juego y del movimiento de la imagen.",{"label":602,"description":603},"5. Flujo de fotogramas mostrados","El monitor recibe una secuencia de mayor tasa que contiene tanto fotogramas renderizados tradicionalmente como generados.","De dónde pueden venir los fotogramas en una pipeline DLSS moderna","auto","processFlow",{"id":608,"data":609,"type":544},"p-origin",{"text":610},"La distinción importante es el origen. Algunos fotogramas comienzan con un nuevo ciclo de simulación\u002Frenderizado del juego. Otros se generan para aumentar el flujo de fotogramas mostrados entre esos fotogramas.",{"id":612,"data":613,"type":568},"h-multipliers",{"text":614,"level":47},"Qué significan realmente 2X, 4X y 6X",{"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","Generación de Fotogramas 2X",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":626},"4x","Generación de Fotogramas Múltiple 4X",{"rendered":52,"displayed":627,"generated":628},"Up to 4","Up to 3",{"id":630,"label":631,"values":632},"6x","Generación de Fotogramas Múltiple 6X",{"rendered":52,"displayed":633,"generated":634},"Up to 6","Up to 5","Modelo de multiplicador simplificado","table",[638,641,644],{"id":639,"label":640},"rendered","Fotogramas renderizados tradicionalmente",{"id":642,"label":643},"generated","Fotogramas generados adicionales",{"id":645,"label":646},"displayed","Fotogramas mostrados potenciales","comparison",{"id":649,"data":650,"type":551},"multiplier-warning",{"body":651,"title":652,"variant":653},"Un valor mostrado de 300 FPS con modo 6X \u003Cstrong>no\u003C\u002Fstrong> prueba que la tasa de renderizado nativa subyacente sea exactamente 50 FPS en cada momento. La MFG dinámica puede cambiar los multiplicadores, la pipeline tiene sobrecarga de procesamiento, y el ritmo real de fotogramas no es una simple secuencia aritmética fija.","No inviertas el multiplicador a ciegas","warning",{"id":655,"data":656,"type":568},"h-dynamic",{"text":657,"level":47},"La Generación de Fotogramas Múltiple Dinámica añade otra capa",{"id":659,"data":660,"type":544},"p-dynamic-1",{"text":661},"DLSS 4.5 añade la Generación de Fotogramas Múltiple Dinámica. NVIDIA la describe como un cambio automático entre multiplicadores de fotogramas para que el sistema genere solo los fotogramas adicionales necesarios para acercarse a una tasa de fotogramas objetivo.",{"id":663,"data":664,"type":544},"p-dynamic-2",{"text":665},"Esto es importante porque una etiqueta estática de 6X puede crear el modelo mental equivocado. El número real de fotogramas generados puede variar a medida que cambia la carga de trabajo.",{"id":667,"data":668,"type":544},"p-dynamic-3",{"text":669},"Por lo tanto, una superposición de rendimiento que informa la tasa de fotogramas mostrada final describe el flujo de salida, no un recuento fijo uno a uno de nuevos pasos de simulación.",{"id":671,"data":672,"type":568},"h-ratio",{"text":673,"level":47},"La relación entre renderizado y visualización",{"id":675,"data":676,"type":544},"p-ratio-1",{"text":677},"Para el diagnóstico, es útil separar dos tasas: la tasa a la que el motor produce convencionalmente nuevos fotogramas y la tasa a la que los fotogramas se presentan finalmente en la pantalla.",{"id":679,"data":680,"type":544},"p-ratio-2",{"text":681},"La relación entre renderizado y visualización es un concepto de Figure Rocks para mantener esas dos ideas separadas. No pretende sustituir la telemetría del fabricante; es una herramienta de razonamiento.",{"id":683,"data":684,"type":636},"ratio-table",{"content":685,"stretched":706,"withHeadings":15},[686,690,694,698,702],[687,688,689],"Métrica","Qué te indica","Qué no demuestra",[691,692,693],"Tasa base \u002F renderizada tradicionalmente","Con qué frecuencia el pipeline convencional de juego\u002Frenderizado está produciendo fotogramas","Cuántos fotogramas recibe finalmente la pantalla",[695,696,697],"Multiplicador de fotogramas generados","Cuántos fotogramas adicionales pueden insertarse","Que cada momento utilice el multiplicador máximo",[699,700,701],"FPS mostrados","El flujo final de fotogramas que llega a la presentación","Que la propia simulación del juego se actualice a la misma tasa",[703,704,705],"Latencia del PC","Cuánto tarda la entrada en propagarse por el pipeline del PC","La calidad de imagen o el nivel de artefactos de la generación de fotogramas",false,{"id":708,"data":709,"type":568},"h-cpu",{"text":710,"level":47},"Por qué los juegos limitados por CPU pueden mostrar enormes ganancias de FPS",{"id":712,"data":713,"type":544},"p-cpu-1",{"text":714},"Una de las propiedades más útiles de la generación de fotogramas es que puede aumentar la salida de fotogramas mostrados sin requerir que la CPU simule y envíe cada fotograma generado adicional.",{"id":716,"data":717,"type":544},"p-cpu-2",{"text":718},"NVIDIA demostró esto con DLSS 4 en Hogwarts Legacy: el pipeline convencional encontró un cuello de botella de CPU de aproximadamente 110 FPS en la prueba citada, mientras que la generación de múltiples fotogramas aumentó la salida mostrada mucho más allá de ese límite.",{"id":720,"data":721,"type":544},"p-cpu-3",{"text":722},"Eso no significa que la CPU empezara de repente a simular el juego a la tasa mostrada más alta. Significa que los fotogramas generados pueden aumentar el rendimiento de presentación más allá del cuello de botella de renderizado convencional.",{"id":724,"data":725,"type":551},"feature-note",{"body":726,"title":727,"variant":728},"Los fotogramas generados pueden hacer que el movimiento en una pantalla de alta frecuencia de actualización sea sustancialmente más fluido incluso cuando la tasa de renderizado convencional del motor está limitada por la CPU. El error no es usar fotogramas generados; el error es tratar el número final de FPS como si cada fotograma tuviera el mismo origen.","Esto es una característica, no un truco","success",{"id":730,"data":731,"type":568},"h-latency",{"text":732,"level":47},"Por qué 300 FPS mostrados no se sienten automáticamente como 300 FPS