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C'est utile, mais cela change aussi ce que signifie le compteur de FPS. Une image affichée n'est pas nécessairement une image de jeu nouvellement simulée et rendue de manière conventionnelle.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Avec la Multi Frame Generation activée, les FPS affichés et le taux de rendu natif ne sont plus la même mesure.\u003C\u002Fstrong> DLSS 4.5 peut générer jusqu&#39;à cinq images supplémentaires pour chaque image traditionnellement rendue sur les GPU GeForce RTX 50 Series pris en charge. Le moniteur peut recevoir beaucoup plus d&#39;images que le moteur de jeu n&#39;en simule et n&#39;en rend conventionnellement.\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\">Le modèle utilisé dans cet article\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Le Frame Origin Model et le Render-to-Display Ratio ci-dessous sont des cadres pratiques de Figure Rocks. Ce ne sont pas des termes officiels de NVIDIA.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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 a changé la signification d&#39;un nombre de FPS élevé\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Le Frame Origin Model\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Ce que signifient réellement 2X, 4X et 6X\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">La Dynamic Multi Frame Generation ajoute une couche supplémentaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Le ratio rendu-affichage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-23\" class=\"editorjs-toc__link\">Pourquoi les jeux limités par le CPU peuvent montrer d&#39;énormes gains de FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Pourquoi 300 FPS affichés ne se ressentent pas automatiquement comme 300 FPS natifs\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">La fluidité affichée et la réactivité des entrées sont des axes différents\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Pourquoi un FPS généré plus élevé peut quand même être utile\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">La qualité d&#39;image compte toujours\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Le test d&#39;interprétation des FPS générés\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Pourquoi les graphiques de benchmark ont besoin de plus de contexte aujourd&#39;hui\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Une meilleure façon de rapporter les performances de la génération d&#39;images\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Ce que le Dynamic 6X change pour les écrans 240 Hz et 360 Hz\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Ne comparez pas directement les FPS générés avec les anciennes règles de FPS natifs\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui changerait cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Sources principales\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">DLSS 4.5 a changé la signification d'un nombre de FPS élevé\u003C\u002Fh2>\n\u003Cp>Les discussions traditionnelles sur les FPS supposent que chaque image affichée correspond étroitement à une image rendue de manière conventionnelle par le pipeline du jeu. La Frame Generation brise cette relation univoque.\u003C\u002Fp>\n\u003Cp>La Dynamic Multi Frame Generation de DLSS 4.5 de NVIDIA peut générer jusqu'à cinq images supplémentaires pour chaque image traditionnellement rendue, atteignant un multiplicateur de 6X sur les GPU GeForce RTX 50 Series pris en charge.\u003C\u002Fp>\n\u003Cp>Cela rend la fréquence d'images affichée extrêmement utile pour la fluidité du mouvement et les écrans à haut taux de rafraîchissement, mais cela signifie que le nombre de FPS affiché ne vous dit plus à quelle fréquence la simulation du jeu a produit une image nouvellement rendue.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Le Frame Origin Model\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">D'où peuvent provenir les images dans un pipeline DLSS moderne\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. Simulation du jeu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le CPU met à jour la logique du jeu, l'état du joueur, l'animation, la physique et d'autres travaux de simulation.\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. Image traditionnellement rendue\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le jeu soumet le travail de rendu et le GPU crée une image de jeu conventionnelle.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Super Resolution \u002F reconstruction\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DLSS peut reconstruire une image de résolution supérieure à partir d'entrées de résolution inférieure et de données temporelles.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Multi Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le système crée des images supplémentaires entre les images traditionnellement rendues en utilisant les données du jeu et du mouvement de l'image.\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. Flux d'images affichées\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le moniteur reçoit une séquence à fréquence plus élevée contenant à la fois des images traditionnellement rendues et des images générées.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>La distinction importante est l'origine. Certaines images commencent par un nouveau cycle de simulation\u002Frendu du jeu. D'autres sont générées pour augmenter le flux d'images affichées entre ces images.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">Ce que signifient réellement 2X, 4X et 6X\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Modèle de multiplicateur simplifié\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\">Images traditionnellement rendues\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\">Images générées supplémentaires\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\">Images affichées potentielles\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">2X Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">2\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">4X Multi Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 3\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 4\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">6X Multi Frame Generation\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">1\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 5\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Up to 6\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">N&#39;inversez pas le multiplicateur à l&#39;aveugle\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Un affichage de 300 FPS en mode 6X ne \u003Cstrong>prouve pas\u003C\u002Fstrong> que le taux de rendu natif sous-jacent est exactement de 50 FPS à chaque instant. La MFG dynamique peut changer les multiplicateurs, le pipeline a un surcoût de traitement, et le rythme réel des images n&#39;est pas une simple séquence arithmétique fixe.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">La Dynamic Multi Frame Generation ajoute une couche supplémentaire\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 ajoute la Dynamic Multi Frame Generation. NVIDIA la décrit comme passant automatiquement d'un multiplicateur d'images à un autre afin que le système ne génère que les images supplémentaires nécessaires pour approcher une fréquence d'images cible.\u003C\u002Fp>\n\u003Cp>C'est important car une étiquette statique 6X peut créer un mauvais modèle mental. Le nombre réel d'images générées peut varier à mesure que la charge de travail change.\u003C\u002Fp>\n\u003Cp>Une superposition de performance qui rapporte la fréquence d'images affichée finale décrit donc le flux de sortie, et non un décompte fixe univoque des nouvelles étapes de simulation.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">Le ratio rendu-affichage\u003C\u002Fh2>\n\u003Cp>Pour le diagnostic, il est utile de séparer deux taux : le taux auquel le moteur produit conventionnellement de nouvelles images et le taux auquel les images sont finalement présentées à l'écran.\u003C\u002Fp>\n\u003Cp>Le ratio rendu-affichage est un concept Figure Rocks pour garder ces deux idées séparées. Il n'est pas destiné à remplacer la télémétrie des fournisseurs ; c'est un outil de raisonnement.\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\">Métrique\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Ce qu'elle vous indique\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Ce qu'elle ne prouve pas\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Taux de base \u002F traditionnellement rendu\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">À quelle fréquence le pipeline de jeu\u002Frendu conventionnel produit des images\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Combien d'images l'écran reçoit finalement\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Multiplicateur d'images générées\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Combien d'images supplémentaires peuvent être insérées\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Que chaque moment utilise le multiplicateur maximal\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS affichés\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Le flux d'images final atteignant la présentation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Que la simulation du jeu elle-même se met à jour au même rythme\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latence PC\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Combien de temps l'entrée met à se propager dans le pipeline PC\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">La qualité d'image ou le niveau d'artefacts de génération d'images\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-23\">Pourquoi les jeux limités par le CPU peuvent montrer d'énormes gains de FPS\u003C\u002Fh2>\n\u003Cp>L'une des propriétés les plus utiles de la génération d'images est qu'elle peut augmenter la sortie d'images affichées sans exiger que le CPU simule et soumette chaque image générée supplémentaire.