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To je korisno, ali takođe menja značenje FPS brojača. Prikazani kadar nije nužno novo simulirani i konvencionalno renderovani kadar igre.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Kada je omogućeno Multi Frame Generation, prikazani FPS i nativna brzina renderovanja više nisu isto merenje.\u003C\u002Fstrong> DLSS 4.5 može da generiše do pet dodatnih kadrova za svaki tradicionalno renderovani kadar na podržanim GeForce RTX 50 Series GPU-ovima. Monitor može da primi mnogo više kadrova nego što game engine konvencionalno simulira i renderuje.\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\">Model korišćen u ovom članku\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Frame Origin Model i Render-to-Display Ratio ispod su praktični Figure Rocks okviri. Oni nisu formalna NVIDIA terminologija.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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 je promenio značenje visokog FPS broja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">Frame Origin Model\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">Šta 2X, 4X i 6X zapravo znače\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">Dynamic Multi Frame Generation dodaje još jedan sloj\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">Odnos renderovanja i prikaza\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-23\" class=\"editorjs-toc__link\">Zašto igre ograničene CPU-om mogu pokazati ogroman porast FPS-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">Zašto 300 prikazanih FPS ne izgleda automatski kao 300 nativnih FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Prikazana glatkoća i responsivnost unosa su različite ose\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">Zašto viši generisani FPS i dalje može biti vredan\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">Kvalitet slike je i dalje važan\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Test interpretacije generisanog FPS-a\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">Zašto benchmark grafikoni sada zahtevaju više konteksta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">Bolji način za prikazivanje performansi Frame Generation\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Šta Dynamic 6X menja za 240 Hz i 360 Hz monitore\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">Ne upoređujte generisani FPS direktno sa starim pravilima za native FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Rečnik pojmova\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">DLSS 4.5 je promenio značenje visokog FPS broja\u003C\u002Fh2>\n\u003Cp>Tradicionalne FPS diskusije pretpostavljaju da svaki prikazani kadar blisko odgovara kadru koji je konvencionalno renderovao pipeline igre. Frame Generation prekida taj odnos jedan-na-jedan.\u003C\u002Fp>\n\u003Cp>NVIDIA DLSS 4.5 Dynamic Multi Frame Generation može da generiše do pet dodatnih kadrova za svaki tradicionalno renderovani kadar, dostižući 6X množitelj na podržanim GeForce RTX 50 Series GPU-ovima.\u003C\u002Fp>\n\u003Cp>To čini prikazanu frekvenciju kadrova izuzetno korisnom za glatkoću pokreta i displeje visokog osvežavanja, ali znači da glavni FPS broj više ne govori koliko često je simulacija igre proizvela novo renderovani kadar.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">Frame Origin Model\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Odakle kadrovi u modernom DLSS pipeline-u mogu da dođu\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. Simulacija igre\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">CPU ažurira logiku igre, stanje igrača, animaciju, fiziku i druge simulacione zadatke.\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. Tradicionalno renderovani kadar\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Igra šalje zadatke renderovanja i GPU stvara konvencionalni kadar igre.\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 rekonstrukcija\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DLSS može da rekonstruiše sliku više rezolucije iz ulaza niže rezolucije i temporalnih podataka.\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\">Sistem stvara dodatne kadrove između tradicionalno renderovanih kadrova koristeći podatke igre i kretanja slike.\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. Prikazani tok kadrova\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Monitor prima sekvencu više frekvencije koja sadrži i tradicionalno renderovane i generisane kadrove.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>Važna razlika je poreklo. Neki kadrovi počinju novim ciklusom simulacije\u002Frenderovanja igre. Drugi su generisani da povećaju prikazani tok kadrova između tih kadrova.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">Šta 2X, 4X i 6X zapravo znače\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Pojednostavljeni model množitelja\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\">Tradicionalno renderovani kadrovi\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\">Dodatni generisani kadrovi\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\">Potencijalno prikazani kadrovi\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\">Ne obrćite množitelj naslepo\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Prikazanih 300 FPS u 6X režimu \u003Cstrong>ne\u003C\u002Fstrong> dokazuje da je osnovna nativna brzina renderovanja tačno 50 FPS u svakom trenutku. Dynamic MFG može da menja množitelje, pipeline ima procesni overhead, a stvarno tempiranje kadrova nije jednostavna fiksna aritmetička sekvenca.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">Dynamic Multi Frame Generation dodaje još jedan sloj\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 dodaje Dynamic Multi Frame Generation. NVIDIA ga opisuje kao automatsko prebacivanje između množitelja kadrova tako da sistem generiše samo dodatne kadrove potrebne da se približi ciljnoj frekvenciji kadrova.\u003C\u002Fp>\n\u003Cp>Ovo je važno jer statična oznaka 6X može da stvori pogrešan mentalni model. Stvarni broj generisanih kadrova može da varira kako se radno opterećenje menja.\u003C\u002Fp>\n\u003Cp>Performansni overlay koji prijavljuje konačnu prikazanu frekvenciju kadrova stoga opisuje izlazni tok, a ne fiksni broj novih simulacionih koraka jedan-na-jedan.\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">Odnos renderovanja i prikaza\u003C\u002Fh2>\n\u003Cp>Za dijagnostiku je korisno razdvojiti dve stope: stopu kojom engine konvencionalno proizvodi nove frejmove i stopu kojom se frejmovi na kraju prikazuju na ekranu.\u003C\u002Fp>\n\u003Cp>Odnos renderovanja i prikaza je Figure Rocks koncept za razdvajanje te dve ideje. Nije zamišljen kao zamena za telemetriju proizvođača; to je alat za razmišljanje.\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\">Metrika\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Šta vam govori\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Šta ne dokazuje\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Osnovna \u002F tradicionalno renderovana stopa\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Koliko često konvencionalni game\u002Frender pipeline proizvodi frejmove\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Koliko frejmova ekran na kraju prima\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Multiplikator generisanih frejmova\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Koliko dodatnih frejmova može biti umetnuto\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Da svaki trenutak koristi maksimalni multiplikator\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Prikazani FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Konačni tok frejmova koji stiže do prikaza\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Da se sama simulacija igre ažurira istom stopom\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">PC latencija\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Koliko je vremena potrebno da unos prođe kroz PC pipeline\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Kvalitet slike ili nivo artefakata generisanja frejmova\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-23\">Zašto igre ograničene CPU-om mogu pokazati ogroman porast FPS-a\u003C\u002Fh2>\n\u003Cp>Jedno od najkorisnijih svojstava Frame Generation je to što može povećati izlaz prikazanih frejmova bez zahteva da CPU simulira i šalje svaki dodatno generisani frejm.