nativos",{"id":734,"data":735,"type":544},"p-lat-1",{"text":736},"La capacidad de respuesta depende del pipeline de latencia, no solo de cuántos fotogramas se muestran.",{"id":738,"data":739,"type":544},"p-lat-2",{"text":740},"NVIDIA Reflex mide la latencia a través de etapas que incluyen entrada, simulación, envío de renderizado, controlador de gráficos, cola de renderizado y renderizado de GPU. Estas etapas muestran por qué un número final de FPS no puede describir la capacidad de respuesta por sí solo.",{"id":742,"data":743,"type":544},"p-lat-3",{"text":744},"La generación de múltiples fotogramas añade fotogramas visuales entre los renderizados tradicionalmente, pero esos fotogramas generados no representan nuevos pasos de simulación de CPU. Por lo tanto, Reflex se combina con la generación de fotogramas para controlar la latencia y mantener el pipeline receptivo.",{"id":746,"data":747,"type":568},"h-twoaxes",{"text":748,"level":47},"La fluidez mostrada y la capacidad de respuesta de entrada son ejes diferentes",{"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","Presentación del movimiento",{"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","Utilización de alta frecuencia de actualización",{"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","Capacidad de respuesta",{"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","Cuello de botella de CPU",{"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","Qué cambia cuando se añaden fotogramas generados",[779,782],{"id":780,"label":781},"improves","Puede mejorar",{"id":783,"label":784},"separate","Aún depende del pipeline base",{"id":786,"data":787,"type":568},"h-value",{"text":788,"level":47},"Por qué unos FPS generados más altos pueden seguir siendo valiosos",{"id":790,"data":791,"type":544},"p-value-1",{"text":792},"Separar los fotogramas renderizados y generados no debe confundirse con descartar los fotogramas generados.",{"id":794,"data":795,"type":544},"p-value-2",{"text":796},"Una pantalla de 240 Hz o 360 Hz se beneficia de recibir más actualizaciones visuales. El movimiento de cámara puede verse más fluido, se puede reducir el judder, y las cargas de trabajo con trazado de rutas que de otro modo serían demasiado pesadas para tasas de presentación muy altas se vuelven más prácticas.",{"id":798,"data":799,"type":544},"p-value-3",{"text":800},"El propósito de DLSS 4.5 es precisamente intercambiar el trabajo de reconstrucción de IA por un flujo de fotogramas mostrados más denso. La cuestión técnica es cómo se produjo ese flujo, no si existen los fotogramas adicionales.",{"id":802,"data":803,"type":568},"h-quality",{"text":804,"level":47},"La calidad de imagen sigue importando",{"id":806,"data":807,"type":544},"p-quality-1",{"text":808},"Los fotogramas generados son predicciones producidas a partir de los datos disponibles del juego y del movimiento de imagen. El movimiento rápido de cámara, la desoclusión, la transparencia, las partículas y los elementos de interfaz pueden dificultar la reconstrucción.",{"id":810,"data":811,"type":544},"p-quality-2",{"text":812},"La actualización DLSS 4.5 de NVIDIA introdujo un modelo mejorado de generación de fotogramas que puede usar búferes de interfaz adicionales en motores compatibles para mejorar el tratamiento de elementos de interfaz estáticos como minimapas y otros elementos de interfaz en pantalla.",{"id":814,"data":815,"type":544},"p-quality-3",{"text":816},"Eso es un recordatorio útil de que la calidad de la generación de fotogramas depende no solo del multiplicador, sino también de la información disponible para el modelo y de la calidad de la integración en el juego.",{"id":818,"data":819,"type":568},"h-test",{"text":820,"level":47},"La prueba de interpretación de FPS generados",{"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. Identifica el modo","¿La generación de fotogramas está desactivada, en 2X, 3X, 4X, 5X, 6X o MFG dinámico?",{"label":829,"description":830},"2. Separa los FPS mostrados de la renderización base","No asumas que el número final de la superposición es la tasa de renderización convencional del motor.",{"label":832,"description":833},"3. Comprueba la latencia por separado","Usa datos de latencia tipo Reflex\u002FPCL o una medición de latencia consistente en lugar de inferir la capacidad de respuesta a partir de los FPS.",{"label":835,"description":836},"4. Inspecciona el ritmo de fotogramas","Una tasa de salida alta solo es útil si la entrega sigue siendo suficientemente consistente.",{"label":838,"description":839},"5. Inspecciona la estabilidad de imagen","Busca artefactos en la interfaz, errores de desoclusión, artefactos de movimiento o detalles finos inestables.",{"label":841,"description":842},"6. Compara con la generación de fotogramas desactivada","La ejecución base revela el suelo de rendimiento convencional a partir del cual se construye la salida generada.",{"label":844,"description":845},"7. Juzga según tu objetivo","La fluidez en un jugador con alta frecuencia de refresco y la latencia competitiva son objetivos de optimización diferentes.","Cómo leer un número de FPS cuando la generación de múltiples fotogramas está activada",{"id":848,"data":849,"type":568},"h-benchmarks",{"text":850,"level":47},"Por qué los gráficos de benchmark ahora necesitan más contexto",{"id":852,"data":853,"type":544},"p-bench-1",{"text":854},"Un benchmark que dice “300 FPS” está incompleto si no te indica si ese número incluye la generación de fotogramas, qué multiplicador se usó, qué modo de superresolución estaba activo y cómo era el rendimiento convencional subyacente.",{"id":856,"data":857,"type":544},"p-bench-2",{"text":858},"Esto es especialmente importante al comparar generaciones de GPU. Los propios gráficos de rendimiento de la serie RTX 50 de NVIDIA distinguen explícitamente la generación de fotogramas en la serie RTX 40 de los modos de generación de múltiples fotogramas en la serie RTX 50.",{"id":860,"data":861,"type":544},"p-bench-3",{"text":862},"La comparación aún puede ser