\u003C\u002Fp>\n\u003Cp>NVIDIA l'a démontré avec DLSS 4 dans Hogwarts Legacy : le pipeline conventionnel rencontrait un goulot d'étranglement CPU d'environ 110 FPS dans le test cité, tandis que la génération multi-images augmentait la sortie affichée bien au-delà de cette limite.\u003C\u002Fp>\n\u003Cp>Cela ne signifie pas que le CPU a soudainement commencé à simuler le jeu au taux d'affichage plus élevé. Cela signifie que les images générées peuvent augmenter le débit de présentation au-delà du goulot d'étranglement de rendu conventionnel.\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\">C&#39;est une fonctionnalité, pas une astuce\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Les images générées peuvent rendre le mouvement sur un écran à haut rafraîchissement nettement plus fluide, même lorsque le taux de rendu conventionnel du moteur est limité par le CPU. L&#39;erreur n&#39;est pas d&#39;utiliser des images générées ; l&#39;erreur est de traiter le nombre final de FPS comme si chaque image avait la même origine.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-28\">Pourquoi 300 FPS affichés ne se ressentent pas automatiquement comme 300 FPS natifs\u003C\u002Fh2>\n\u003Cp>La réactivité dépend du pipeline de latence, pas seulement du nombre d'images affichées.\u003C\u002Fp>\n\u003Cp>NVIDIA Reflex mesure la latence à travers des étapes incluant l'entrée, la simulation, la soumission du rendu, le pilote graphique, la file de rendu et le rendu GPU. Ces étapes montrent pourquoi un nombre final de FPS ne peut pas décrire la réactivité à lui seul.\u003C\u002Fp>\n\u003Cp>La génération multi-images ajoute des images visuelles entre celles traditionnellement rendues, mais ces images générées ne représentent pas de nouvelles étapes de simulation CPU. Reflex est donc associé à la génération d'images pour contrôler la latence et maintenir la réactivité du pipeline.\u003C\u002Fp>\n\u003Ch2 id=\"section-32\">La fluidité affichée et la réactivité des entrées sont des axes différents\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ce qui change lorsque des images générées sont ajoutées\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\">Peut s&#39;améliorer\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\">Dépend toujours du pipeline de 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\">Présentation du mouvement\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\">Utilisation du haut rafraîchissement\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\">Réactivité\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\">Goulot d&#39;étranglement 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\">Pourquoi un FPS généré plus élevé peut quand même être utile\u003C\u002Fh2>\n\u003Cp>Séparer les images rendues et générées ne doit pas être confondu avec le fait de rejeter les images générées.\u003C\u002Fp>\n\u003Cp>Un écran 240 Hz ou 360 Hz bénéficie de recevoir plus de mises à jour visuelles. Le mouvement de caméra peut paraître plus fluide, le judder peut être réduit, et les charges de travail en path tracing qui seraient autrement trop lourdes pour des taux de présentation très élevés deviennent plus pratiques.\u003C\u002Fp>\n\u003Cp>Le but de DLSS 4.5 est précisément d'échanger le travail de reconstruction par IA contre un flux d'images affichées plus dense. La question technique est de savoir comment ce flux a été produit, et non si les images supplémentaires existent.\u003C\u002Fp>\n\u003Ch2 id=\"section-38\">La qualité d'image compte toujours\u003C\u002Fh2>\n\u003Cp>Les images générées sont des prédictions produites à partir des données disponibles du jeu et du mouvement de l'image. Les mouvements rapides de caméra, la désocclusion, la transparence, les particules et les éléments d'interface peuvent rendre la reconstruction plus difficile.\u003C\u002Fp>\n\u003Cp>La mise à jour DLSS 4.5 de NVIDIA a introduit un modèle amélioré de génération d'images qui peut utiliser des tampons d'interface supplémentaires dans les moteurs compatibles pour améliorer le traitement des éléments d'interface statiques tels que les mini-cartes et autres éléments d'interface à l'écran.\u003C\u002Fp>\n\u003Cp>C'est un rappel utile que la qualité de la génération d'images dépend non seulement du multiplicateur, mais aussi des informations disponibles pour le modèle et de la qualité de l'intégration dans le jeu.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Le test d'interprétation des FPS générés\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment lire un nombre de FPS lorsque la génération multi-images est activée\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. Identifier le mode\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La génération d'images est-elle désactivée, en 2X, 3X, 4X, 5X, 6X ou en MFG dynamique ?\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. Séparer les FPS affichés du rendu de base\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ne supposez pas que le nombre final de l'overlay correspond au taux de rendu conventionnel du moteur.\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. Vérifier la latence séparément\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Utilisez des données de latence de type Reflex\u002FPCL ou une mesure de latence cohérente plutôt que de déduire la réactivité à partir des 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. Inspecter le rythme des images\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un taux de sortie élevé n'est utile que si la livraison reste suffisamment régulière.\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. Inspecter la stabilité de l'image\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Recherchez les artefacts d'interface, les erreurs de désocclusion, les artefacts de mouvement ou l'instabilité des détails fins.\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. Comparer avec la génération d'images désactivée\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">L'exécution de base révèle le plancher de performance conventionnel à partir duquel la sortie générée est construite.\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. Juger par rapport à votre objectif\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La fluidité en solo à haut rafraîchissement et la latence compétitive sont des objectifs d'optimisation différents.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Pourquoi les graphiques de benchmark ont besoin de plus de contexte aujourd'hui\u003C\u002Fh2>\n\u003Cp>Un benchmark indiquant « 300 FPS » est incomplet s'il ne précise pas si ce nombre inclut la génération d'images, quel multiplicateur a été utilisé, quel mode de super résolution était actif et à quoi ressemblait la performance conventionnelle sous-jacente.\u003C\u002Fp>\n\u003Cp>C'est particulièrement important lors de la comparaison de générations de GPU. Les propres graphiques de performance de la série RTX 50 de NVIDIA distinguent explicitement la génération d'images sur la série RTX 40 des modes de génération multi-images sur la série RTX 50.\u003C\u002Fp>\n\u003Cp>La comparaison peut encore être utile, mais la méthodologie doit indiquer ce qui a produit le taux d'images affiché.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Une meilleure façon de rapporter les performances de la génération d'images\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\">Rapport\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Pourquoi c'est important\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS de base avec génération d'images désactivée\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Montre le plancher de performance conventionnel\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">FPS affichés avec génération d'images activée\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Montre le débit de présentation final\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mode MFG \u002F multiplicateur\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Explique avec quelle agressivité les images sont générées\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Mode de super résolution\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Montre dans quelle mesure la charge de rendu conventionnelle est réduite\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latence\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Sépare la réactivité du débit de présentation\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Données de temps d'image \u002F rythme\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Montre si le flux de sortie est livré de manière régulière\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Jeu + patch + résolution + paramètres\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Définit la charge de travail pour que les résultats puissent être reproduits\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-50\">Ce que le Dynamic 6X change pour les écrans 240 Hz et 360 Hz\u003C\u002Fh2>\n\u003Cp>NVIDIA positionne la génération multi-images dynamique spécifiquement autour du jeu en 4K avec tracé de rayons à très haut rafraîchissement. Le système peut faire varier le multiplicateur au lieu de générer aveuglément le nombre maximal d'images en permanence.\u003C\u002Fp>\n\u003Cp>Cela fait de l'écran cible une partie du problème de contrôle. Si la performance de base est déjà suffisamment élevée, moins d'images générées peuvent être nécessaires. Si la charge de travail devient plus lourde, un multiplicateur plus élevé peut aider à maintenir le taux de sortie cible.\u003C\u002Fp>\n\u003Cp>La question utile sur les performances passe donc de « Quel est mon FPS maximal ? » à « Le système peut-il maintenir l'objectif de présentation avec une latence acceptable et une stabilité d'image suffisante ? »\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Ne comparez pas directement les FPS générés avec les anciennes règles de FPS natifs\u003C\u002Fh2>\n\u003Cp>Des règles telles que « vous avez besoin d'au moins X FPS natifs avant que la génération de frames soit utilisable » provenaient d'implémentations, de matériels et de comportements de latence antérieurs. Elles ne doivent pas être considérées comme des lois intemporelles.\u003C\u002Fp>\n\u003Cp>Le seuil correct dépend du jeu, du temps de frame de base, de la latence, du taux de rafraîchissement de l'écran, du mode MFG, du comportement de Reflex et de la sensibilité du joueur aux artefacts ou au délai de réponse.