\u003C\u002Fp>\n\u003Cp>NVIDIA je to demonstrirala sa DLSS 4 u Hogwarts Legacy: konvencionalni pipeline naišao je na CPU usko grlo od približno 110 FPS u navedenom testu, dok je Multi Frame Generation povećao prikazani izlaz daleko iznad tog ograničenja.\u003C\u002Fp>\n\u003Cp>To ne znači da je CPU odjednom počeo da simulira igru na višoj prikazanoj stopi. Znači da generisani frejmovi mogu povećati propusnost prikaza iznad konvencionalnog uskog grla renderovanja.\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\">Ovo je funkcija, a ne trik\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Generisani frejmovi mogu učiniti kretanje na ekranu visoke osvežavajuće stope znatno glatkijim čak i kada je konvencionalna stopa renderovanja engine-a ograničena CPU-om. Greška nije u korišćenju generisanih frejmova; greška je tretirati konačni FPS broj kao da svaki frejm ima isto poreklo.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-28\">Zašto 300 prikazanih FPS ne izgleda automatski kao 300 nativnih FPS\u003C\u002Fh2>\n\u003Cp>Responsivnost zavisi od latency pipeline-a, a ne samo od toga koliko se frejmova prikazuje.\u003C\u002Fp>\n\u003Cp>NVIDIA Reflex meri latenciju kroz faze uključujući unos, simulaciju, slanje renderovanja, grafički drajver, render queue i GPU renderovanje. Ove faze pokazuju zašto konačni FPS broj ne može sam po sebi opisati responsivnost.\u003C\u002Fp>\n\u003Cp>Multi Frame Generation dodaje vizuelne frejmove između tradicionalno renderovanih, ali ti generisani frejmovi ne predstavljaju nove CPU korake simulacije. Reflex je zato uparen sa Frame Generation radi kontrole latencije i održavanja responsivnosti pipeline-a.\u003C\u002Fp>\n\u003Ch2 id=\"section-32\">Prikazana glatkoća i responsivnost unosa su različite ose\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Šta se menja kada se dodaju generisani frejmovi\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\">Može poboljšati\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\">Još uvek zavisi od osnovnog pipeline-a\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\">Prikaz kretanja\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\">Iskorišćenje visoke osvežavajuće stope\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\">Responsivnost\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Reflex and pipeline optimization can reduce latency\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">Displayed FPS alone cannot prove low click-to-photon latency\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">CPU usko grlo\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\">Zašto viši generisani FPS i dalje može biti vredan\u003C\u002Fh2>\n\u003Cp>Razdvajanje renderovanih i generisanih frejmova ne treba mešati sa odbacivanjem generisanih frejmova.\u003C\u002Fp>\n\u003Cp>Ekran od 240 Hz ili 360 Hz ima koristi od primanja više vizuelnih ažuriranja. Kretanje kamere može izgledati glatkije, podrhtavanje može biti smanjeno, a path-traced radni zadaci koji bi inače bili preteški za veoma visoke stope prikaza postaju praktičniji.\u003C\u002Fp>\n\u003Cp>Svrha DLSS 4.5 je upravo da razmenu AI rekonstrukcionog rada za gušći prikazani tok kadrova. Tehničko pitanje je kako je taj tok proizveden, a ne da li dodatni kadrovi postoje.\u003C\u002Fp>\n\u003Ch2 id=\"section-38\">Kvalitet slike je i dalje važan\u003C\u002Fh2>\n\u003Cp>Generisani kadrovi su predikcije proizvedene iz dostupnih podataka o igri i kretanju slike. Brzo kretanje kamere, diskuluzija, transparentnost, čestice i UI elementi mogu otežati rekonstrukciju.\u003C\u002Fp>\n\u003Cp>NVIDIA DLSS 4.5 ažuriranje uvelo je poboljšani model generisanja kadrova koji može koristiti dodatne UI bafere u podržanim engine-ima radi boljeg tretmana statičnih elemenata interfejsa kao što su mini-mape i drugi UI na ekranu.\u003C\u002Fp>\n\u003Cp>To je koristan podsetnik da kvalitet generisanja kadrova zavisi ne samo od množioca već i od informacija dostupnih modelu i kvaliteta integracije u igru.\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">Test interpretacije generisanog FPS-a\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kako čitati FPS broj kada je omogućeno Multi Frame Generation\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. Identifikujte režim\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Da li je Frame Generation isključen, 2X, 3X, 4X, 5X, 6X ili Dynamic MFG?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Razdvojite prikazani FPS od osnovnog renderovanja\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ne pretpostavljajte da je konačni broj na overlay-u uobičajena brzina renderovanja engine-a.\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. Proverite latenciju odvojeno\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koristite Reflex\u002FPCL podatke o latenciji ili dosledno merenje latencije umesto zaključivanja o responzivnosti na osnovu FPS-a.\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. Ispitajte frame pacing\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Visoka izlazna brzina je korisna samo ako isporuka ostaje dovoljno dosledna.\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. Ispitajte stabilnost slike\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Tražite UI artefakte, greške diskuluzije, artefakte kretanja ili nestabilne fine detalje.\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. Uporedite sa isključenim Frame Generation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Osnovno pokretanje otkriva uobičajeni nivo performansi od kojeg se gradi generisani izlaz.\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. Procenite prema svom cilju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Glatkoća u single-player igrama na visokom osvežavanju i kompetitivna latencija su različiti ciljevi optimizacije.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">Zašto benchmark grafikoni sada zahtevaju više konteksta\u003C\u002Fh2>\n\u003Cp>Benchmark koji kaže „300 FPS“ je nepotpun ako ne navodi da li taj broj uključuje Frame Generation, koji je množioc korišćen, koji je Super Resolution režim bio aktivan i kako su izgledale osnovne uobičajene performanse.\u003C\u002Fp>\n\u003Cp>Ovo je posebno važno kada se upoređuju generacije GPU-a. NVIDIA-ini sopstveni grafikoni performansi RTX 50 serije eksplicitno razlikuju Frame Generation na RTX 40 seriji od Multi Frame Generation režima na RTX 50 seriji.\u003C\u002Fp>\n\u003Cp>Poređenje i dalje može biti korisno, ali metodologija mora da navede šta je proizvelo prikazanu brzinu kadrova.