útil, pero la metodología debe indicar qué produjo la tasa de fotogramas mostrada.",{"id":864,"data":865,"type":568},"h-reporting",{"text":866,"level":47},"Una mejor forma de informar sobre el rendimiento de la generación de fotogramas",{"id":868,"data":869,"type":636},"report-table",{"content":870,"stretched":706,"withHeadings":15},[871,874,877,880,883,886,889,892],[872,873],"Informe","Por qué importa",[875,876],"FPS base con la generación de fotogramas desactivada","Muestra el suelo de rendimiento convencional",[878,879],"FPS mostrados con la generación de fotogramas activada","Muestra el rendimiento final de presentación",[881,882],"Modo \u002F multiplicador de MFG","Explica con qué agresividad se generan los fotogramas",[884,885],"Modo de superresolución","Muestra cuánto se reduce la carga de renderización convencional",[887,888],"Latencia","Separa la capacidad de respuesta del rendimiento de presentación",[890,891],"Datos de tiempo de fotograma \u002F ritmo","Muestra si el flujo de salida se entrega de forma consistente",[893,894],"Juego + parche + resolución + ajustes","Define la carga de trabajo para que los resultados puedan reproducirse",{"id":896,"data":897,"type":568},"h-highrefresh",{"text":898,"level":47},"Qué cambia el 6X dinámico para pantallas de 240 Hz y 360 Hz",{"id":900,"data":901,"type":544},"p-refresh-1",{"text":902},"NVIDIA posiciona la generación dinámica de múltiples fotogramas específicamente en torno a juegos con trazado de rayos en 4K y muy alta frecuencia de refresco. El sistema puede variar el multiplicador en lugar de generar ciegamente el número máximo de fotogramas en todo momento.",{"id":904,"data":905,"type":544},"p-refresh-2",{"text":906},"Esto convierte a la pantalla objetivo en parte del problema de control. Si el rendimiento base ya es suficientemente alto, puede que se necesiten menos fotogramas generados. Si la carga de trabajo se vuelve más pesada, un multiplicador más alto puede ayudar a mantener la tasa de salida objetivo.",{"id":908,"data":909,"type":544},"p-refresh-3",{"text":910},"Por lo tanto, la pregunta útil sobre el rendimiento pasa de “¿Cuál es mi FPS máximo?” a “¿Puede el sistema mantener el objetivo de presentación con una latencia aceptable y estabilidad de imagen?”",{"id":912,"data":913,"type":568},"h-oldrules",{"text":914,"level":47},"No compares los FPS generados directamente con las viejas reglas de FPS nativos",{"id":916,"data":917,"type":544},"p-old-1",{"text":918},"Reglas como “necesitas al menos X FPS nativos antes de que la Generación de Fotogramas sea utilizable” provienen de implementaciones anteriores, del hardware y del comportamiento de la latencia. No deberían tratarse como leyes atemporales.",{"id":920,"data":921,"type":544},"p-old-2",{"text":922},"El umbral correcto depende del juego, el tiempo de fotograma base, la latencia, la frecuencia de actualización de la pantalla, el modo MFG, el comportamiento de Reflex y la sensibilidad del jugador a los artefactos o al retardo de respuesta.",{"id":924,"data":925,"type":544},"p-old-3",{"text":926},"Mide la experiencia real en lugar de importar un número fijo de una generación diferente de tecnología.",{"id":928,"data":929,"type":568},"h-change",{"text":930,"level":47},"¿Qué cambiaría esta respuesta?",{"id":932,"data":933,"type":544},"p-change-1",{"text":934},"Los sistemas futuros podrían integrar predicción de simulación, actualizaciones de entrada tardías o deformación de fotogramas más sofisticada, de modo que la relación entre la simulación del juego, la renderización convencional y la presentación final sea aún menos uno a uno.",{"id":936,"data":937,"type":544},"p-change-2",{"text":938},"Reflex 2 Frame Warp ya apunta en esa dirección al actualizar la vista de cámara mostrada con entradas más recientes poco antes del escaneo de salida. A medida que estas técnicas evolucionen, los FPS se convertirán en una descripción cada vez más incompleta del pipeline interactivo completo.",{"id":940,"data":941,"type":568},"h-limit",{"text":942,"level":47},"Limitaciones",{"id":944,"data":945,"type":544},"p-limit-1",{"text":946},"Las cifras de rendimiento publicadas por NVIDIA son mediciones del fabricante bajo condiciones especificadas. Demuestran el comportamiento y la arquitectura compatibles, pero no deben tratarse como benchmarks independientes para cada juego o GPU.",{"id":948,"data":949,"type":544},"p-limit-2",{"text":950},"Los ejemplos simplificados de multiplicador en este artículo explican el origen de los fotogramas de forma conceptual. La MFG dinámica, el ritmo, los fotogramas descartados, los cambios de carga de trabajo y el comportamiento de presentación hacen que las capturas reales sean más complejas.",{"id":952,"data":953,"type":568},"h-conclusion",{"text":954,"level":47},"Conclusión",{"id":956,"data":957,"type":544},"p-conc-1",{"text":958},"DLSS 4.5 hace que un viejo hábito sea cada vez más peligroso: tratar un único número de FPS como una descripción completa del rendimiento del juego.",{"id":960,"data":961,"type":544},"p-conc-2",{"text":962},"Con la Generación de Fotogramas Múltiple 6X, un fotograma renderizado tradicionalmente puede ir acompañado de hasta cinco fotogramas generados. Eso puede producir una presentación excepcionalmente fluida de alta frecuencia de actualización, pero el contador final de FPS ahora mezcla orígenes de fotogramas. Para un análisis significativo, separa la renderización base, la salida generada, la latencia, el ritmo y la estabilidad de la imagen.",{"id":964,"data":965,"type":568},"h-faq",{"text":966,"level":47},"Preguntas frecuentes",{"id":968,"data":969,"type":968},"faq",{"items":970,"title":995},[971,975,979,983,987,991],{"id":972,"answer":973,"question":974},"faq1","En las GPU GeForce RTX 50 Series compatibles, la Generación de Fotogramas Múltiple 6X puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado tradicionalmente.","¿DLSS 4.5 realmente genera cinco fotogramas?",{"id":976,"answer":977,"question":978},"faq2","No necesariamente. El multiplicador puede ser