\u003C\u002Fp>\n\u003Cp>Mesurez l'expérience réelle plutôt que d'importer un chiffre fixe provenant d'une autre génération de technologie.\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">Qu'est-ce qui changerait cette réponse ?\u003C\u002Fh2>\n\u003Cp>Les futurs systèmes pourraient intégrer la prédiction de simulation, des mises à jour d'entrée tardives ou un warping de frame plus sophistiqué, de sorte que la relation entre la simulation du jeu, le rendu conventionnel et la présentation finale devienne encore moins biunivoque.\u003C\u002Fp>\n\u003Cp>Reflex 2 Frame Warp pointe déjà dans cette direction en mettant à jour la vue caméra affichée à partir d'entrées plus récentes peu avant le scan-out. À mesure que ces techniques évoluent, les FPS deviendront une description de plus en plus incomplète du pipeline interactif complet.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Limites\u003C\u002Fh2>\n\u003Cp>Les chiffres de performance publiés par NVIDIA sont des mesures du fabricant dans des conditions spécifiées. Ils démontrent un comportement et une architecture pris en charge, mais ne doivent pas être traités comme des benchmarks indépendants pour chaque jeu ou GPU.\u003C\u002Fp>\n\u003Cp>Les exemples de multiplicateurs simplifiés dans cet article expliquent conceptuellement l'origine des frames. Le MFG dynamique, le pacing, les frames perdues, les changements de charge de travail et le comportement de présentation rendent les captures réelles plus complexes.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Conclusion\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 rend une vieille habitude de plus en plus dangereuse : traiter un seul chiffre de FPS comme une description complète des performances d'un jeu.\u003C\u002Fp>\n\u003Cp>Avec la génération multi-frames 6X, une frame traditionnellement rendue peut être accompagnée de jusqu'à cinq frames générées. Cela peut produire une présentation à haut taux de rafraîchissement exceptionnellement fluide, mais le compteur de FPS final mélange désormais les origines des frames. Pour une analyse significative, séparez le rendu de base, la sortie générée, la latence, le pacing et la stabilité de l'image.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">DLSS 4.5, génération multi-frames et 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 génère-t-il vraiment cinq frames ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Sur les GPU GeForce RTX 50 Series pris en charge, la génération multi-frames 6X peut générer jusqu&#39;à cinq frames supplémentaires pour chaque frame traditionnellement rendue.\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 je vois 300 FPS avec MFG 6X, mon jeu est-il rendu nativement à 50 FPS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Pas nécessairement. Le multiplicateur peut être dynamique, le traitement a un coût, et le taux affiché final n&#39;est pas une preuve simple d&#39;un taux de rendu sous-jacent fixe.\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\">Les frames générées améliorent-elles la fluidité ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Oui. Un flux de frames affichées plus dense peut rendre le mouvement plus fluide et mieux utiliser les écrans à haut taux de rafraîchissement, à condition que le pacing et la qualité d&#39;image restent bons.\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\">Les frames générées réduisent-elles la latence d&#39;entrée ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La génération de frames elle-même ne doit pas être utilisée comme métrique de latence. NVIDIA l&#39;associe à Reflex pour optimiser le pipeline de latence, et la latence doit être mesurée séparément.\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\">La génération multi-frames peut-elle contourner un goulot d&#39;étranglement CPU ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Elle peut augmenter les FPS affichés au-delà du taux de rendu conventionnel limité par le CPU, car les frames générées ne nécessitent pas que le CPU simule chaque frame affichée supplémentaire. Le goulot d&#39;étranglement CPU sous-jacent existe toujours.\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\">Les FPS générés sont-ils de faux FPS ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Cette étiquette est techniquement peu utile. Les frames générées sont de vraies frames affichées, mais elles ont une origine différente des frames traditionnellement rendues. Le reporting devrait distinguer les deux.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-69\">Glossaire\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\">Termes clés de la génération de frames\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\">Frame traditionnellement rendue\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Une frame produite via le pipeline conventionnel de simulation et de rendu du jeu avant la génération de frames optionnelle.\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\">Frame générée\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Une frame affichée supplémentaire synthétisée entre des frames traditionnellement rendues à l'aide de données temporelles, de mouvement et fournies par le jeu.\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\">Génération multi-frames\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Technologie DLSS qui peut synthétiser plusieurs frames supplémentaires pour chaque frame traditionnellement rendue.\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\">Génération multi-frames dynamique\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Fonctionnalité de DLSS 4.5 qui peut faire varier le multiplicateur de génération de frames en réponse à un objectif de taux de rafraîchissement cible.\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 affichés\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Le taux final de frames présentées vers l'écran, incluant potentiellement à la fois les frames traditionnellement rendues et les frames générées.\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\">Ratio rendu-affichage\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un concept Figure Rocks pour séparer le taux de production conventionnel de frames du flux final de frames affichées.\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\">Modèle d'origine des frames\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un cadre Figure Rocks pour identifier si une frame affichée provient du rendu conventionnel, de la reconstruction ou de la génération de frames.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Sources principales\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation et mode 6X\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Publication officielle de mars 2026 décrivant le MFG dynamique, les modes 5X\u002F6X et jusqu&#39;à cinq frames générées par frame traditionnellement rendue.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — GeForce RTX série 50 avec DLSS 4.5\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Présentation officielle NVIDIA de la génération d&#39;images multiples dynamique, de la sortie 6X et des modèles transformer de deuxième génération.\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 — Innovations IA de la génération d&#39;images multiples DLSS 4\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Explication technique officielle de la génération d&#39;images multiples, de l&#39;efficacité des modèles, des entrées d&#39;images générées et des changements d&#39;implémentation spécifiques à 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 — Génération d&#39;images multiples DLSS 4\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Publication officielle avec des exemples de goulot d&#39;étranglement CPU et la distinction entre les images rendues traditionnellement et les images générées.\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 Reflex\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle des étapes de latence Reflex, du mode faible latence et de 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 technique NVIDIA — Comprendre et mesurer la latence PC\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Article technique officiel décrivant PCL Stats et la mesure de la latence par image sur l&#39;ensemble du pipeline PC.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1085},1790376239984,[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 peut pousser un jeu vers 240, 300 ou même des fréquences d'images affichées encore plus élevées en générant des images supplémentaires entre celles traditionnellement rendues. C'est utile, mais cela change aussi ce que signifie le compteur de FPS. Une image affichée n'est pas nécessairement une image de jeu nouvellement simulée et rendue de manière conventionnelle.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Avec la Multi Frame Generation activée, les FPS affichés et le taux de rendu natif ne sont plus la même mesure.