\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">Bolji način za prikazivanje performansi Frame Generation\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\">Prikaz\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Zašto je važno\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Osnovni FPS sa isključenim Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pokazuje uobičajeni nivo performansi\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Prikazani FPS sa uključenim Frame Generation\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pokazuje konačnu propusnost prikaza\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">MFG režim \u002F množioc\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Objašnjava koliko agresivno se generišu kadrovi\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Super Resolution režim\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pokazuje koliko je smanjeno uobičajeno opterećenje renderovanja\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Latencija\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Razdvaja responzivnost od propusnosti prikaza\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Podaci o vremenu kadra \u002F frame pacing-u\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Pokazuje da li se izlazni tok isporučuje dosledno\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Igra + zakrpa + rezolucija + podešavanja\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Definiše opterećenje tako da rezultati mogu biti reprodukovani\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-50\">Šta Dynamic 6X menja za 240 Hz i 360 Hz monitore\u003C\u002Fh2>\n\u003Cp>NVIDIA pozicionira Dynamic Multi Frame Generation posebno oko 4K path-traced gejminga na veoma visokom osvežavanju. Sistem može da menja množioc umesto da slepo generiše maksimalan broj kadrova u svakom trenutku.\u003C\u002Fp>\n\u003Cp>Ovo čini ciljni monitor delom problema upravljanja. Ako su osnovne performanse već dovoljno visoke, može biti potrebno manje generisanih kadrova. Ako opterećenje postane teže, veći množioc može pomoći u održavanju ciljne izlazne brzine.\u003C\u002Fp>\n\u003Cp>Korisno pitanje o performansama se stoga pomera sa „Koliki je moj maksimalni FPS?“ na „Može li sistem da održi cilj prikaza uz prihvatljivu latenciju i stabilnost slike?“\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">Ne upoređujte generisani FPS direktno sa starim pravilima za native FPS\u003C\u002Fh2>\n\u003Cp>Pravila poput „potrebno vam je najmanje X izvornih FPS pre nego što je generisanje frejmova upotrebljivo“ potiču iz ranijih implementacija, hardvera i ponašanja latencije. Ne treba ih tretirati kao bezvremenske zakone.\u003C\u002Fp>\n\u003Cp>Ispravan prag zavisi od igre, osnovnog vremena frejma, latencije, osvežavanja ekrana, MFG režima, ponašanja Reflex-a i osetljivosti igrača na artefakte ili kašnjenje odziva.\u003C\u002Fp>\n\u003Cp>Izmerite stvarno iskustvo umesto da preuzimate fiksni broj iz druge generacije tehnologije.\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Budući sistemi mogu integrisati simulaciju predviđanja, naknadna ažuriranja unosa ili sofisticiranije deformisanje frejmova, tako da odnos između simulacije igre, konvencionalnog renderovanja i konačne prezentacije postaje još manje jedan-na-jedan.\u003C\u002Fp>\n\u003Cp>Reflex 2 Frame Warp već ukazuje u tom smeru ažuriranjem prikazanog prikaza kamere iz novijeg unosa neposredno pre skeniranja. Kako ove tehnike evoluiraju, FPS će postajati sve nepotpuniji opis celokupnog interaktivnog procesa.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Ograničenja\u003C\u002Fh2>\n\u003Cp>NVIDIA objavljene performanse su merenja proizvođača pod određenim uslovima. Ona demonstriraju podržano ponašanje i arhitekturu, ali ih ne treba tretirati kao nezavisne benchmark rezultate za svaku igru ili GPU.\u003C\u002Fp>\n\u003Cp>Pojednostavljeni primeri množitelja u ovom članku objašnjavaju poreklo frejmova konceptualno. Dinamički MFG, tempiranje, ispušteni frejmovi, promene radnog opterećenja i ponašanje prezentacije čine stvarne snimke složenijim.\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">Zaključak\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 čini jednu staru naviku sve opasnijom: tretiranje jednog FPS broja kao potpunog opisa performansi igre.\u003C\u002Fp>\n\u003Cp>Sa 6X Multi Frame Generation, jedan tradicionalno renderovan frejm može biti praćen sa do pet generisanih frejmova. To može proizvesti izuzetno glatku prezentaciju visokog osvežavanja, ali konačni FPS brojač sada meša porekla frejmova. Za smislenu analizu, razdvojite osnovno renderovanje, generisani izlaz, latenciju, tempiranje i stabilnost slike.\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">Često postavljana pitanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">DLSS 4.5, Multi Frame Generation i 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\">Da li DLSS 4.5 zaista generiše pet frejmova?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Na podržanim GeForce RTX 50 serijama GPU, 6X Multi Frame Generation može generisati do pet dodatnih frejmova za svaki tradicionalno renderovan frejm.\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\">Ako vidim 300 FPS sa 6X MFG, da li se moja igra renderuje nativno na 50 FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne nužno. Množitelj može biti dinamički, obrada ima dodatne troškove, a konačna prikazana brzina nije jednostavan dokaz fiksne osnovne brzine renderovanja.\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\">Da li generisani frejmovi poboljšavaju glatkoću?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Da. Gušći prikazani tok frejmova može učiniti kretanje glatkijim i bolje iskoristiti ekrane visokog osvežavanja, pod pretpostavkom da tempiranje i kvalitet slike ostanu dobri.\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\">Da li generisani frejmovi smanjuju latenciju unosa?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Frame Generation se sam po sebi ne treba koristiti kao metrika latencije. NVIDIA ga uparuje sa Reflex-om radi optimizacije latencije, a latenciju treba meriti odvojeno.\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\">Može li Multi Frame Generation zaobići CPU usko grlo?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Može povećati prikazani FPS iznad konvencionalne CPU-ograničene brzine renderovanja jer generisani frejmovi ne zahtevaju da CPU simulira svaki dodatni prikazani frejm. Osnovno CPU usko grlo i dalje postoji.\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\">Da li je generisani FPS lažni FPS?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ta oznaka je tehnički nekorisna. Generisani frejmovi su stvarni prikazani frejmovi, ali imaju drugačije poreklo od konvencionalno renderovanih frejmova. Izveštavanje treba da razlikuje ta dva.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-69\">Rečnik pojmova\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\">Ključni pojmovi generisanja frejmova\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\">Tradicionalno renderovan frejm\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Frejm proizveden kroz konvencionalnu simulaciju igre i proces renderovanja pre opcionog generisanja frejmova.\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\">Generisani frejm\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Dodatni prikazani frejm sintetizovan između tradicionalno renderovanih frejmova korišćenjem temporalnih, podataka o kretanju i podataka koje pruža igra.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"multi-frame-generation\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS tehnologija koja može sintetizovati više dodatnih frejmova za svaki tradicionalno renderovan frejm.