dinámico, el procesamiento tiene sobrecarga y la tasa final mostrada no es una prueba simple de una tasa de renderización subyacente fija.","Si veo 300 FPS con MFG 6X, ¿mi juego se renderiza de forma nativa a 50 FPS?",{"id":980,"answer":981,"question":982},"faq3","Sí. Un flujo de fotogramas mostrados más denso puede hacer que el movimiento sea más fluido y aprovechar mejor las pantallas de alta frecuencia de actualización, suponiendo que el ritmo y la calidad de imagen sigan siendo buenos.","¿Los fotogramas generados mejoran la fluidez?",{"id":984,"answer":985,"question":986},"faq4","La Generación de Fotogramas en sí no debe usarse como métrica de latencia. NVIDIA la combina con Reflex para optimizar el pipeline de latencia, y la latencia debe medirse por separado.","¿Los fotogramas generados reducen la latencia de entrada?",{"id":988,"answer":989,"question":990},"faq5","Puede aumentar los FPS mostrados más allá de la tasa de renderización convencional limitada por la CPU porque los fotogramas generados no requieren que la CPU simule cada fotograma adicional mostrado. El cuello de botella subyacente de la CPU sigue existiendo.","¿Puede la Generación de Fotogramas Múltiple evitar un cuello de botella de CPU?",{"id":992,"answer":993,"question":994},"faq6","Esa etiqueta es técnicamente inútil. Los fotogramas generados son fotogramas mostrados reales, pero tienen un origen diferente al de los fotogramas renderizados convencionalmente. La información debe distinguir ambos.","¿Los FPS generados son FPS falsos?","DLSS 4.5, Generación de Fotogramas Múltiple y FPS",{"id":997,"data":998,"type":568},"h-glossary",{"text":999,"level":47},"Glosario",{"id":1001,"data":1002,"type":1001},"glossary",{"title":1003,"entries":1004},"Términos clave de generación de fotogramas",[1005,1009,1013,1017,1021,1024,1028],{"term":1006,"anchor":1007,"definition":1008},"Fotograma renderizado tradicionalmente","traditionally-rendered-frame","Un fotograma producido mediante el pipeline convencional de simulación y renderización del juego antes de la generación de fotogramas opcional.",{"term":1010,"anchor":1011,"definition":1012},"Fotograma generado","generated-frame","Un fotograma mostrado adicional sintetizado entre fotogramas renderizados tradicionalmente usando datos temporales, de movimiento y proporcionados por el juego.",{"term":1014,"anchor":1015,"definition":1016},"Generación de Fotogramas Múltiple","multi-frame-generation","Tecnología DLSS que puede sintetizar múltiples fotogramas adicionales por cada fotograma renderizado tradicionalmente.",{"term":1018,"anchor":1019,"definition":1020},"Generación de Fotogramas Múltiple Dinámica","dynamic-mfg","Función de DLSS 4.5 que puede variar el multiplicador de generación de fotogramas en respuesta a un objetivo de tasa de fotogramas.",{"term":699,"anchor":1022,"definition":1023},"displayed-fps","La tasa final de fotogramas presentados hacia la pantalla, que potencialmente incluye tanto fotogramas renderizados tradicionalmente como generados.",{"term":1025,"anchor":1026,"definition":1027},"Relación Renderización-Presentación","render-to-display-ratio","Un concepto de Figure Rocks para separar la tasa convencional de producción de fotogramas del flujo final de fotogramas mostrados.",{"term":1029,"anchor":1030,"definition":1031},"Modelo de Origen de Fotogramas","frame-origin-model","Un marco de Figure Rocks para identificar si un fotograma mostrado se origina en renderización convencional, reconstrucción o generación de fotogramas.",{"id":1033,"data":1034,"type":568},"h-sources",{"text":1035,"level":47},"Fuentes primarias",{"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 — Generación de Fotogramas Múltiple Dinámica de DLSS 4.5 y modo 6X","Lanzamiento oficial de marzo de 2026 que describe la MFG Dinámica, los modos 5X\u002F6X y hasta cinco fotogramas generados por cada fotograma renderizado tradicionalmente.","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 — Serie GeForce RTX 50 con DLSS 4.5","Descripción oficial de NVIDIA de la generación dinámica de múltiples fotogramas, salida 6X y modelos transformer de segunda generación.",{"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 — Innovaciones de IA de la generación de múltiples fotogramas de DLSS 4","Explicación técnica oficial de la generación de múltiples fotogramas, la eficiencia del modelo, las entradas de fotogramas generados y los cambios de implementación específicos de Blackwell.",{"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 — Generación de múltiples fotogramas de DLSS 4","Lanzamiento oficial con ejemplos de cuello de botella de CPU y la distinción entre fotogramas renderizados tradicionalmente y fotogramas generados.",{"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 — SDK de Reflex","Documentación oficial de las etapas de latencia de Reflex, el modo de baja latencia y 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},"Blog técnico de NVIDIA — Comprender y medir la latencia del PC","Artículo técnico oficial que describe PCL Stats y la medición de latencia por fotograma en todo el pipeline del PC.","2.31","DLSS 4.5 puede generar hasta cinco fotogramas adicionales por cada fotograma renderizado de forma tradicional en las GPU RTX Serie 50 compatibles. Esta guía explica la diferencia entre los FPS renderizados y los FPS mostrados, por qué se pueden evitar los cuellos de botella de la CPU en la capa de presentación y por qué la latencia aún debe medirse por separado.","\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,"Generación de fotogramas","frame-generation",{"id":1108,"name":1109,"slug":1110},154,"Tasa de refresco y pacing","refresh-rate-and-pacing",{"id":1112,"name":1113,"slug":1114},49,"Frame Pacing","frame-pacing",{"id":1116,"name":1117,"slug":1118},45,"Latencia de entrada","input-latency",{"id":283,"login":1120,"email":1121,"displayName":1122},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1124,1542],{"lang":8,"title":1125,"content":1126,"contentJson":1127,"excerpt":1541},"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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pipeline.