\u003C\u002Fstrong> DLSS 4.5 peut générer jusqu'à cinq images supplémentaires pour chaque image traditionnellement rendue sur les GPU GeForce RTX 50 Series pris en charge. Le moniteur peut recevoir beaucoup plus d'images que le moteur de jeu n'en simule et n'en rend conventionnellement.","Réponse directe","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Le Frame Origin Model et le Render-to-Display Ratio ci-dessous sont des cadres pratiques de Figure Rocks. Ce ne sont pas des termes officiels de NVIDIA.","Le modèle utilisé dans cet article","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sommaire",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-meaning",{"text":567,"level":47},"DLSS 4.5 a changé la signification d'un nombre de FPS élevé","header",{"id":570,"data":571,"type":544},"p-meaning-1",{"text":572},"Les discussions traditionnelles sur les FPS supposent que chaque image affichée correspond étroitement à une image rendue de manière conventionnelle par le pipeline du jeu. La Frame Generation brise cette relation univoque.",{"id":574,"data":575,"type":544},"p-meaning-2",{"text":576},"La Dynamic Multi Frame Generation de DLSS 4.5 de NVIDIA peut générer jusqu'à cinq images supplémentaires pour chaque image traditionnellement rendue, atteignant un multiplicateur de 6X sur les GPU GeForce RTX 50 Series pris en charge.",{"id":578,"data":579,"type":544},"p-meaning-3",{"text":580},"Cela rend la fréquence d'images affichée extrêmement utile pour la fluidité du mouvement et les écrans à haut taux de rafraîchissement, mais cela signifie que le nombre de FPS affiché ne vous dit plus à quelle fréquence la simulation du jeu a produit une image nouvellement rendue.",{"id":582,"data":583,"type":568},"h-origin",{"text":584,"level":47},"Le Frame Origin Model",{"id":586,"data":587,"type":606},"origin-flow",{"steps":588,"title":604,"orientation":605},[589,592,595,598,601],{"label":590,"description":591},"1. Simulation du jeu","Le CPU met à jour la logique du jeu, l'état du joueur, l'animation, la physique et d'autres travaux de simulation.",{"label":593,"description":594},"2. Image traditionnellement rendue","Le jeu soumet le travail de rendu et le GPU crée une image de jeu conventionnelle.",{"label":596,"description":597},"3. Super Resolution \u002F reconstruction","DLSS peut reconstruire une image de résolution supérieure à partir d'entrées de résolution inférieure et de données temporelles.",{"label":599,"description":600},"4. Multi Frame Generation","Le système crée des images supplémentaires entre les images traditionnellement rendues en utilisant les données du jeu et du mouvement de l'image.",{"label":602,"description":603},"5. Flux d'images affichées","Le moniteur reçoit une séquence à fréquence plus élevée contenant à la fois des images traditionnellement rendues et des images générées.","D'où peuvent provenir les images dans un pipeline DLSS moderne","auto","processFlow",{"id":608,"data":609,"type":544},"p-origin",{"text":610},"La distinction importante est l'origine. Certaines images commencent par un nouveau cycle de simulation\u002Frendu du jeu. D'autres sont générées pour augmenter le flux d'images affichées entre ces images.",{"id":612,"data":613,"type":568},"h-multipliers",{"text":614,"level":47},"Ce que signifient réellement 2X, 4X et 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","2X Frame Generation",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":626},"4x","4X Multi Frame Generation",{"rendered":52,"displayed":627,"generated":628},"Up to 4","Up to 3",{"id":630,"label":631,"values":632},"6x","6X Multi Frame Generation",{"rendered":52,"displayed":633,"generated":634},"Up to 6","Up to 5","Modèle de multiplicateur simplifié","table",[638,641,644],{"id":639,"label":640},"rendered","Images traditionnellement rendues",{"id":642,"label":643},"generated","Images générées supplémentaires",{"id":645,"label":646},"displayed","Images affichées potentielles","comparison",{"id":649,"data":650,"type":551},"multiplier-warning",{"body":651,"title":652,"variant":653},"Un affichage de 300 FPS en mode 6X ne \u003Cstrong>prouve pas\u003C\u002Fstrong> que le taux de rendu natif sous-jacent est exactement de 50 FPS à chaque instant. La MFG dynamique peut changer les multiplicateurs, le pipeline a un surcoût de traitement, et le rythme réel des images n'est pas une simple séquence arithmétique fixe.","N'inversez pas le multiplicateur à l'aveugle","warning",{"id":655,"data":656,"type":568},"h-dynamic",{"text":657,"level":47},"La Dynamic Multi Frame Generation ajoute une couche supplémentaire",{"id":659,"data":660,"type":544},"p-dynamic-1",{"text":661},"DLSS 4.5 ajoute la Dynamic Multi Frame Generation. NVIDIA la décrit comme passant automatiquement d'un multiplicateur d'images à un autre afin que le système ne génère que les images supplémentaires nécessaires pour approcher une fréquence d'images cible.",{"id":663,"data":664,"type":544},"p-dynamic-2",{"text":665},"C'est important car une étiquette statique 6X peut créer un mauvais modèle mental. Le nombre réel d'images générées peut varier à mesure que la charge de travail change.",{"id":667,"data":668,"type":544},"p-dynamic-3",{"text":669},"Une superposition de performance qui rapporte la fréquence d'images affichée finale décrit donc le flux de sortie, et non un décompte fixe univoque des nouvelles étapes de simulation.",{"id":671,"data":672,"type":568},"h-ratio",{"text":673,"level":47},"Le ratio rendu-affichage",{"id":675,"data":676,"type":544},"p-ratio-1",{"text":677},"Pour le diagnostic, il est utile de séparer deux taux : le taux auquel le moteur produit conventionnellement de nouvelles images et le taux auquel les images sont finalement présentées à l'écran.",{"id":679,"data":680,"type":544},"p-ratio-2",{"text":681},"Le ratio rendu-affichage est un concept Figure Rocks pour garder ces deux idées séparées. Il n'est pas destiné à remplacer la télémétrie des fournisseurs ; c'est un outil de raisonnement.",{"id":683,"data":684,"type":636},"ratio-table",{"content":685,"stretched":706,"withHeadings":15},[686,690,694,698,702],[687,688,689],"Métrique","Ce qu'elle vous indique","Ce qu'elle ne prouve pas",[691,692,693],"Taux de base \u002F traditionnellement rendu","À quelle fréquence le pipeline de jeu\u002Frendu conventionnel produit des images","Combien d'images l'écran reçoit finalement",[695,696,697],"Multiplicateur d'images générées","Combien d'images supplémentaires peuvent être insérées","Que chaque moment utilise le multiplicateur maximal",[699,700,701],"FPS affichés","Le flux d'images final atteignant la présentation","Que la simulation du jeu elle-même se met à jour au même rythme",[703,704,705],"Latence PC","Combien de temps l'entrée met à se propager dans le pipeline PC","La qualité d'image ou le niveau d'artefacts de génération d'images",false,{"id":708,"data":709,"type":568},"h-cpu",{"text":710,"level":47},"Pourquoi les jeux limités par le CPU peuvent montrer d'énormes gains de FPS",{"id":712,"data":713,"type":544},"p-cpu-1",{"text":714},"L'une des propriétés les plus utiles de la génération d'images est qu'elle peut augmenter la sortie d'images affichées sans exiger que le CPU simule et soumette chaque image générée supplémentaire.",{"id":716,"data":717,"type":544},"p-cpu-2",{"text":718},"NVIDIA l'a démontré avec DLSS 4 dans Hogwarts Legacy : le pipeline conventionnel rencontrait un goulot d'étranglement CPU d'environ 110 FPS dans le test cité, tandis que la génération multi-images augmentait la sortie affichée bien au-delà de cette limite.",{"id":720,"data":721,"type":544},"p-cpu-3",{"text":722},"Cela ne signifie pas que le CPU a soudainement commencé à simuler le jeu au taux d'affichage plus élevé. Cela signifie que les images générées peuvent augmenter le débit de présentation au-delà du goulot d'étranglement de rendu conventionnel.",{"id":724,"data":725,"type":551},"feature-note",{"body":726,"title":727,"variant":728},"Les images générées peuvent rendre le mouvement sur un écran à haut rafraîchissement nettement plus fluide, même lorsque le taux de rendu conventionnel du moteur est limité par le CPU. L'erreur n'est pas d'utiliser des images générées ; l'erreur est de traiter le nombre final de FPS comme si chaque image avait la même origine.","C'est une fonctionnalité, pas une astuce","success",{"id":730,"data":731,"type":568},"h-latency",{"text":732,"level":47},"Pourquoi 300 FPS affichés ne se ressentent pas automatiquement comme 300 FPS natifs",{"id":734,"data":735,"type":544},"p-lat-1",{"text":736},"La réactivité dépend du pipeline de latence, pas seulement du nombre d'images affichées.",{"id":738,"data":739,"type":544},"p-lat-2",{"text":740},"NVIDIA Reflex mesure la latence à travers des étapes incluant l'entrée, la simulation, la soumission du rendu, le pilote graphique, la file de rendu et le rendu GPU. Ces étapes montrent pourquoi un nombre final de FPS ne peut pas décrire la réactivité à lui seul.",{"id":742,"data":743,"type":544},"p-lat-3",{"text":744},"La génération multi-images ajoute des images visuelles entre celles traditionnellement rendues, mais ces images générées ne représentent pas de nouvelles étapes de simulation CPU. Reflex est donc associé à la génération d'images pour contrôler la latence et maintenir la réactivité du pipeline.",{"id":746,"data":747,"type":568},"h-twoaxes",{"text":748,"level":47},"La fluidité affichée et la réactivité des entrées sont des axes différents",{"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","Présentation du mouvement",{"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","Utilisation du haut rafraîchissement",{"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","Réactivité",{"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","Goulot d'étranglement 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","Ce qui change lorsque des images générées sont ajoutées",[779,782],{"id":780,"label":781},"improves","Peut s'améliorer",{"id":783,"label":784},"separate","Dépend toujours du pipeline de base",{"id":786,"data":787,"type":568},"h-value",{"text":788,"level":47},"Pourquoi un FPS généré plus élevé peut quand même être utile",{"id":790,"data":791,"type":544},"p-value-1",{"text":792},"Séparer les images rendues et générées ne doit pas être confondu avec le fait de rejeter les images générées.",{"id":794,"data":795,"type":544},"p-value-2",{"text":796},"Un écran 240 Hz ou 360 Hz bénéficie de recevoir plus de mises à jour visuelles. Le mouvement de caméra peut paraître plus fluide, le judder peut être réduit, et les charges de travail en path tracing qui seraient autrement trop lourdes pour des taux de présentation très élevés deviennent plus pratiques.",{"id":798,"data":799,"type":544},"p-value-3",{"text":800},"Le but de DLSS 4.5 est précisément d'échanger le travail de reconstruction par IA contre un flux d'images affichées plus dense. La question technique est de savoir comment ce flux a été produit, et non si les images supplémentaires existent.",{"id":802,"data":803,"type":568},"h-quality",{"text":804,"level":47},"La qualité d'image compte toujours",{"id":806,"data":807,"type":544},"p-quality-1",{"text":808},"Les images générées sont des prédictions produites à partir des données disponibles du jeu et du mouvement de l'image. Les mouvements rapides de caméra, la désocclusion, la transparence, les particules et les éléments d'interface peuvent rendre la reconstruction plus difficile.",{"id":810,"data":811,"type":544},"p-quality-2",{"text":812},"La mise à jour DLSS 4.5 de NVIDIA a introduit un