\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\">Dynamic Multi Frame Generation\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS 4.5 funkcija koja može menjati množitelj generisanja frejmova u skladu sa ciljanom brzinom frejmova.\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\">Prikazani FPS\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Konačna brzina frejmova prikazanih ka ekranu, potencijalno uključujući i tradicionalno renderovane i generisane frejmove.\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\">Odnos renderovanja i prikaza\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Koncept Figure Rocks za razdvajanje konvencionalne brzine proizvodnje frejmova od konačnog prikazanog toka frejmova.\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\">Model porekla frejma\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks okvir za identifikaciju da li prikazani frejm potiče od konvencionalnog renderovanja, rekonstrukcije ili generisanja frejmova.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">Primarni izvori\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 i 6X režim\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično izdanje iz marta 2026. koje opisuje Dynamic MFG, 5X\u002F6X režime i do pet generisanih frejmova po tradicionalno renderovanom frejmu.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — GeForce RTX 50 serija sa DLSS 4.5\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični NVIDIA pregled dinamičkog generisanja više frejmova, 6X izlaza i transformatorskih modela druge generacije.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss4-multi-frame-generation-ai-innovations\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA — DLSS 4 AI inovacije za generisanje više frejmova\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično tehničko objašnjenje generisanja više frejmova, efikasnosti modela, ulaza generisanih frejmova i izmena implementacije specifičnih za 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 — DLSS 4 generisanje više frejmova\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično izdanje sa primerima CPU uskih grla i razlikom između tradicionalno renderovanih i generisanih frejmova.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična dokumentacija Reflex faza latencije, režima niske latencije i Frame Warp.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA tehnički blog — Razumevanje i merenje latencije računara\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični tehnički članak koji opisuje PCL Stats i merenje latencije po frejmu kroz PC pipeline.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1084},1790376183367,[540,545,552,558,564,569,573,577,581,585,607,611,615,648,654,658,662,666,670,674,678,682,707,711,715,719,723,729,733,737,741,745,749,785,789,793,797,801,805,809,813,817,821,847,851,855,859,863,867,895,899,903,907,911,915,919,923,927,931,935,939,943,947,951,955,959,963,967,996,1000,1031,1035,1044,1052,1060,1068,1076],{"id":541,"data":542,"type":544},"intro",{"text":543},"DLSS 4.5 može da podigne igru ka 240, 300 ili čak višim prikazanim frekvencijama kadrova generisanjem dodatnih kadrova između tradicionalno renderovanih. To je korisno, ali takođe menja značenje FPS brojača. Prikazani kadar nije nužno novo simulirani i konvencionalno renderovani kadar igre.","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>Kada je omogućeno Multi Frame Generation, prikazani FPS i nativna brzina renderovanja više nisu isto merenje.\u003C\u002Fstrong> DLSS 4.5 može da generiše do pet dodatnih kadrova za svaki tradicionalno renderovani kadar na podržanim GeForce RTX 50 Series GPU-ovima. Monitor može da primi mnogo više kadrova nego što game engine konvencionalno simulira i renderuje.","Direktan odgovor","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"Frame Origin Model i Render-to-Display Ratio ispod su praktični Figure Rocks okviri. Oni nisu formalna NVIDIA terminologija.","Model korišćen u ovom članku","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"Sadržaj",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-meaning",{"text":567,"level":47},"DLSS 4.5 je promenio značenje visokog FPS broja","header",{"id":570,"data":571,"type":544},"p-meaning-1",{"text":572},"Tradicionalne FPS diskusije pretpostavljaju da svaki prikazani kadar blisko odgovara kadru koji je konvencionalno renderovao pipeline igre. Frame Generation prekida taj odnos jedan-na-jedan.",{"id":574,"data":575,"type":544},"p-meaning-2",{"text":576},"NVIDIA DLSS 4.5 Dynamic Multi Frame Generation može da generiše do pet dodatnih kadrova za svaki tradicionalno renderovani kadar, dostižući 6X množitelj na podržanim GeForce RTX 50 Series GPU-ovima.",{"id":578,"data":579,"type":544},"p-meaning-3",{"text":580},"To čini prikazanu frekvenciju kadrova izuzetno korisnom za glatkoću pokreta i displeje visokog osvežavanja, ali znači da glavni FPS broj više ne govori koliko često je simulacija igre proizvela novo renderovani kadar.",{"id":582,"data":583,"type":568},"h-origin",{"text":584,"level":47},"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. Simulacija igre","CPU ažurira logiku igre, stanje igrača, animaciju, fiziku i druge simulacione zadatke.",{"label":593,"description":594},"2. Tradicionalno renderovani kadar","Igra šalje zadatke renderovanja i GPU stvara konvencionalni kadar igre.",{"label":596,"description":597},"3. Super Resolution \u002F rekonstrukcija","DLSS može da rekonstruiše sliku više rezolucije iz ulaza niže rezolucije i temporalnih podataka.",{"label":599,"description":600},"4. Multi Frame Generation","Sistem stvara dodatne kadrove između tradicionalno renderovanih kadrova koristeći podatke igre i kretanja slike.",{"label":602,"description":603},"5. Prikazani tok kadrova","Monitor prima sekvencu više frekvencije koja sadrži i tradicionalno renderovane i generisane kadrove.","Odakle kadrovi u modernom DLSS pipeline-u mogu da dođu","auto","processFlow",{"id":608,"data":609,"type":544},"p-origin",{"text":610},"Važna razlika je poreklo. Neki kadrovi počinju novim ciklusom simulacije\u002Frenderovanja igre. Drugi su generisani da povećaju prikazani tok kadrova između tih kadrova.",{"id":612,"data":613,"type":568},"h-multipliers",{"text":614,"level":47},"Šta 2X, 4X i 6X zapravo znače",{"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","Pojednostavljeni model množitelja","table",[638,641,644],{"id":639,"label":640},"rendered","Tradicionalno renderovani kadrovi",{"id":642,"label":643},"generated","Dodatni generisani kadrovi",{"id":645,"label":646},"displayed","Potencijalno prikazani kadrovi","comparison",{"id":649,"data":650,"type":551},"multiplier-warning",{"body":651,"title":652,"variant":653},"Prikazanih 300 FPS u 6X režimu \u003Cstrong>ne\u003C\u002Fstrong> dokazuje da je osnovna nativna brzina renderovanja tačno 50 FPS u svakom trenutku. Dynamic MFG može da menja množitelje, pipeline ima procesni overhead, a stvarno tempiranje kadrova nije jednostavna fiksna aritmetička sekvenca.","Ne obrćite množitelj naslepo","warning",{"id":655,"data":656,"type":568},"h-dynamic",{"text":657,"level":47},"Dynamic Multi Frame Generation dodaje još jedan sloj",{"id":659,"data":660,"type":544},"p-dynamic-1",{"text":661},"DLSS 4.5 dodaje Dynamic Multi Frame Generation. NVIDIA ga opisuje kao automatsko prebacivanje između množitelja kadrova tako da sistem generiše samo dodatne kadrove potrebne da se približi ciljnoj frekvenciji kadrova.",{"id":663,"data":664,"type":544},"p-dynamic-2",{"text":665},"Ovo je važno jer statična oznaka 6X može da stvori pogrešan mentalni model. Stvarni broj generisanih kadrova može da varira kako se radno opterećenje menja.",{"id":667,"data":668,"type":544},"p-dynamic-3",{"text":669},"Performansni overlay