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1128,"blocks":1129,"version":1540},1790376020794,[1130,1133,1137,1141,1144,1147,1150,1153,1156,1159,1178,1181,1184,1204,1208,1211,1214,1217,1220,1223,1226,1229,1252,1255,1258,1261,1264,1268,1271,1274,1277,1280,1283,1304,1307,1310,1313,1316,1319,1322,1325,1328,1331,1356,1359,1362,1365,1368,1371,1398,1401,1404,1407,1410,1413,1416,1419,1422,1425,1428,1431,1434,1437,1440,1443,1446,1449,1452,1474,1477,1501,1504,1510,1516,1522,1528,1534],{"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":1177,"orientation":605},[1162,1165,1168,1171,1174],{"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":1172,"description":1173},"4. Multi Frame Generation","The system creates additional frames between traditionally rendered frames using game and image-motion data.",{"label":1175,"description":1176},"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":1179,"type":544},{"text":1180},"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":1182,"type":568},{"text":1183,"level":47},"What 2X, 4X and 6X actually mean",{"id":616,"data":1185,"type":647},{"rows":1186,"title":1196,"layout":636,"columns":1197},[1187,1190,1193],{"id":620,"label":1188,"values":1189},"2X Frame Generation",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":1191,"values":1192},"4X Multi Frame Generation",{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":1194,"values":1195},"6X Multi Frame Generation",{"rendered":52,"displayed":633,"generated":634},"Simplified multiplier model",[1198,1200,1202],{"id":639,"label":1199},"Traditionally rendered frames",{"id":642,"label":1201},"Additional generated frames",{"id":645,"label":1203},"Potential displayed frames",{"id":649,"data":1205,"type":551},{"body":1206,"title":1207,"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":1209,"type":568},{"text":1210,"level":47},"Dynamic Multi Frame Generation adds another layer",{"id":659,"data":1212,"type":544},{"text":1213},"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":1215,"type":544},{"text":1216},"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":1218,"type":544},{"text":1219},"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":1221,"type":568},{"text":1222,"level":47},"The Render-to-Display Ratio",{"id":675,"data":1224,"type":544},{"text":1225},"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":1227,"type":544},{"text":1228},"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":1230,"type":636},{"content":1231,"stretched":706,"withHeadings":15},[1232,1236,1240,1244,1248],[1233,1234,1235],"Metric","What it tells you","What it does not prove",[1237,1238,1239],"Base \u002F traditionally rendered rate","How often the conventional game\u002Frender pipeline is producing frames","How many frames the display finally receives",[1241,1242,1243],"Generated-frame multiplier","How many extra frames may be inserted","That every moment uses the maximum multiplier",[1245,1246,1247],"Displayed FPS","The final frame stream reaching presentation","That the game simulation itself is updating at the same rate",[1249,1250,1251],"PC latency","How long input takes to propagate through the PC pipeline","Image quality or frame-generation artifact level",{"id":708,"data":1253,"type":568},{"text":1254,"level":47},"Why CPU-limited games can show huge FPS gains",{"id":712,"data":1256,"type":544},{"text":1257},"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":1259,"type":544},{"text":1260},"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":1262,"type":544},{"text":1263},"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":1265,"type":551},{"body":1266,"title":1267,"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":1269,"type":568},{"text":1270,"level":47},"Why 300 displayed FPS does not automatically feel like 300 native FPS",{"id":734,"data":1272,"type":544},{"text":1273},"Responsiveness depends on the latency pipeline, not only on how many frames are displayed.",{"id":738,"data":1275,"type":544},{"text":1276},"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":1278,"type":544},{"text":1279},"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":1281,"type":568},{"text":1282,"level":47},"Displayed smoothness and input responsiveness are different axes",{"id":750,"data":1284,"type":647},{"rows":1285,"title":1298,"layout":636,"columns":1299},[1286,1289,1292,1295],{"id":754,"label":1287,"values":1288},"Motion presentation",{"improves":757,"separate":758},{"id":760,"label":1290,"values":1291},"High-refresh utilization",{"improves":763,"separate":764},{"id":766,"label":1293,"values":1294},"Responsiveness",{"improves":769,"separate":770},{"id":772,"label":1296,"values":1297},"CPU bottleneck",{"improves":775,"separate":776},"What changes when generated frames are added",[1300,1302],{"id":780,"label":1301},"Can improve",{"id":783,"label":1303},"Still depends on the base pipeline",{"id":786,"data":1305,"type":568},{"text":1306,"level":47},"Why a higher generated FPS can still be valuable",{"id":790,"data":1308,"type":544},{"text":1309},"Separating rendered and generated frames should not be confused with dismissing generated frames.",{"id":794,"data":1311,"type":544},{"text":1312},"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":1314,"type":544},{"text":1315},"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":1317,"type":568},{"text":1318,"level":47},"Image quality still matters",{"id":806,"data":1320,"type":544},{"text":1321},"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":1323,"type":544},{"text":1324},"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":1326,"type":544},{"text":1327},"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":1329,"type":568},{"text":1330,"level":47},"The Generated-FPS Interpretation Test",{"id":822,"data":1332,"type":606},{"steps":1333,"title":1355,"orientation":605},[1334,1337,1340,1343,1346,1349,1352],{"label":1335,"description":1336},"1. Identify