modèle amélioré de génération d'images qui peut utiliser des tampons d'interface supplémentaires dans les moteurs compatibles pour améliorer le traitement des éléments d'interface statiques tels que les mini-cartes et autres éléments d'interface à l'écran.",{"id":814,"data":815,"type":544},"p-quality-3",{"text":816},"C'est un rappel utile que la qualité de la génération d'images dépend non seulement du multiplicateur, mais aussi des informations disponibles pour le modèle et de la qualité de l'intégration dans le jeu.",{"id":818,"data":819,"type":568},"h-test",{"text":820,"level":47},"Le test d'interprétation des FPS générés",{"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. Identifier le mode","La génération d'images est-elle désactivée, en 2X, 3X, 4X, 5X, 6X ou en MFG dynamique ?",{"label":829,"description":830},"2. Séparer les FPS affichés du rendu de base","Ne supposez pas que le nombre final de l'overlay correspond au taux de rendu conventionnel du moteur.",{"label":832,"description":833},"3. Vérifier la latence séparément","Utilisez des données de latence de type Reflex\u002FPCL ou une mesure de latence cohérente plutôt que de déduire la réactivité à partir des FPS.",{"label":835,"description":836},"4. Inspecter le rythme des images","Un taux de sortie élevé n'est utile que si la livraison reste suffisamment régulière.",{"label":838,"description":839},"5. Inspecter la stabilité de l'image","Recherchez les artefacts d'interface, les erreurs de désocclusion, les artefacts de mouvement ou l'instabilité des détails fins.",{"label":841,"description":842},"6. Comparer avec la génération d'images désactivée","L'exécution de base révèle le plancher de performance conventionnel à partir duquel la sortie générée est construite.",{"label":844,"description":845},"7. Juger par rapport à votre objectif","La fluidité en solo à haut rafraîchissement et la latence compétitive sont des objectifs d'optimisation différents.","Comment lire un nombre de FPS lorsque la génération multi-images est activée",{"id":848,"data":849,"type":568},"h-benchmarks",{"text":850,"level":47},"Pourquoi les graphiques de benchmark ont besoin de plus de contexte aujourd'hui",{"id":852,"data":853,"type":544},"p-bench-1",{"text":854},"Un benchmark indiquant « 300 FPS » est incomplet s'il ne précise pas si ce nombre inclut la génération d'images, quel multiplicateur a été utilisé, quel mode de super résolution était actif et à quoi ressemblait la performance conventionnelle sous-jacente.",{"id":856,"data":857,"type":544},"p-bench-2",{"text":858},"C'est particulièrement important lors de la comparaison de générations de GPU. Les propres graphiques de performance de la série RTX 50 de NVIDIA distinguent explicitement la génération d'images sur la série RTX 40 des modes de génération multi-images sur la série RTX 50.",{"id":860,"data":861,"type":544},"p-bench-3",{"text":862},"La comparaison peut encore être utile, mais la méthodologie doit indiquer ce qui a produit le taux d'images affiché.",{"id":864,"data":865,"type":568},"h-reporting",{"text":866,"level":47},"Une meilleure façon de rapporter les performances de la génération d'images",{"id":868,"data":869,"type":636},"report-table",{"content":870,"stretched":706,"withHeadings":15},[871,874,877,880,883,886,889,892],[872,873],"Rapport","Pourquoi c'est important",[875,876],"FPS de base avec génération d'images désactivée","Montre le plancher de performance conventionnel",[878,879],"FPS affichés avec génération d'images activée","Montre le débit de présentation final",[881,882],"Mode MFG \u002F multiplicateur","Explique avec quelle agressivité les images sont générées",[884,885],"Mode de super résolution","Montre dans quelle mesure la charge de rendu conventionnelle est réduite",[887,888],"Latence","Sépare la réactivité du débit de présentation",[890,891],"Données de temps d'image \u002F rythme","Montre si le flux de sortie est livré de manière régulière",[893,894],"Jeu + patch + résolution + paramètres","Définit la charge de travail pour que les résultats puissent être reproduits",{"id":896,"data":897,"type":568},"h-highrefresh",{"text":898,"level":47},"Ce que le Dynamic 6X change pour les écrans 240 Hz et 360 Hz",{"id":900,"data":901,"type":544},"p-refresh-1",{"text":902},"NVIDIA positionne la génération multi-images dynamique spécifiquement autour du jeu en 4K avec tracé de rayons à très haut rafraîchissement. Le système peut faire varier le multiplicateur au lieu de générer aveuglément le nombre maximal d'images en permanence.",{"id":904,"data":905,"type":544},"p-refresh-2",{"text":906},"Cela fait de l'écran cible une partie du problème de contrôle. Si la performance de base est déjà suffisamment élevée, moins d'images générées peuvent être nécessaires. Si la charge de travail devient plus lourde, un multiplicateur plus élevé peut aider à maintenir le taux de sortie cible.",{"id":908,"data":909,"type":544},"p-refresh-3",{"text":910},"La question utile sur les performances passe donc de « Quel est mon FPS maximal ? » à « Le système peut-il maintenir l'objectif de présentation avec une latence acceptable et une stabilité d'image suffisante ? »",{"id":912,"data":913,"type":568},"h-oldrules",{"text":914,"level":47},"Ne comparez pas directement les FPS générés avec les anciennes règles de FPS natifs",{"id":916,"data":917,"type":544},"p-old-1",{"text":918},"Des règles telles que « vous avez besoin d'au moins X FPS natifs avant que la génération de frames soit utilisable » provenaient d'implémentations, de matériels et de comportements de latence antérieurs. Elles ne doivent pas être considérées comme des lois intemporelles.",{"id":920,"data":921,"type":544},"p-old-2",{"text":922},"Le seuil correct dépend du jeu, du temps de frame de base, de la latence, du taux de rafraîchissement de l'écran, du mode MFG, du comportement de Reflex et de la sensibilité du joueur aux artefacts ou au délai de réponse.",{"id":924,"data":925,"type":544},"p-old-3",{"text":926},"Mesurez l'expérience réelle plutôt que d'importer un chiffre fixe provenant d'une autre génération de technologie.",{"id":928,"data":929,"type":568},"h-change",{"text":930,"level":47},"Qu'est-ce qui changerait cette réponse ?",{"id":932,"data":933,"type":544},"p-change-1",{"text":934},"Les futurs systèmes pourraient intégrer la prédiction de simulation, des mises à jour d'entrée tardives ou un warping de frame plus sophistiqué, de sorte que la relation entre la simulation du jeu, le rendu conventionnel et la présentation finale devienne encore moins biunivoque.",{"id":936,"data":937,"type":544},"p-change-2",{"text":938},"Reflex 2 Frame Warp pointe déjà dans cette direction en mettant à jour la vue caméra affichée à partir d'entrées plus récentes peu avant le scan-out. À mesure que ces techniques évoluent, les FPS deviendront une description de plus en plus incomplète du pipeline interactif complet.",{"id":940,"data":941,"type":568},"h-limit",{"text":942,"level":47},"Limites",{"id":944,"data":945,"type":544},"p-limit-1",{"text":946},"Les chiffres de performance publiés par NVIDIA sont des mesures du fabricant dans des conditions spécifiées. Ils démontrent un comportement et une architecture pris en charge, mais ne doivent pas être traités comme des benchmarks indépendants pour chaque jeu ou GPU.",{"id":948,"data":949,"type":544},"p-limit-2",{"text":950},"Les exemples de multiplicateurs simplifiés dans cet article expliquent conceptuellement l'origine des frames. Le MFG dynamique, le pacing, les frames perdues, les changements de charge de travail et le comportement de présentation rendent les captures réelles plus complexes.",{"id":952,"data":953,"type":568},"h-conclusion",{"text":954,"level":47},"Conclusion",{"id":956,"data":957,"type":544},"p-conc-1",{"text":958},"DLSS 4.5 rend une vieille habitude de plus en plus dangereuse : traiter un seul chiffre de FPS comme une description complète des performances d'un jeu.",{"id":960,"data":961,"type":544},"p-conc-2",{"text":962},"Avec la génération multi-frames 6X, une frame traditionnellement rendue peut être accompagnée de jusqu'à cinq frames générées. Cela peut produire une présentation à haut taux de rafraîchissement exceptionnellement fluide, mais le compteur de FPS final mélange désormais les origines des frames. Pour une analyse significative, séparez le rendu de base, la sortie générée, la latence, le pacing et la stabilité de l'image.",{"id":964,"data":965,"type":568},"h-faq",{"text":966,"level":47},"FAQ",{"id":968,"data":969,"type":968},"faq",{"items":970,"title":995},[971,975,979,983,987,991],{"id":972,"answer":973,"question":974},"faq1","Sur les GPU GeForce RTX 50 Series pris en charge, la génération multi-frames 6X peut générer jusqu'à cinq frames supplémentaires pour chaque frame traditionnellement rendue.","DLSS 4.5 génère-t-il vraiment cinq frames ?",{"id":976,"answer":977,"question":978},"faq2","Pas nécessairement. Le multiplicateur peut être dynamique, le traitement a un coût, et le taux affiché final n'est pas une preuve simple d'un taux de rendu sous-jacent fixe.","Si je vois 300 FPS avec MFG 6X, mon jeu est-il rendu nativement à 50 FPS ?",{"id":980,"answer":981,"question":982},"faq3","Oui. Un flux de frames affichées plus dense peut rendre le mouvement plus fluide et mieux utiliser les écrans à haut taux de rafraîchissement, à condition que le pacing et la qualité d'image restent bons.","Les frames générées améliorent-elles la fluidité ?",{"id":984,"answer":985,"question":986},"faq4","La génération de frames elle-même ne doit pas être utilisée comme métrique de latence. NVIDIA l'associe à Reflex pour optimiser le pipeline de latence, et la latence doit être mesurée séparément.","Les frames générées réduisent-elles la latence d'entrée ?",{"id":988,"answer":989,"question":990},"faq5","Elle peut augmenter les FPS affichés au-delà du taux de rendu conventionnel limité par le CPU, car les frames générées ne nécessitent pas que le CPU simule chaque frame affichée supplémentaire. Le goulot d'étranglement CPU sous-jacent existe toujours.","La génération multi-frames peut-elle contourner un goulot d'étranglement CPU ?",{"id":992,"answer":993,"question":994},"faq6","Cette étiquette est techniquement peu utile. Les frames générées sont de vraies frames affichées, mais elles ont une origine différente des