koji prijavljuje konačnu prikazanu frekvenciju kadrova stoga opisuje izlazni tok, a ne fiksni broj novih simulacionih koraka jedan-na-jedan.",{"id":671,"data":672,"type":568},"h-ratio",{"text":673,"level":47},"Odnos renderovanja i prikaza",{"id":675,"data":676,"type":544},"p-ratio-1",{"text":677},"Za dijagnostiku je korisno razdvojiti dve stope: stopu kojom engine konvencionalno proizvodi nove frejmove i stopu kojom se frejmovi na kraju prikazuju na ekranu.",{"id":679,"data":680,"type":544},"p-ratio-2",{"text":681},"Odnos renderovanja i prikaza je Figure Rocks koncept za razdvajanje te dve ideje. Nije zamišljen kao zamena za telemetriju proizvođača; to je alat za razmišljanje.",{"id":683,"data":684,"type":636},"ratio-table",{"content":685,"stretched":706,"withHeadings":15},[686,690,694,698,702],[687,688,689],"Metrika","Šta vam govori","Šta ne dokazuje",[691,692,693],"Osnovna \u002F tradicionalno renderovana stopa","Koliko često konvencionalni game\u002Frender pipeline proizvodi frejmove","Koliko frejmova ekran na kraju prima",[695,696,697],"Multiplikator generisanih frejmova","Koliko dodatnih frejmova može biti umetnuto","Da svaki trenutak koristi maksimalni multiplikator",[699,700,701],"Prikazani FPS","Konačni tok frejmova koji stiže do prikaza","Da se sama simulacija igre ažurira istom stopom",[703,704,705],"PC latencija","Koliko je vremena potrebno da unos prođe kroz PC pipeline","Kvalitet slike ili nivo artefakata generisanja frejmova",false,{"id":708,"data":709,"type":568},"h-cpu",{"text":710,"level":47},"Zašto igre ograničene CPU-om mogu pokazati ogroman porast FPS-a",{"id":712,"data":713,"type":544},"p-cpu-1",{"text":714},"Jedno od najkorisnijih svojstava Frame Generation je to što može povećati izlaz prikazanih frejmova bez zahteva da CPU simulira i šalje svaki dodatno generisani frejm.",{"id":716,"data":717,"type":544},"p-cpu-2",{"text":718},"NVIDIA je to demonstrirala sa DLSS 4 u Hogwarts Legacy: konvencionalni pipeline naišao je na CPU usko grlo od približno 110 FPS u navedenom testu, dok je Multi Frame Generation povećao prikazani izlaz daleko iznad tog ograničenja.",{"id":720,"data":721,"type":544},"p-cpu-3",{"text":722},"To ne znači da je CPU odjednom počeo da simulira igru na višoj prikazanoj stopi. Znači da generisani frejmovi mogu povećati propusnost prikaza iznad konvencionalnog uskog grla renderovanja.",{"id":724,"data":725,"type":551},"feature-note",{"body":726,"title":727,"variant":728},"Generisani frejmovi mogu učiniti kretanje na ekranu visoke osvežavajuće stope znatno glatkijim čak i kada je konvencionalna stopa renderovanja engine-a ograničena CPU-om. Greška nije u korišćenju generisanih frejmova; greška je tretirati konačni FPS broj kao da svaki frejm ima isto poreklo.","Ovo je funkcija, a ne trik","success",{"id":730,"data":731,"type":568},"h-latency",{"text":732,"level":47},"Zašto 300 prikazanih FPS ne izgleda automatski kao 300 nativnih FPS",{"id":734,"data":735,"type":544},"p-lat-1",{"text":736},"Responsivnost zavisi od latency pipeline-a, a ne samo od toga koliko se frejmova prikazuje.",{"id":738,"data":739,"type":544},"p-lat-2",{"text":740},"NVIDIA Reflex meri latenciju kroz faze uključujući unos, simulaciju, slanje renderovanja, grafički drajver, render queue i GPU renderovanje. Ove faze pokazuju zašto konačni FPS broj ne može sam po sebi opisati responsivnost.",{"id":742,"data":743,"type":544},"p-lat-3",{"text":744},"Multi Frame Generation dodaje vizuelne frejmove između tradicionalno renderovanih, ali ti generisani frejmovi ne predstavljaju nove CPU korake simulacije. Reflex je zato uparen sa Frame Generation radi kontrole latencije i održavanja responsivnosti pipeline-a.",{"id":746,"data":747,"type":568},"h-twoaxes",{"text":748,"level":47},"Prikazana glatkoća i responsivnost unosa su različite ose",{"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","Prikaz kretanja",{"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","Iskorišćenje visoke osvežavajuće stope",{"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","Responsivnost",{"improves":769,"separate":770},"Reflex and pipeline optimization can reduce latency","Displayed FPS alone cannot prove low click-to-photon latency",{"id":772,"label":773,"values":774},"cpu","CPU usko grlo",{"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","Šta se menja kada se dodaju generisani frejmovi",[779,782],{"id":780,"label":781},"improves","Može poboljšati",{"id":783,"label":784},"separate","Još uvek zavisi od osnovnog pipeline-a",{"id":786,"data":787,"type":568},"h-value",{"text":788,"level":47},"Zašto viši generisani FPS i dalje može biti vredan",{"id":790,"data":791,"type":544},"p-value-1",{"text":792},"Razdvajanje renderovanih i generisanih frejmova ne treba mešati sa odbacivanjem generisanih frejmova.",{"id":794,"data":795,"type":544},"p-value-2",{"text":796},"Ekran od 240 Hz ili 360 Hz ima koristi od primanja više vizuelnih ažuriranja. Kretanje kamere može izgledati glatkije, podrhtavanje može biti smanjeno, a path-traced radni zadaci koji bi inače bili preteški za veoma visoke stope prikaza postaju praktičniji.",{"id":798,"data":799,"type":544},"p-value-3",{"text":800},"Svrha DLSS 4.5 je upravo da razmenu AI rekonstrukcionog rada za gušći prikazani tok kadrova. Tehničko pitanje je kako je taj tok proizveden, a ne da li dodatni kadrovi postoje.",{"id":802,"data":803,"type":568},"h-quality",{"text":804,"level":47},"Kvalitet slike je i dalje važan",{"id":806,"data":807,"type":544},"p-quality-1",{"text":808},"Generisani kadrovi su predikcije proizvedene iz dostupnih podataka o igri i kretanju slike. Brzo kretanje kamere, diskuluzija, transparentnost, čestice i UI elementi mogu otežati rekonstrukciju.",{"id":810,"data":811,"type":544},"p-quality-2",{"text":812},"NVIDIA DLSS 4.5 ažuriranje uvelo je poboljšani model generisanja kadrova koji može koristiti dodatne UI bafere u podržanim engine-ima radi boljeg tretmana statičnih elemenata interfejsa kao što su mini-mape i drugi UI na ekranu.",{"id":814,"data":815,"type":544},"p-quality-3",{"text":816},"To je koristan podsetnik da kvalitet generisanja kadrova zavisi ne samo od množioca već i od informacija dostupnih modelu i kvaliteta integracije u igru.",{"id":818,"data":819,"type":568},"h-test",{"text":820,"level":47},"Test interpretacije generisanog FPS-a",{"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. Identifikujte režim","Da li je Frame Generation isključen, 2X, 3X, 4X, 5X, 6X ili Dynamic MFG?",{"label":829,"description":830},"2. Razdvojite prikazani FPS od osnovnog renderovanja","Ne pretpostavljajte da je konačni broj na overlay-u uobičajena brzina renderovanja engine-a.",{"label":832,"description":833},"3. Proverite latenciju odvojeno","Koristite Reflex\u002FPCL podatke o latenciji ili dosledno merenje latencije umesto zaključivanja o responzivnosti na osnovu FPS-a.",{"label":835,"description":836},"4. Ispitajte frame pacing","Visoka izlazna brzina je korisna samo ako isporuka ostaje dovoljno dosledna.",{"label":838,"description":839},"5. Ispitajte stabilnost slike","Tražite UI artefakte, greške diskuluzije, artefakte kretanja ili nestabilne fine detalje.",{"label":841,"description":842},"6. Uporedite sa isključenim Frame Generation","Osnovno pokretanje otkriva uobičajeni nivo performansi od kojeg se gradi generisani izlaz.",{"label":844,"description":845},"7. Procenite prema svom cilju","Glatkoća u single-player igrama na visokom osvežavanju i kompetitivna latencija su različiti ciljevi optimizacije.","Kako čitati FPS broj kada je omogućeno Multi Frame Generation",{"id":848,"data":849,"type":568},"h-benchmarks",{"text":850,"level":47},"Zašto benchmark grafikoni sada zahtevaju