the mode","Is Frame Generation off, 2X, 3X, 4X, 5X, 6X or Dynamic MFG?",{"label":1338,"description":1339},"2. Separate displayed FPS from base rendering","Do not assume the final overlay number is the engine's conventional render rate.",{"label":1341,"description":1342},"3. Check latency separately","Use Reflex\u002FPCL-style latency data or a consistent latency measurement rather than inferring responsiveness from FPS.",{"label":1344,"description":1345},"4. Inspect frame pacing","A high output rate is useful only if delivery remains sufficiently consistent.",{"label":1347,"description":1348},"5. Inspect image stability","Look for UI artifacts, disocclusion errors, motion artifacts or unstable fine detail.",{"label":1350,"description":1351},"6. Compare with Frame Generation off","The base run reveals the conventional performance floor from which generated output is being built.",{"label":1353,"description":1354},"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":1357,"type":568},{"text":1358,"level":47},"Why benchmark charts need more context now",{"id":852,"data":1360,"type":544},{"text":1361},"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":1363,"type":544},{"text":1364},"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":1366,"type":544},{"text":1367},"The comparison can still be useful, but the methodology must say what produced the displayed frame rate.",{"id":864,"data":1369,"type":568},{"text":1370,"level":47},"A better way to report Frame Generation performance",{"id":868,"data":1372,"type":636},{"content":1373,"stretched":706,"withHeadings":15},[1374,1377,1380,1383,1386,1389,1392,1395],[1375,1376],"Report","Why it matters",[1378,1379],"Base FPS with Frame Generation off","Shows the conventional performance floor",[1381,1382],"Displayed FPS with Frame Generation on","Shows final presentation throughput",[1384,1385],"MFG mode \u002F multiplier","Explains how aggressively frames are generated",[1387,1388],"Super Resolution mode","Shows how much conventional rendering workload is reduced",[1390,1391],"Latency","Separates responsiveness from presentation throughput",[1393,1394],"Frame-time \u002F pacing data","Shows whether the output stream is delivered consistently",[1396,1397],"Game + patch + resolution + settings","Defines the workload so results can be reproduced",{"id":896,"data":1399,"type":568},{"text":1400,"level":47},"What Dynamic 6X changes for 240 Hz and 360 Hz displays",{"id":900,"data":1402,"type":544},{"text":1403},"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":1405,"type":544},{"text":1406},"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":1408,"type":544},{"text":1409},"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":1411,"type":568},{"text":1412,"level":47},"Do not compare generated FPS directly with old native-FPS rules",{"id":916,"data":1414,"type":544},{"text":1415},"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":1417,"type":544},{"text":1418},"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":1420,"type":544},{"text":1421},"Measure the actual experience rather than importing a fixed number from a different generation of technology.",{"id":928,"data":1423,"type":568},{"text":1424,"level":47},"What would change this answer?",{"id":932,"data":1426,"type":544},{"text":1427},"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":1429,"type":544},{"text":1430},"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":1432,"type":568},{"text":1433,"level":47},"Limitations",{"id":944,"data":1435,"type":544},{"text":1436},"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":1438,"type":544},{"text":1439},"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":1441,"type":568},{"text":1442,"level":47},"Conclusion",{"id":956,"data":1444,"type":544},{"text":1445},"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.",{"id":960,"data":1447,"type":544},{"text":1448},"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":1450,"type":568},{"text":1451,"level":47},"FAQ",{"id":968,"data":1453,"type":968},{"items":1454,"title":1473},[1455,1458,1461,1464,1467,1470],{"id":972,"answer":1456,"question":1457},"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":1459,"question":1460},"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":1462,"question":1463},"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":1465,"question":1466},"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":1468,"question":1469},"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":1471,"question":1472},"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":1475,"type":568},{"text":1476,"level":47},"Glossary",{"id":1001,"data":1478,"type":1001},{"title":1479,"entries":1480},"Key frame-generation terms",[1481,1484,1487,1490,1493,1495,1498],{"term":1482,"anchor":1007,"definition":1483},"Traditionally rendered frame","A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.",{"term":1485,"anchor":1011,"definition":1486},"Generated frame","An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.",{"term":1488,"anchor":1015,"definition":1489},"Multi Frame Generation","DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.",{"term":1491,"anchor":1019,"definition":1492},"Dynamic Multi Frame Generation","DLSS 4.5 feature that can vary the frame-generation multiplier in response to a target frame-rate goal.",{"term":1245,"anchor":1022,"definition":1494},"The final rate of frames presented toward the display, potentially including both traditionally rendered and generated frames.",{"term":1496,"anchor":1026,"definition":1497},"Render-to-Display Ratio","A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.",{"term":1499,"anchor":1030,"definition":1500},"Frame Origin Model","A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.",{"id":1033,"data":1502,"type":568},{"text":1503,"level":47},"Primary