frames traditionnellement rendues. Le reporting devrait distinguer les deux.","Les FPS générés sont-ils de faux FPS ?","DLSS 4.5, génération multi-frames et FPS",{"id":997,"data":998,"type":568},"h-glossary",{"text":999,"level":47},"Glossaire",{"id":1001,"data":1002,"type":1001},"glossary",{"title":1003,"entries":1004},"Termes clés de la génération de frames",[1005,1009,1013,1017,1021,1024,1028],{"term":1006,"anchor":1007,"definition":1008},"Frame traditionnellement rendue","traditionally-rendered-frame","Une frame produite via le pipeline conventionnel de simulation et de rendu du jeu avant la génération de frames optionnelle.",{"term":1010,"anchor":1011,"definition":1012},"Frame générée","generated-frame","Une frame affichée supplémentaire synthétisée entre des frames traditionnellement rendues à l'aide de données temporelles, de mouvement et fournies par le jeu.",{"term":1014,"anchor":1015,"definition":1016},"Génération multi-frames","multi-frame-generation","Technologie DLSS qui peut synthétiser plusieurs frames supplémentaires pour chaque frame traditionnellement rendue.",{"term":1018,"anchor":1019,"definition":1020},"Génération multi-frames dynamique","dynamic-mfg","Fonctionnalité de DLSS 4.5 qui peut faire varier le multiplicateur de génération de frames en réponse à un objectif de taux de rafraîchissement cible.",{"term":699,"anchor":1022,"definition":1023},"displayed-fps","Le taux final de frames présentées vers l'écran, incluant potentiellement à la fois les frames traditionnellement rendues et les frames générées.",{"term":1025,"anchor":1026,"definition":1027},"Ratio rendu-affichage","render-to-display-ratio","Un concept Figure Rocks pour séparer le taux de production conventionnel de frames du flux final de frames affichées.",{"term":1029,"anchor":1030,"definition":1031},"Modèle d'origine des frames","frame-origin-model","Un cadre Figure Rocks pour identifier si une frame affichée provient du rendu conventionnel, de la reconstruction ou de la génération de frames.",{"id":1033,"data":1034,"type":568},"h-sources",{"text":1035,"level":47},"Sources principales",{"id":1037,"data":1038,"type":1044},"src-dlss45-release",{"link":1039,"meta":1040},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F",{"image":1041,"title":1042,"description":1043},{"url":13},"NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation et mode 6X","Publication officielle de mars 2026 décrivant le MFG dynamique, les modes 5X\u002F6X et jusqu'à cinq frames générées par frame traditionnellement rendue.","linkTool",{"id":1046,"data":1047,"type":1044},"src-dlss45-campaign",{"link":1048,"meta":1049},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F",{"image":1050,"title":1051,"description":1052},{"url":13},"NVIDIA — GeForce RTX série 50 avec DLSS 4.5","Présentation officielle NVIDIA de la génération d'images multiples dynamique, de la sortie 6X et des modèles transformer de deuxième génération.",{"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 — Innovations IA de la génération d'images multiples DLSS 4","Explication technique officielle de la génération d'images multiples, de l'efficacité des modèles, des entrées d'images générées et des changements d'implémentation spécifiques à 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 — Génération d'images multiples DLSS 4","Publication officielle avec des exemples de goulot d'étranglement CPU et la distinction entre les images rendues traditionnellement et les images générées.",{"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 Reflex","Documentation officielle des étapes de latence Reflex, du mode faible latence et de 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 technique NVIDIA — Comprendre et mesurer la latence PC","Article technique officiel décrivant PCL Stats et la mesure de la latence par image sur l'ensemble du pipeline PC.","2.31","DLSS 4.5 peut générer jusqu'à cinq images supplémentaires pour chaque image rendue de manière traditionnelle sur les GPU de la série RTX 50 pris en charge. Ce guide explique la différence entre les FPS rendus et les FPS affichés, pourquoi les goulots d'étranglement du CPU peuvent être contournés au niveau de la couche de présentation, et pourquoi la latence doit encore être mesurée séparément.","\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,"Génération d'images","frame-generation",{"id":1108,"name":1109,"slug":1110},154,"Taux de rafraîchissement et pacing","refresh-rate-and-pacing",{"id":1112,"name":1113,"slug":1114},49,"Frame Pacing","frame-pacing",{"id":1116,"name":1117,"slug":1118},45,"Latence d'entrée","input-latency",{"id":283,"login":1120,"email":1121,"displayName":1122},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1124,1535],{"lang":8,"title":1125,"content":1126,"contentJson":1127,"excerpt":1534},"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 Generation\",\"anchor\":\"dynamic-mfg\",\"definition\":\"DLSS 4.5 feature that can vary the frame-generation multiplier in response to a target frame-rate goal.\"},{\"term\":\"Displayed FPS\",\"anchor\":\"displayed-fps\",\"definition\":\"The final rate of frames presented toward the display, potentially including both traditionally rendered and generated frames.\"},{\"term\":\"Render-to-Display Ratio\",\"anchor\":\"render-to-display-ratio\",\"definition\":\"A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.\"},{\"term\":\"Frame Origin Model\",\"anchor\":\"frame-origin-model\",\"definition\":\"A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.\"}]},\"type\":\"glossary\"},{\"id\":\"h-sources\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"type\":\"header\"},{\"id\":\"src-dlss45-release\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation and 6X Mode\",\"description\":\"Official March 2026 release describing Dynamic MFG, 5X\u002F6X modes and up to five generated frames per traditionally rendered frame.\"}},\"type\":\"linkTool\"},{\"id\":\"src-dlss45-campaign\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — GeForce RTX 50 Series with DLSS 4.5\",\"description\":\"Official NVIDIA overview of Dynamic Multi Frame Generation, 6X output and second-generation transformer models.\"}},\"type\":\"linkTool\"},{\"id\":\"src-dlss4-tech\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss4-multi-frame-generation-ai-innovations\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — DLSS 4 Multi Frame Generation AI Innovations\",\"description\":\"Official technical explanation of Multi Frame Generation, model efficiency, generated-frame inputs and Blackwell-specific implementation changes.\"}},\"type\":\"linkTool\"},{\"id\":\"src-dlss4-launch\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss-4-multi-frame-generation-out-now\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA — DLSS 4 Multi Frame Generation\",\"description\":\"Official release with CPU-bottleneck examples and the distinction between traditionally rendered and generated frames.\"}},\"type\":\"linkTool\"},{\"id\":\"src-reflex\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — Reflex SDK\",\"description\":\"Official documentation of Reflex latency stages, low-latency mode and Frame Warp.\"}},\"type\":\"linkTool\"},{\"id\":\"src-latency\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Technical Blog — Understanding and Measuring PC Latency\",\"description\":\"Official technical article describing PCL Stats and per-frame latency measurement across the PC pipeline.\"}},\"type\":\"linkTool\"}],\"version\":\"2.31.0\"}",{"time":1128,"blocks":1129,"version":1533},1790376020794,[1130,1133,1137,1141,1144,1147,1150,1153,1156,1159,1176,1179,1182,1199,1203,1206,1209,1212,1215,1218,1221,1224,1247,1250,1253,1256,1259,1263,1266,1269,1272,1275,1278,1299,1302,1305,1308,1311,1314,1317,1320,1323,1326,1351,1354,1357,1360,1363,1366,1393,1396,1399,1402,1405,1408,1411,1414,1417,1420,1423,1426,1429,1432,1435,1437,1440,1443,1445,1467,1470,1494,1497,1503,1509,1515,1521,1527],{"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":1175,"orientation":605},[1162,1165,1168,1170,1172],{"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":596,"description":1169},"DLSS can reconstruct a higher-resolution image from lower-resolution inputs and temporal data.",{"label":599,"description":1171},"The system creates additional frames between traditionally rendered frames using game and image-motion data.",{"label":1173,"description":1174},"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":1177,"type":544},{"text":1178},"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":1180,"type":568},{"text":1181,"level":47},"What 2X, 4X and 6X actually mean",{"id":616,"data":1183,"type":647},{"rows":1184,"title":1191,"layout":636,"columns":1192},[1185,1187,1189],{"id":620,"label":621,"values":1186},{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":1188},{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":631,"values":1190},{"rendered":52,"displayed":633,"generated":634},"Simplified multiplier model",[1193,1195,1197],{"id":639,"label":1194},"Traditionally rendered frames",{"id":642,"label":1196},"Additional generated frames",{"id":645,"label":1198},"Potential displayed frames",{"id":649,"data":1200,"type":551},{"body":1201,"title":1202,"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":1204,"type":568},{"text":1205,"level":47},"Dynamic Multi Frame Generation adds another layer",{"id":659,"data":1207,"type":544},{"text":1208},"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":1210,"type":544},{"text":1211},"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":1213,"type":544},{"text":1214},"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":1216,"type":568},{"text":1217,"level":47},"The Render-to-Display Ratio",{"id":675,"data":1219,"type":544},{"text":1220},"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":1222,"type":544},{"text":1223},"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":1225,"type":636},{"content":1226,"stretched":706,"withHeadings":15},[1227,1231,1235,1239,1243],[1228,1229,1230],"Metric","What it tells you","What it does not prove",[1232,1233,1234],"Base \u002F traditionally rendered rate","How often the conventional game\u002Frender pipeline is producing frames","How many frames the display finally receives",[1236,1237,1238],"Generated-frame multiplier","How