više konteksta",{"id":852,"data":853,"type":544},"p-bench-1",{"text":854},"Benchmark koji kaže „300 FPS“ je nepotpun ako ne navodi da li taj broj uključuje Frame Generation, koji je množioc korišćen, koji je Super Resolution režim bio aktivan i kako su izgledale osnovne uobičajene performanse.",{"id":856,"data":857,"type":544},"p-bench-2",{"text":858},"Ovo je posebno važno kada se upoređuju generacije GPU-a. NVIDIA-ini sopstveni grafikoni performansi RTX 50 serije eksplicitno razlikuju Frame Generation na RTX 40 seriji od Multi Frame Generation režima na RTX 50 seriji.",{"id":860,"data":861,"type":544},"p-bench-3",{"text":862},"Poređenje i dalje može biti korisno, ali metodologija mora da navede šta je proizvelo prikazanu brzinu kadrova.",{"id":864,"data":865,"type":568},"h-reporting",{"text":866,"level":47},"Bolji način za prikazivanje performansi Frame Generation",{"id":868,"data":869,"type":636},"report-table",{"content":870,"stretched":706,"withHeadings":15},[871,874,877,880,883,886,889,892],[872,873],"Prikaz","Zašto je važno",[875,876],"Osnovni FPS sa isključenim Frame Generation","Pokazuje uobičajeni nivo performansi",[878,879],"Prikazani FPS sa uključenim Frame Generation","Pokazuje konačnu propusnost prikaza",[881,882],"MFG režim \u002F množioc","Objašnjava koliko agresivno se generišu kadrovi",[884,885],"Super Resolution režim","Pokazuje koliko je smanjeno uobičajeno opterećenje renderovanja",[887,888],"Latencija","Razdvaja responzivnost od propusnosti prikaza",[890,891],"Podaci o vremenu kadra \u002F frame pacing-u","Pokazuje da li se izlazni tok isporučuje dosledno",[893,894],"Igra + zakrpa + rezolucija + podešavanja","Definiše opterećenje tako da rezultati mogu biti reprodukovani",{"id":896,"data":897,"type":568},"h-highrefresh",{"text":898,"level":47},"Šta Dynamic 6X menja za 240 Hz i 360 Hz monitore",{"id":900,"data":901,"type":544},"p-refresh-1",{"text":902},"NVIDIA pozicionira Dynamic Multi Frame Generation posebno oko 4K path-traced gejminga na veoma visokom osvežavanju. Sistem može da menja množioc umesto da slepo generiše maksimalan broj kadrova u svakom trenutku.",{"id":904,"data":905,"type":544},"p-refresh-2",{"text":906},"Ovo čini ciljni monitor delom problema upravljanja. Ako su osnovne performanse već dovoljno visoke, može biti potrebno manje generisanih kadrova. Ako opterećenje postane teže, veći množioc može pomoći u održavanju ciljne izlazne brzine.",{"id":908,"data":909,"type":544},"p-refresh-3",{"text":910},"Korisno pitanje o performansama se stoga pomera sa „Koliki je moj maksimalni FPS?“ na „Može li sistem da održi cilj prikaza uz prihvatljivu latenciju i stabilnost slike?“",{"id":912,"data":913,"type":568},"h-oldrules",{"text":914,"level":47},"Ne upoređujte generisani FPS direktno sa starim pravilima za native FPS",{"id":916,"data":917,"type":544},"p-old-1",{"text":918},"Pravila poput „potrebno vam je najmanje X izvornih FPS pre nego što je generisanje frejmova upotrebljivo“ potiču iz ranijih implementacija, hardvera i ponašanja latencije. Ne treba ih tretirati kao bezvremenske zakone.",{"id":920,"data":921,"type":544},"p-old-2",{"text":922},"Ispravan prag zavisi od igre, osnovnog vremena frejma, latencije, osvežavanja ekrana, MFG režima, ponašanja Reflex-a i osetljivosti igrača na artefakte ili kašnjenje odziva.",{"id":924,"data":925,"type":544},"p-old-3",{"text":926},"Izmerite stvarno iskustvo umesto da preuzimate fiksni broj iz druge generacije tehnologije.",{"id":928,"data":929,"type":568},"h-change",{"text":930,"level":47},"Šta bi promenilo ovaj odgovor?",{"id":932,"data":933,"type":544},"p-change-1",{"text":934},"Budući sistemi mogu integrisati simulaciju predviđanja, naknadna ažuriranja unosa ili sofisticiranije deformisanje frejmova, tako da odnos između simulacije igre, konvencionalnog renderovanja i konačne prezentacije postaje još manje jedan-na-jedan.",{"id":936,"data":937,"type":544},"p-change-2",{"text":938},"Reflex 2 Frame Warp već ukazuje u tom smeru ažuriranjem prikazanog prikaza kamere iz novijeg unosa neposredno pre skeniranja. Kako ove tehnike evoluiraju, FPS će postajati sve nepotpuniji opis celokupnog interaktivnog procesa.",{"id":940,"data":941,"type":568},"h-limit",{"text":942,"level":47},"Ograničenja",{"id":944,"data":945,"type":544},"p-limit-1",{"text":946},"NVIDIA objavljene performanse su merenja proizvođača pod određenim uslovima. Ona demonstriraju podržano ponašanje i arhitekturu, ali ih ne treba tretirati kao nezavisne benchmark rezultate za svaku igru ili GPU.",{"id":948,"data":949,"type":544},"p-limit-2",{"text":950},"Pojednostavljeni primeri množitelja u ovom članku objašnjavaju poreklo frejmova konceptualno. Dinamički MFG, tempiranje, ispušteni frejmovi, promene radnog opterećenja i ponašanje prezentacije čine stvarne snimke složenijim.",{"id":952,"data":953,"type":568},"h-conclusion",{"text":954,"level":47},"Zaključak",{"id":956,"data":957,"type":544},"p-conc-1",{"text":958},"DLSS 4.5 čini jednu staru naviku sve opasnijom: tretiranje jednog FPS broja kao potpunog opisa performansi igre.",{"id":960,"data":961,"type":544},"p-conc-2",{"text":962},"Sa 6X Multi Frame Generation, jedan tradicionalno renderovan frejm može biti praćen sa do pet generisanih frejmova. To može proizvesti izuzetno glatku prezentaciju visokog osvežavanja, ali konačni FPS brojač sada meša porekla frejmova. Za smislenu analizu, razdvojite osnovno renderovanje, generisani izlaz, latenciju, tempiranje i stabilnost slike.",{"id":964,"data":965,"type":568},"h-faq",{"text":966,"level":47},"Često postavljana pitanja",{"id":968,"data":969,"type":968},"faq",{"items":970,"title":995},[971,975,979,983,987,991],{"id":972,"answer":973,"question":974},"faq1","Na podržanim GeForce RTX 50 serijama GPU, 6X Multi Frame Generation može generisati do pet dodatnih frejmova za svaki tradicionalno renderovan frejm.","Da li DLSS 4.5 zaista generiše pet frejmova?",{"id":976,"answer":977,"question":978},"faq2","Ne nužno. Množitelj može biti dinamički, obrada ima dodatne troškove, a konačna prikazana brzina nije jednostavan dokaz fiksne osnovne brzine renderovanja.","Ako vidim 300 FPS sa 6X MFG, da li se moja igra renderuje nativno na 50 FPS?",{"id":980,"answer":981,"question":982},"faq3","Da. Gušći prikazani tok frejmova može učiniti kretanje glatkijim i bolje iskoristiti ekrane visokog osvežavanja, pod pretpostavkom da tempiranje i kvalitet slike ostanu dobri.","Da li generisani frejmovi poboljšavaju glatkoću?",{"id":984,"answer":985,"question":986},"faq4","Frame Generation se sam po sebi ne treba koristiti kao metrika latencije. NVIDIA ga uparuje sa Reflex-om radi optimizacije latencije, a latenciju treba meriti odvojeno.","Da li generisani frejmovi smanjuju latenciju unosa?",{"id":988,"answer":989,"question":990},"faq5","Može povećati prikazani FPS iznad konvencionalne CPU-ograničene brzine renderovanja jer generisani frejmovi ne zahtevaju da CPU simulira svaki dodatni prikazani frejm. Osnovno CPU usko grlo i dalje postoji.","Može li Multi Frame Generation zaobići CPU usko grlo?",{"id":992,"answer":993,"question":994},"faq6","Ta oznaka je tehnički nekorisna. Generisani frejmovi su stvarni prikazani frejmovi, ali imaju drugačije poreklo od konvencionalno renderovanih frejmova. Izveštavanje treba da razlikuje ta dva.","Da li je generisani FPS lažni FPS?","DLSS 4.5, Multi Frame Generation i FPS",{"id":997,"data":998,"type":568},"h-glossary",{"text":999,"level":47},"Rečnik pojmova",{"id":1001,"data":1002,"type":1001},"glossary",{"title":1003,"entries":1004},"Ključni pojmovi generisanja frejmova",[1005,1009,1013,1017,1021,1024,1027],{"term":1006,"anchor":1007,"definition":1008},"Tradicionalno renderovan