sources",{"id":1037,"data":1505,"type":1044},{"link":1039,"meta":1506},{"image":1507,"title":1508,"description":1509},{"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":1511,"type":1044},{"link":1048,"meta":1512},{"image":1513,"title":1514,"description":1515},{"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":1517,"type":1044},{"link":1056,"meta":1518},{"image":1519,"title":1520,"description":1521},{"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":1523,"type":1044},{"link":1064,"meta":1524},{"image":1525,"title":1526,"description":1527},{"url":13},"NVIDIA — DLSS 4 Multi Frame Generation","Official release with CPU-bottleneck examples and the distinction between traditionally rendered and generated frames.",{"id":1070,"data":1529,"type":1044},{"link":1072,"meta":1530},{"image":1531,"title":1532,"description":1533},{"url":13},"NVIDIA Developer — Reflex SDK","Official documentation of Reflex latency stages, low-latency mode and Frame Warp.",{"id":1078,"data":1535,"type":1044},{"link":1080,"meta":1536},{"image":1537,"title":1538,"description":1539},{"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 separately.",{"lang":7,"title":534,"content":536,"contentJson":1543,"excerpt":1086},{"time":538,"blocks":1544,"version":1085},[1545,1547,1549,1551,1553,1555,1557,1559,1561,1563,1571,1573,1575,1588,1590,1592,1594,1596,1598,1600,1602,1604,1612,1614,1616,1618,1620,1622,1624,1626,1628,1630,1632,1646,1648,1650,1652,1654,1656,1658,1660,1662,1664,1674,1676,1678,1680,1682,1684,1695,1697,1699,1701,1703,1705,1707,1709,1711,1713,1715,1717,1719,1721,1723,1725,1727,1729,1731,1740,1742,1752,1754,1758,1762,1766,1770,1774],{"id":541,"data":1546,"type":544},{"text":543},{"id":546,"data":1548,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1550,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1552,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1554,"type":568},{"text":567,"level":47},{"id":570,"data":1556,"type":544},{"text":572},{"id":574,"data":1558,"type":544},{"text":576},{"id":578,"data":1560,"type":544},{"text":580},{"id":582,"data":1562,"type":568},{"text":584,"level":47},{"id":586,"data":1564,"type":606},{"steps":1565,"title":604,"orientation":605},[1566,1567,1568,1569,1570],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"label":602,"description":603},{"id":608,"data":1572,"type":544},{"text":610},{"id":612,"data":1574,"type":568},{"text":614,"level":47},{"id":616,"data":1576,"type":647},{"rows":1577,"title":635,"layout":636,"columns":1584},[1578,1580,1582],{"id":620,"label":621,"values":1579},{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":1581},{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":631,"values":1583},{"rendered":52,"displayed":633,"generated":634},[1585,1586,1587],{"id":639,"label":640},{"id":642,"label":643},{"id":645,"label":646},{"id":649,"data":1589,"type":551},{"body":651,"title":652,"variant":653},{"id":655,"data":1591,"type":568},{"text":657,"level":47},{"id":659,"data":1593,"type":544},{"text":661},{"id":663,"data":1595,"type":544},{"text":665},{"id":667,"data":1597,"type":544},{"text":669},{"id":671,"data":1599,"type":568},{"text":673,"level":47},{"id":675,"data":1601,"type":544},{"text":677},{"id":679,"data":1603,"type":544},{"text":681},{"id":683,"data":1605,"type":636},{"content":1606,"stretched":706,"withHeadings":15},[1607,1608,1609,1610,1611],[687,688,689],[691,692,693],[695,696,697],[699,700,701],[703,704,705],{"id":708,"data":1613,"type":568},{"text":710,"level":47},{"id":712,"data":1615,"type":544},{"text":714},{"id":716,"data":1617,"type":544},{"text":718},{"id":720,"data":1619,"type":544},{"text":722},{"id":724,"data":1621,"type":551},{"body":726,"title":727,"variant":728},{"id":730,"data":1623,"type":568},{"text":732,"level":47},{"id":734,"data":1625,"type":544},{"text":736},{"id":738,"data":1627,"type":544},{"text":740},{"id":742,"data":1629,"type":544},{"text":744},{"id":746,"data":1631,"type":568},{"text":748,"level":47},{"id":750,"data":1633,"type":647},{"rows":1634,"title":777,"layout":636,"columns":1643},[1635,1637,1639,1641],{"id":754,"label":755,"values":1636},{"improves":757,"separate":758},{"id":760,"label":761,"values":1638},{"improves":763,"separate":764},{"id":766,"label":767,"values":1640},{"improves":769,"separate":770},{"id":772,"label":773,"values":1642},{"improves":775,"separate":776},[1644,1645],{"id":780,"label":781},{"id":783,"label":784},{"id":786,"data":1647,"type":568},{"text":788,"level":47},{"id":790,"data":1649,"type":544},{"text":792},{"id":794,"data":1651,"type":544},{"text":796},{"id":798,"data":1653,"type":544},{"text":800},{"id":802,"data":1655,"type":568},{"text":804,"level":47},{"id":806,"data":1657,"type":544},{"text":808},{"id":810,"data":1659,"type":544},{"text":812},{"id":814,"data":1661,"type":544},{"text":816},{"id":818,"data":1663,"type":568},{"text":820,"level":47},{"id":822,"data":1665,"type":606},{"steps":1666,"title":846,"orientation":605},[1667,1668,1669,1670,1671,1672,1673],{"label":826,"description":827},{"label":829,"description":830},{"label":832,"description":833},{"label":835,"description":836},{"label":838,"description":839},{"label":841,"description":842},{"label":844,"description":845},{"id":848,"data":1675,"type":568},{"text":850,"level":47},{"id":852,"data":1677,"type":544},{"text":854},{"id":856,"data":1679,"type":544},{"text":858},{"id":860,"data":1681,"type":544},{"text":862},{"id":864,"data":1683,"type":568},{"text":866,"level":47},{"id":868,"data":1685,"type":636},{"content":1686,"stretched":706,"withHeadings":15},[1687,1688,1689,1690,1691,1692,1693,1694],[872,873],[875,876],[878,879],[881,882],[884,885],[887,888],[890,891],[893,894],{"id":896,"data":1696,"type":568},{"text":898,"level":47},{"id":900,"data":1698,"type":544},{"text":902},{"id":904,"data":1700,"type":544},{"text":906},{"id":908,"data":1702,"type":544},{"text":910},{"id":912,"data":1704,"type":568},{"text":914,"level":47},{"id":916,"data":1706,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1780,"source":1854,"manualIds":1855,"manualMatchedIds":1856},[1781,1786,1793,1799,1804,1811,1816,1823,1830,1835,1841,1848],{"id":359,"slug":1782,"title":1783,"excerpt":1784,"featuredImage":14,"publishedAt":1785},"smoothness-frame-pacing-matters-more-than-fps","Fluidez: El ritmo de fotogramas importa más que los FPS","La fluidez es una sincronización constante, no solo números más altos. Aquí te explicamos cómo pensar en tiempos de fotograma y eliminar la sensación de ‘micro-stutter’.","2026-02-19T11:00:00.000Z",{"id":1787,"slug":1788,"title":1789,"excerpt":1790,"featuredImage":1791,"publishedAt":1792},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Por qué 120 FPS aún pueden sentirse mal: tiempo de fotograma, mínimos del 1 % y stutter explicados","Un juego puede reportar 120, 144 o incluso 200 FPS y aun así sentirse tosco. Esta guía explica por qué el FPS promedio puede ocultar una mala entrega de fotogramas, cómo el tiempo de fotograma y los mínimos del 1 % exponen el tartamudeo, y cómo diagnosticar si la CPU, la GPU u otra parte de la cadena de procesamiento está causando el problema.","\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":1794,"slug":1795,"title":1796,"excerpt":1797,"featuredImage":14,"publishedAt":1798},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","¿Los 120Hz se sienten peor? Lista de verificación de diagnóstico (Modo incorrecto, rango de VRR, límites)","Una mayor frecuencia de actualización puede exponer la inestabilidad. Usa esta lista de verificación para diagnosticar por qué los 120 Hz se sienten peor: modo incorrecto, ruta de actualización incorrecta, problemas de rango de VRR o falta de límites.","2026-02-20T20:30:00.000Z",{"id":1800,"slug":1801,"title":1802,"excerpt":1803,"featuredImage":14,"publishedAt":1785},"100","frame-pacing-why-120-fps-can-still-feel-bad","Frame Pacing: Por qué 120 FPS aún pueden sentirse mal","La fluidez es sincronización, no un número. Aprende qué es el frame pacing, por qué los frametimes deficientes se sienten poco fluidos incluso a altos FPS y el orden práctico de solución.",{"id":1805,"slug":1806,"title":1807,"excerpt":1808,"featuredImage":1809,"publishedAt":1810},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR no es DLSS: cómo funciona el escalado por NPU sin integración en el juego","Windows Auto SR puede reescalar juegos compatibles sin integración de DLSS, FSR o XeSS. En lugar de ejecutar el modelo de reconstrucción dentro del juego en la GPU, Windows utiliza la NPU para reconstruir una imagen de mayor resolución a partir de un renderizado de menor resolución.","\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":1812,"slug":1813,"title":1814,"excerpt":1815,"featuredImage":14,"publishedAt":1785},"120","frame-pacing-why-smoothness-is-about-frametime-not-fps","Frame Pacing: Por qué la fluidez depende del frametime, no de los FPS","Unos FPS altos pueden seguir sintiéndose mal si los tiempos son irregulares. Aprende qué es el frame pacing, qué lo rompe y el orden de soluciones que restaura la sensación de fluidez.",{"id":1817,"slug":1818,"title":1819,"excerpt":1820,"featuredImage":1821,"publishedAt":1822},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally muestra por qué los compañeros de equipo de IA necesitan dos cerebros: reflejos rápidos y razonamiento lento","Un modelo de lenguaje puede entender tácticas y la intención del jugador, pero no debería controlar directamente cada movimiento y reacción de combate. PUBG Ally muestra una arquitectura más práctica: control rápido mediante árboles de comportamiento para acciones reflejas, combinado con un modelo de lenguaje pequeño para planificación, coordinación y conversación natural.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T14:51:00.000Z",{"id":1824,"slug":1825,"title":1826,"excerpt":1827,"featuredImage":1828,"publishedAt":1829},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 no es solo escalado: qué cambia realmente la renderización neuronal guiada por 3D","DLSS 5 lleva la IA a una nueva parte de la canalización de gráficos. En lugar de solo reconstruir la resolución o generar fotogramas adicionales, el renderizado neuronal guiado por 3D utiliza el propio fotograma del motor del juego como base y mejora la iluminación y el detalle de los materiales bajo el control del desarrollador.","\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":1831,"slug":1832,"title":1833,"excerpt":1834,"featuredImage":14,"publishedAt":1785},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","Frame Pacing: Por qué 60 FPS pueden sentirse peor que 50 (La consistencia gana)","La fluidez no es solo FPS. Es el ritmo de fotogramas. Aprende por qué unos tiempos de fotograma constantes se sienten mejor que unos FPS más altos pero inestables y cómo estabilizar los tiempos.",{"id":1836,"slug":1837,"title":1838,"excerpt":1839,"featuredImage":14,"publishedAt":1840},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Recetas de límite de fotogramas: Objetivos estables para configuraciones con y sin VRR","Un buen límite se siente mejor que los picos inestables. Usa estas sencillas recetas de limitación para estabilizar el ritmo de fotogramas en pantallas VRR y no VRR.","2026-02-21T05:20:00.000Z",{"id":1842,"slug":1843,"title":1844,"excerpt":1845,"featuredImage":1846,"publishedAt":1847},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 es más que reescalado: explicación de la generación de múltiples fotogramas y Xe Low Latency","XeSS 3 ya no es solo el escalador de Intel. Ahora combina Super Resolution, Frame Generation, Multi Frame Generation y Xe Low Latency, con hasta tres fotogramas generados por IA por cada fotograma renderizado en hardware Intel compatible.","\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":1849,"slug":1850,"title":1851,"excerpt":1852,"featuredImage":14,"publishedAt":1853},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","Ahorro de energía USB: La causa oculta de los tirones y desconexiones del ratón","Si la sensación del ratón cambia aleatoriamente, el ahorro de energía USB puede ser el culpable. Usa esta lista de verificación para estabilizar la entrada USB y detener los tirones\u002Fdesconexiones.","2026-02-20T15:00:00.000Z","fallback",[],[]]