many extra frames may be inserted","That every moment uses the maximum multiplier",[1240,1241,1242],"Displayed FPS","The final frame stream reaching presentation","That the game simulation itself is updating at the same rate",[1244,1245,1246],"PC latency","How long input takes to propagate through the PC pipeline","Image quality or frame-generation artifact level",{"id":708,"data":1248,"type":568},{"text":1249,"level":47},"Why CPU-limited games can show huge FPS gains",{"id":712,"data":1251,"type":544},{"text":1252},"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":1254,"type":544},{"text":1255},"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":1257,"type":544},{"text":1258},"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":1260,"type":551},{"body":1261,"title":1262,"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":1264,"type":568},{"text":1265,"level":47},"Why 300 displayed FPS does not automatically feel like 300 native FPS",{"id":734,"data":1267,"type":544},{"text":1268},"Responsiveness depends on the latency pipeline, not only on how many frames are displayed.",{"id":738,"data":1270,"type":544},{"text":1271},"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":1273,"type":544},{"text":1274},"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":1276,"type":568},{"text":1277,"level":47},"Displayed smoothness and input responsiveness are different axes",{"id":750,"data":1279,"type":647},{"rows":1280,"title":1293,"layout":636,"columns":1294},[1281,1284,1287,1290],{"id":754,"label":1282,"values":1283},"Motion presentation",{"improves":757,"separate":758},{"id":760,"label":1285,"values":1286},"High-refresh utilization",{"improves":763,"separate":764},{"id":766,"label":1288,"values":1289},"Responsiveness",{"improves":769,"separate":770},{"id":772,"label":1291,"values":1292},"CPU bottleneck",{"improves":775,"separate":776},"What changes when generated frames are added",[1295,1297],{"id":780,"label":1296},"Can improve",{"id":783,"label":1298},"Still depends on the base pipeline",{"id":786,"data":1300,"type":568},{"text":1301,"level":47},"Why a higher generated FPS can still be valuable",{"id":790,"data":1303,"type":544},{"text":1304},"Separating rendered and generated frames should not be confused with dismissing generated frames.",{"id":794,"data":1306,"type":544},{"text":1307},"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":1309,"type":544},{"text":1310},"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":1312,"type":568},{"text":1313,"level":47},"Image quality still matters",{"id":806,"data":1315,"type":544},{"text":1316},"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":1318,"type":544},{"text":1319},"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":1321,"type":544},{"text":1322},"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":1324,"type":568},{"text":1325,"level":47},"The Generated-FPS Interpretation Test",{"id":822,"data":1327,"type":606},{"steps":1328,"title":1350,"orientation":605},[1329,1332,1335,1338,1341,1344,1347],{"label":1330,"description":1331},"1. Identify the mode","Is Frame Generation off, 2X, 3X, 4X, 5X, 6X or Dynamic MFG?",{"label":1333,"description":1334},"2. Separate displayed FPS from base rendering","Do not assume the final overlay number is the engine's conventional render rate.",{"label":1336,"description":1337},"3. Check latency separately","Use Reflex\u002FPCL-style latency data or a consistent latency measurement rather than inferring responsiveness from FPS.",{"label":1339,"description":1340},"4. Inspect frame pacing","A high output rate is useful only if delivery remains sufficiently consistent.",{"label":1342,"description":1343},"5. Inspect image stability","Look for UI artifacts, disocclusion errors, motion artifacts or unstable fine detail.",{"label":1345,"description":1346},"6. Compare with Frame Generation off","The base run reveals the conventional performance floor from which generated output is being built.",{"label":1348,"description":1349},"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":1352,"type":568},{"text":1353,"level":47},"Why benchmark charts need more context now",{"id":852,"data":1355,"type":544},{"text":1356},"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":1358,"type":544},{"text":1359},"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":1361,"type":544},{"text":1362},"The comparison can still be useful, but the methodology must say what produced the displayed frame rate.",{"id":864,"data":1364,"type":568},{"text":1365,"level":47},"A better way to report Frame Generation performance",{"id":868,"data":1367,"type":636},{"content":1368,"stretched":706,"withHeadings":15},[1369,1372,1375,1378,1381,1384,1387,1390],[1370,1371],"Report","Why it matters",[1373,1374],"Base FPS with Frame Generation off","Shows the conventional performance floor",[1376,1377],"Displayed FPS with Frame Generation on","Shows final presentation throughput",[1379,1380],"MFG mode \u002F multiplier","Explains how aggressively frames are generated",[1382,1383],"Super Resolution mode","Shows how much conventional rendering workload is reduced",[1385,1386],"Latency","Separates responsiveness from presentation throughput",[1388,1389],"Frame-time \u002F pacing data","Shows whether the output stream is delivered consistently",[1391,1392],"Game + patch + resolution + settings","Defines the workload so results can be reproduced",{"id":896,"data":1394,"type":568},{"text":1395,"level":47},"What Dynamic 6X changes for 240 Hz and 360 Hz displays",{"id":900,"data":1397,"type":544},{"text":1398},"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":1400,"type":544},{"text":1401},"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":1403,"type":544},{"text":1404},"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":1406,"type":568},{"text":1407,"level":47},"Do not compare generated FPS directly with old native-FPS rules",{"id":916,"data":1409,"type":544},{"text":1410},"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":1412,"type":544},{"text":1413},"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":1415,"type":544},{"text":1416},"Measure the actual experience rather than importing a fixed number from a different generation of technology.",{"id":928,"data":1418,"type":568},{"text":1419,"level":47},"What would change this answer?",{"id":932,"data":1421,"type":544},{"text":1422},"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":1424,"type":544},{"text":1425},"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":1427,"type":568},{"text":1428,"level":47},"Limitations",{"id":944,"data":1430,"type":544},{"text":1431},"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":1433,"type":544},{"text":1434},"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":1436,"type":568},{"text":954,"level":47},{"id":956,"data":1438,"type":544},{"text":1439},"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.",{"id":960,"data":1441,"type":544},{"text":1442},"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":1444,"type":568},{"text":966,"level":47},{"id":968,"data":1446,"type":968},{"items":1447,"title":1466},[1448,1451,1454,1457,1460,1463],{"id":972,"answer":1449,"question":1450},"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":1452,"question":1453},"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":1455,"question":1456},"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":1458,"question":1459},"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":1461,"question":1462},"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":1464,"question":1465},"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":1468,"type":568},{"text":1469,"level":47},"Glossary",{"id":1001,"data":1471,"type":1001},{"title":1472,"entries":1473},"Key frame-generation terms",[1474,1477,1480,1483,1486,1488,1491],{"term":1475,"anchor":1007,"definition":1476},"Traditionally rendered frame","A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.",{"term":1478,"anchor":1011,"definition":1479},"Generated frame","An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.",{"term":1481,"anchor":1015,"definition":1482},"Multi Frame Generation","DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.",{"term":1484,"anchor":1019,"definition":1485},"Dynamic Multi Frame Generation","DLSS 4.5 feature that can vary the frame-generation multiplier in response to a target frame-rate goal.",{"term":1240,"anchor":1022,"definition":1487},"The final rate of frames presented toward the display, potentially including both traditionally rendered and generated frames.",{"term":1489,"anchor":1026,"definition":1490},"Render-to-Display Ratio","A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.",{"term":1492,"anchor":1030,"definition":1493},"Frame Origin Model","A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.",{"id":1033,"data":1495,"type":568},{"text":1496,"level":47},"Primary sources",{"id":1037,"data":1498,"type":1044},{"link":1039,"meta":1499},{"image":1500,"title":1501,"description":1502},{"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":1504,"type":1044},{"link":1048,"meta":1505},{"image":1506,"title":1507,"description":1508},{"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":1510,"type":1044},{"link":1056,"meta":1511},{"image":1512,"title":1513,"description":1514},{"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":1516,"type":1044},{"link":1064,"meta":1517},{"image":1518,"title":1519,"description":1520},{"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":1522,"type":1044},{"link":1072,"meta":1523},{"image":1524,"title":1525,"description":1526},{"url":13},"NVIDIA Developer — Reflex SDK","Official documentation of Reflex latency stages, low-latency mode and Frame