frejm","traditionally-rendered-frame","Frejm proizveden kroz konvencionalnu simulaciju igre i proces renderovanja pre opcionog generisanja frejmova.",{"term":1010,"anchor":1011,"definition":1012},"Generisani frejm","generated-frame","Dodatni prikazani frejm sintetizovan između tradicionalno renderovanih frejmova korišćenjem temporalnih, podataka o kretanju i podataka koje pruža igra.",{"term":1014,"anchor":1015,"definition":1016},"Multi Frame Generation","multi-frame-generation","DLSS tehnologija koja može sintetizovati više dodatnih frejmova za svaki tradicionalno renderovan frejm.",{"term":1018,"anchor":1019,"definition":1020},"Dynamic Multi Frame Generation","dynamic-mfg","DLSS 4.5 funkcija koja može menjati množitelj generisanja frejmova u skladu sa ciljanom brzinom frejmova.",{"term":699,"anchor":1022,"definition":1023},"displayed-fps","Konačna brzina frejmova prikazanih ka ekranu, potencijalno uključujući i tradicionalno renderovane i generisane frejmove.",{"term":673,"anchor":1025,"definition":1026},"render-to-display-ratio","Koncept Figure Rocks za razdvajanje konvencionalne brzine proizvodnje frejmova od konačnog prikazanog toka frejmova.",{"term":1028,"anchor":1029,"definition":1030},"Model porekla frejma","frame-origin-model","Figure Rocks okvir za identifikaciju da li prikazani frejm potiče od konvencionalnog renderovanja, rekonstrukcije ili generisanja frejmova.",{"id":1032,"data":1033,"type":568},"h-sources",{"text":1034,"level":47},"Primarni izvori",{"id":1036,"data":1037,"type":1043},"src-dlss45-release",{"link":1038,"meta":1039},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fdlss-4-5-dynamic-multi-frame-generation-6x-mode-released\u002F",{"image":1040,"title":1041,"description":1042},{"url":13},"NVIDIA — DLSS 4.5 Dynamic Multi Frame Generation i 6X režim","Zvanično izdanje iz marta 2026. koje opisuje Dynamic MFG, 5X\u002F6X režime i do pet generisanih frejmova po tradicionalno renderovanom frejmu.","linkTool",{"id":1045,"data":1046,"type":1043},"src-dlss45-campaign",{"link":1047,"meta":1048},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fcampaigns\u002Frtx-50-series-dlss-4-5\u002F",{"image":1049,"title":1050,"description":1051},{"url":13},"NVIDIA — GeForce RTX 50 serija sa DLSS 4.5","Zvanični NVIDIA pregled dinamičkog generisanja više frejmova, 6X izlaza i transformatorskih modela druge generacije.",{"id":1053,"data":1054,"type":1043},"src-dlss4-tech",{"link":1055,"meta":1056},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss4-multi-frame-generation-ai-innovations\u002F",{"image":1057,"title":1058,"description":1059},{"url":13},"NVIDIA — DLSS 4 AI inovacije za generisanje više frejmova","Zvanično tehničko objašnjenje generisanja više frejmova, efikasnosti modela, ulaza generisanih frejmova i izmena implementacije specifičnih za Blackwell.",{"id":1061,"data":1062,"type":1043},"src-dlss4-launch",{"link":1063,"meta":1064},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fgfecnt\u002F20251\u002Fdlss-4-multi-frame-generation-out-now\u002F",{"image":1065,"title":1066,"description":1067},{"url":13},"NVIDIA — DLSS 4 generisanje više frejmova","Zvanično izdanje sa primerima CPU uskih grla i razlikom između tradicionalno renderovanih i generisanih frejmova.",{"id":1069,"data":1070,"type":1043},"src-reflex",{"link":1071,"meta":1072},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fperformance-rendering-tools\u002Freflex",{"image":1073,"title":1074,"description":1075},{"url":13},"NVIDIA Developer — Reflex SDK","Zvanična dokumentacija Reflex faza latencije, režima niske latencije i Frame Warp.",{"id":1077,"data":1078,"type":1043},"src-latency",{"link":1079,"meta":1080},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002F?p=64245",{"image":1081,"title":1082,"description":1083},{"url":13},"NVIDIA tehnički blog — Razumevanje i merenje latencije računara","Zvanični tehnički članak koji opisuje PCL Stats i merenje latencije po frejmu kroz PC pipeline.","2.31","DLSS 4.5 može da generiše do pet dodatnih frejmova za svaki tradicionalno renderovani frejm na podržanim RTX 50 serijama GPU-ova. Ovaj vodič objašnjava razliku između renderovanih FPS i prikazanih FPS, zašto se CPU uska grla mogu zaobići na sloju prezentacije i zašto latenciju i dalje treba meriti odvojeno.","\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":1093,"de":1094,"sr":1095,"es":1096,"fr":1097,"it":1098,"ru":1099,"zh":1100},"\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",[1102,1106,1110,1114],{"id":1103,"name":1104,"slug":1105},147,"Генерисање кадрова","frame-generation",{"id":1107,"name":1108,"slug":1109},154,"Брзина освежавања и пејсинг","refresh-rate-and-pacing",{"id":1111,"name":1112,"slug":1113},49,"Уједначеност кадрова","frame-pacing",{"id":1115,"name":1116,"slug":1117},45,"Улазно кашњење","input-latency",{"id":283,"login":1119,"email":1120,"displayName":1121},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1123,1533],{"lang":8,"title":1124,"content":1125,"contentJson":1126,"excerpt":1532},"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":1127,"blocks":1128,"version":1531},1790376020794,[1129,1132,1136,1140,1143,1146,1149,1152,1155,1158,1176,1179,1182,1199,1203,1206,1209,1212,1215,1218,1221,1224,1247,1250,1253,1256,1259,1263,1266,1269,1272,1275,1278,1299,1302,1305,1308,1311,1314,1317,1320,1323,1326,1351,1354,1357,1360,1363,1366,1393,1396,1399,1402,1405,1408,1411,1414,1417,1420,1423,1426,1429,1432,1435,1438,1441,1444,1447,1469,1472,1493,1496,1502,1508,1514,1520,1525],{"id":541,"data":1130,"type":544},{"text":1131},"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":1133,"type":551},{"body":1134,"title":1135,"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":1137,"type":551},{"body":1138,"title":1139,"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":1141,"type":563},{"title":1142,"maxLevel":562,"minLevel":47},"Contents",{"id":565,"data":1144,"type":568},{"text":1145,"level":47},"DLSS 4.5 changed the meaning of a high FPS number",{"id":570,"data":1147,"type":544},{"text":1148},"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":1150,"type":544},{"text":1151},"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":1153,"type":544},{"text":1154},"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":1156,"type":568},{"text":1157,"level":47},"The Frame Origin Model",{"id":586,"data":1159,"type":606},{"steps":1160,"title":1175,"orientation":605},[1161,1164,1167,1170,1172],{"label":1162,"description":1163},"1. Game simulation","The CPU updates game logic, player state, animation, physics and other simulation work.",{"label":1165,"description":1166},"2. Traditionally rendered frame","The game submits rendering work and the GPU creates a conventional game frame.",{"label":1168,"description":1169},"3. Super Resolution \u002F reconstruction","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":1437,"level":47},"Conclusion",{"id":956,"data":1439,"type":544},{"text":1440},"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.",{"id":960,"data":1442,"type":544},{"text":1443},"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":1445,"type":568},{"text":1446,"level":47},"FAQ",{"id":968,"data":1448,"type":968},{"items":1449,"title":1468},[1450,1453,1456,1459,1462,1465],{"id":972,"answer":1451,"question":1452},"On supported GeForce RTX 50 Series GPUs, 6X Multi Frame Generation can generate up to five additional frames for each traditionally rendered frame.","Does DLSS 4.5 really generate five frames?",{"id":976,"answer":1454,"question":1455},"Not necessarily. The multiplier can be dynamic, processing has overhead, and the final displayed rate is not a simple proof of a fixed underlying render rate.","If