Warp.",{"id":1078,"data":1528,"type":1044},{"link":1080,"meta":1529},{"image":1530,"title":1531,"description":1532},{"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":1536,"excerpt":1086},{"time":538,"blocks":1537,"version":1085},[1538,1540,1542,1544,1546,1548,1550,1552,1554,1556,1564,1566,1568,1581,1583,1585,1587,1589,1591,1593,1595,1597,1605,1607,1609,1611,1613,1615,1617,1619,1621,1623,1625,1639,1641,1643,1645,1647,1649,1651,1653,1655,1657,1667,1669,1671,1673,1675,1677,1688,1690,1692,1694,1696,1698,1700,1702,1704,1706,1708,1710,1712,1714,1716,1718,1720,1722,1724,1733,1735,1745,1747,1751,1755,1759,1763,1767],{"id":541,"data":1539,"type":544},{"text":543},{"id":546,"data":1541,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1543,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1545,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1547,"type":568},{"text":567,"level":47},{"id":570,"data":1549,"type":544},{"text":572},{"id":574,"data":1551,"type":544},{"text":576},{"id":578,"data":1553,"type":544},{"text":580},{"id":582,"data":1555,"type":568},{"text":584,"level":47},{"id":586,"data":1557,"type":606},{"steps":1558,"title":604,"orientation":605},[1559,1560,1561,1562,1563],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"label":602,"description":603},{"id":608,"data":1565,"type":544},{"text":610},{"id":612,"data":1567,"type":568},{"text":614,"level":47},{"id":616,"data":1569,"type":647},{"rows":1570,"title":635,"layout":636,"columns":1577},[1571,1573,1575],{"id":620,"label":621,"values":1572},{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":1574},{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":631,"values":1576},{"rendered":52,"displayed":633,"generated":634},[1578,1579,1580],{"id":639,"label":640},{"id":642,"label":643},{"id":645,"label":646},{"id":649,"data":1582,"type":551},{"body":651,"title":652,"variant":653},{"id":655,"data":1584,"type":568},{"text":657,"level":47},{"id":659,"data":1586,"type":544},{"text":661},{"id":663,"data":1588,"type":544},{"text":665},{"id":667,"data":1590,"type":544},{"text":669},{"id":671,"data":1592,"type":568},{"text":673,"level":47},{"id":675,"data":1594,"type":544},{"text":677},{"id":679,"data":1596,"type":544},{"text":681},{"id":683,"data":1598,"type":636},{"content":1599,"stretched":706,"withHeadings":15},[1600,1601,1602,1603,1604],[687,688,689],[691,692,693],[695,696,697],[699,700,701],[703,704,705],{"id":708,"data":1606,"type":568},{"text":710,"level":47},{"id":712,"data":1608,"type":544},{"text":714},{"id":716,"data":1610,"type":544},{"text":718},{"id":720,"data":1612,"type":544},{"text":722},{"id":724,"data":1614,"type":551},{"body":726,"title":727,"variant":728},{"id":730,"data":1616,"type":568},{"text":732,"level":47},{"id":734,"data":1618,"type":544},{"text":736},{"id":738,"data":1620,"type":544},{"text":740},{"id":742,"data":1622,"type":544},{"text":744},{"id":746,"data":1624,"type":568},{"text":748,"level":47},{"id":750,"data":1626,"type":647},{"rows":1627,"title":777,"layout":636,"columns":1636},[1628,1630,1632,1634],{"id":754,"label":755,"values":1629},{"improves":757,"separate":758},{"id":760,"label":761,"values":1631},{"improves":763,"separate":764},{"id":766,"label":767,"values":1633},{"improves":769,"separate":770},{"id":772,"label":773,"values":1635},{"improves":775,"separate":776},[1637,1638],{"id":780,"label":781},{"id":783,"label":784},{"id":786,"data":1640,"type":568},{"text":788,"level":47},{"id":790,"data":1642,"type":544},{"text":792},{"id":794,"data":1644,"type":544},{"text":796},{"id":798,"data":1646,"type":544},{"text":800},{"id":802,"data":1648,"type":568},{"text":804,"level":47},{"id":806,"data":1650,"type":544},{"text":808},{"id":810,"data":1652,"type":544},{"text":812},{"id":814,"data":1654,"type":544},{"text":816},{"id":818,"data":1656,"type":568},{"text":820,"level":47},{"id":822,"data":1658,"type":606},{"steps":1659,"title":846,"orientation":605},[1660,1661,1662,1663,1664,1665,1666],{"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":1668,"type":568},{"text":850,"level":47},{"id":852,"data":1670,"type":544},{"text":854},{"id":856,"data":1672,"type":544},{"text":858},{"id":860,"data":1674,"type":544},{"text":862},{"id":864,"data":1676,"type":568},{"text":866,"level":47},{"id":868,"data":1678,"type":636},{"content":1679,"stretched":706,"withHeadings":15},[1680,1681,1682,1683,1684,1685,1686,1687],[872,873],[875,876],[878,879],[881,882],[884,885],[887,888],[890,891],[893,894],{"id":896,"data":1689,"type":568},{"text":898,"level":47},{"id":900,"data":1691,"type":544},{"text":902},{"id":904,"data":1693,"type":544},{"text":906},{"id":908,"data":1695,"type":544},{"text":910},{"id":912,"data":1697,"type":568},{"text":914,"level":47},{"id":916,"data":1699,"type":544},{"text":918},{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erfolgreich abgerufen",{"items":1773,"source":1843,"manualIds":1844,"manualMatchedIds":1845},[1774,1780,1786,1791,1797,1804,1809,1816,1823,1829,1834,1839],{"id":1775,"slug":1776,"title":1777,"excerpt":1778,"featuredImage":14,"publishedAt":1779},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latence et Input Lag : d'où vient réellement le retard (la chaîne complète)","L'input lag n'est pas un chiffre unique. Découvrez la véritable chaîne de latence, de vos mains aux pixels, ce qui cause la lourdeur des commandes et l'ordre pratique des corrections.","2026-02-19T11:00:00.000Z",{"id":1781,"slug":1782,"title":1783,"excerpt":1784,"featuredImage":14,"publishedAt":1785},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz semble moins fluide ? Liste de diagnostic (Mauvais mode, plage VRR, limitations)","Un taux de rafraîchissement plus élevé peut révéler une instabilité. Utilisez cette liste de contrôle pour diagnostiquer pourquoi le 120 Hz semble moins fluide : mauvais mode, mauvais chemin de rafraîchissement, problèmes de plage VRR ou limites manquantes.","2026-02-20T20:30:00.000Z",{"id":1787,"slug":1788,"title":1789,"excerpt":1790,"featuredImage":14,"publishedAt":1779},"69","frame-pacing-why-120-fps-can-feel-worse-than-60-smoothness-explained","Frame Pacing : Pourquoi 120 FPS peuvent sembler pires que 60 (La fluidité expliquée)","La fluidité est une question de régularité du timing, pas de pics de FPS. Apprenez ce qu'est le frame pacing, comment les frametimes créent des saccades et la base pratique qui corrige le ressenti.",{"id":1792,"slug":1793,"title":1794,"excerpt":1795,"featuredImage":14,"publishedAt":1796},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","Économie d'énergie USB : la cause cachée des saccades et des déconnexions de la souris","Si la sensation de la souris change de manière aléatoire, l'économie d'énergie USB peut en être la cause. Utilisez cette liste de contrôle pour stabiliser l'entrée USB et stopper les saccades\u002Fdéconnexions.","2026-02-20T15:00:00.000Z",{"id":1798,"slug":1799,"title":1800,"excerpt":1801,"featuredImage":1802,"publishedAt":1803},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally montre pourquoi les coéquipiers IA ont besoin de deux cerveaux : des réflexes rapides et un raisonnement lent","Un modèle de langage peut comprendre les tactiques et l'intention des joueurs, mais il ne devrait pas contrôler directement chaque mouvement et chaque réaction de combat. PUBG Ally présente une architecture plus pratique : un contrôle rapide par arbre de comportement pour les actions réflexes, combiné à un petit modèle de langage pour la planification, la coordination et la conversation naturelle.","\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":1805,"slug":1806,"title":1807,"excerpt":1808,"featuredImage":14,"publishedAt":1779},"100","frame-pacing-why-120-fps-can-still-feel-bad","Frame Pacing : Pourquoi 120 FPS peuvent encore sembler mauvais","La fluidité est une question de timing, pas un chiffre. Découvrez ce qu'est le frame pacing, pourquoi de mauvais frametimes semblent saccadés même à un FPS élevé, et l'ordre pratique des corrections.",{"id":1810,"slug":1811,"title":1812,"excerpt":1813,"featuredImage":1814,"publishedAt":1815},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR n'est pas le DLSS : comment fonctionne la mise à l'échelle par NPU sans intégration au jeu","Windows Auto SR peut mettre à l'échelle les jeux pris en charge sans intégration de DLSS, FSR ou XeSS. Au lieu d'exécuter le modèle de reconstruction dans le jeu sur le GPU, Windows utilise le NPU pour reconstruire une image en plus haute résolution à partir d'un rendu en plus basse résolution.","\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":1817,"slug":1818,"title":1819,"excerpt":1820,"featuredImage":1821,"publishedAt":1822},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 n'est pas qu'une simple mise à l'échelle : ce que le rendu neuronal guidé en 3D change réellement","DLSS 5 déplace l’IA vers une nouvelle partie du pipeline graphique. Au lieu de simplement reconstruire la résolution ou de générer des images supplémentaires, le rendu neuronal guidé en 3D utilise la propre image du moteur de jeu comme base et améliore l’éclairage et le détail des matériaux sous le contrôle du développeur.","\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":1824,"slug":1825,"title":1826,"excerpt":1827,"featuredImage":14,"publishedAt":1828},"208","frame-cap-recipes-stable-targets-for-vrr-and-non-vrr-setups","Recettes de limitation d'images : Cibles stables pour les configurations VRR et non-VRR","Un bon plafonnement est plus agréable que des pics instables. Utilisez ces recettes simples de plafonnement pour stabiliser le frame pacing des écrans VRR et non-VRR.","2026-02-21T05:20:00.000Z",{"id":1830,"slug":1831,"title":1832,"excerpt":1833,"featuredImage":14,"publishedAt":1779},"120","frame-pacing-why-smoothness-is-about-frametime-not-fps","Frame Pacing : Pourquoi la fluidité est une question de frametime, pas de FPS","Un FPS élevé peut toujours sembler désagréable si le timing est irrégulier. Découvrez ce qu'est le frame pacing, ce qui le perturbe et l'ordre des correctifs qui rétablit une sensation de fluidité.",{"id":1835,"slug":1836,"title":1837,"excerpt":1838,"featuredImage":14,"publishedAt":1779},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","Frame Pacing : Pourquoi 60 FPS peuvent sembler pires que 50 (La régularité l'emporte)","La fluidité n'est pas seulement une question de FPS. C'est le frame pacing. Découvrez pourquoi des frametimes constants sont plus agréables qu'un FPS plus élevé mais instable et comment stabiliser le timing.",{"id":359,"slug":1840,"title":1841,"excerpt":1842,"featuredImage":14,"publishedAt":1779},"smoothness-frame-pacing-matters-more-than-fps","Fluidité : la régularité des images importe plus que les FPS","La fluidité est un timing constant, pas seulement des chiffres plus élevés. Voici comment raisonner en temps de trame et éliminer la sensation de ‘micro-saccades’.","fallback",[],[]]