I see 300 FPS with 6X MFG, is my game rendering natively at 50 FPS?",{"id":980,"answer":1457,"question":1458},"Yes. A denser displayed frame stream can make motion smoother and better use high-refresh displays, assuming pacing and image quality remain good.","Do generated frames improve smoothness?",{"id":984,"answer":1460,"question":1461},"Frame Generation itself should not be used as a latency metric. NVIDIA pairs it with Reflex to optimize the latency pipeline, and latency should be measured separately.","Do generated frames reduce input latency?",{"id":988,"answer":1463,"question":1464},"It can increase displayed FPS beyond the conventional CPU-limited render rate because generated frames do not require the CPU to simulate every additional displayed frame. The underlying CPU bottleneck still exists.","Can Multi Frame Generation bypass a CPU bottleneck?",{"id":992,"answer":1466,"question":1467},"That label is technically unhelpful. The generated frames are real displayed frames, but they have a different origin from conventionally rendered frames. Reporting should distinguish the two.","Is generated FPS fake FPS?","DLSS 4.5, Multi Frame Generation and FPS",{"id":997,"data":1470,"type":568},{"text":1471,"level":47},"Glossary",{"id":1001,"data":1473,"type":1001},{"title":1474,"entries":1475},"Key frame-generation terms",[1476,1479,1482,1484,1486,1488,1491],{"term":1477,"anchor":1007,"definition":1478},"Traditionally rendered frame","A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.",{"term":1480,"anchor":1011,"definition":1481},"Generated frame","An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.",{"term":1014,"anchor":1015,"definition":1483},"DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.",{"term":1018,"anchor":1019,"definition":1485},"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":1025,"definition":1490},"Render-to-Display Ratio","A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.",{"term":584,"anchor":1029,"definition":1492},"A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.",{"id":1032,"data":1494,"type":568},{"text":1495,"level":47},"Primary sources",{"id":1036,"data":1497,"type":1043},{"link":1038,"meta":1498},{"image":1499,"title":1500,"description":1501},{"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":1045,"data":1503,"type":1043},{"link":1047,"meta":1504},{"image":1505,"title":1506,"description":1507},{"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":1053,"data":1509,"type":1043},{"link":1055,"meta":1510},{"image":1511,"title":1512,"description":1513},{"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":1061,"data":1515,"type":1043},{"link":1063,"meta":1516},{"image":1517,"title":1518,"description":1519},{"url":13},"NVIDIA — DLSS 4 Multi Frame Generation","Official release with CPU-bottleneck examples and the distinction between traditionally rendered and generated frames.",{"id":1069,"data":1521,"type":1043},{"link":1071,"meta":1522},{"image":1523,"title":1074,"description":1524},{"url":13},"Official documentation of Reflex latency stages, low-latency mode and Frame Warp.",{"id":1077,"data":1526,"type":1043},{"link":1079,"meta":1527},{"image":1528,"title":1529,"description":1530},{"url":13},"NVIDIA Technical Blog — Understanding and Measuring PC Latency","Official technical article describing PCL Stats and per-frame latency measurement across the PC pipeline.","2.31.0","DLSS 4.5 can generate up to five additional frames for every traditionally rendered frame on supported RTX 50 Series GPUs. This guide explains the difference between rendered FPS and displayed FPS, why CPU bottlenecks can be bypassed at the presentation layer, and why latency still needs to be measured 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Koristite ove jednostavne recepte za ograničavanje kako biste stabilizovali frame pacing za VRR i ne-VRR ekrane.","2026-02-21T05:20:00.000Z",{"id":1779,"slug":1780,"title":1781,"excerpt":1782,"featuredImage":14,"publishedAt":1783},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","Frame Pacing: Zašto 60 FPS može delovati gore od 50 (Doslednost pobeđuje)","Glatkoća nije samo FPS. To je frame pacing. Saznajte zašto su dosledna vremena kadrova bolja od višeg, ali nestabilnog FPS-a i kako da stabilizujete tajming.","2026-02-19T11:00:00.000Z",{"id":1785,"slug":1786,"title":1787,"excerpt":1788,"featuredImage":1789,"publishedAt":1790},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR nije DLSS: Kako NPU skaliranje funkcioniše bez integracije u igre","Windows Auto SR može da poveća rezoluciju podržanih igara bez DLSS, FSR ili XeSS integracije. Umesto pokretanja modela rekonstrukcije unutar igre na GPU-u, Windows koristi NPU da ponovo izgradi sliku više rezolucije iz rendera niže rezolucije.","\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":1792,"slug":1793,"title":1794,"excerpt":1795,"featuredImage":1796,"publishedAt":1797},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 nije samo skaliranje: šta zapravo menja neuronsko renderovanje vođeno 3D-om","DLSS 5 pomera AI u novi deo grafičkog pipeline-a. Umesto samo rekonstruisanja rezolucije ili generisanja dodatnih frejmova, 3D-Vođeno Neuronsko Renderovanje koristi sopstveni frejm gejm endžina kao osnovu i unapređuje osvetljenje i detalje materijala pod kontrolom developera.","\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":1799,"slug":1800,"title":1801,"excerpt":1802,"featuredImage":1803,"publishedAt":1804},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG saveznik pokazuje zašto AI saigračima trebaju dva mozga: brzi refleksi i sporo rezonovanje","Jezički model može da razume taktiku i nameru igrača, ali ne bi trebalo direktno da kontroliše svaki pokret i borbenu reakciju. PUBG Ally prikazuje praktičniju arhitekturu: brzu kontrolu pomoću stabla ponašanja za refleksne radnje, u kombinaciji sa malim jezičkim modelom za planiranje, koordinaciju i prirodan razgovor.","\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":1806,"slug":1807,"title":1808,"excerpt":1809,"featuredImage":14,"publishedAt":1783},"100","frame-pacing-why-120-fps-can-still-feel-bad","Frame Pacing: Zašto 120 FPS i dalje može delovati loše","Glatkoća je tajming, a ne broj. Saznajte šta je frame pacing, zašto loša vremena frejmova deluju isprekidano čak i pri visokom FPS-u i praktičan redosled rešavanja.",{"id":1811,"slug":1812,"title":1813,"excerpt":1814,"featuredImage":14,"publishedAt":1783},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","Latencija i ulazno kašnjenje: Odakle zapravo dolazi kašnjenje (Kompletan lanac)","Input lag nije jedan broj. Saznajte pravi lanac latencije od vaših ruku do piksela, šta uzrokuje teške kontrole i praktičan redosled popravki.",{"id":1816,"slug":1817,"title":1818,"excerpt":1819,"featuredImage":14,"publishedAt":1820},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","USB ušteda energije: Skriveni uzrok seckanja i prekida veze miša","Ako se osećaj miša nasumično menja, USB ušteda energije može biti krivac. Koristite ovu listu za proveru da biste stabilizovali USB ulaz i zaustavili seckanje\u002Fprekide veze.","2026-02-20T15:00:00.000Z",{"id":1822,"slug":1823,"title":1824,"excerpt":1825,"featuredImage":1826,"publishedAt":1827},"439","why-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained","Zašto 120 FPS i dalje može da se oseća loše: Objašnjenje vremena kadra, 1% najnižih vrednosti i seckanja","Igra može da prijavi 120, 144 ili čak 200 FPS i dalje da se oseća neujednačeno. Ovaj vodič objašnjava zašto prosečan FPS može da sakrije lošu isporuku kadrova, kako vreme kadra i 1% najnižih vrednosti otkrivaju seckanje i kako da dijagnostikujete da li CPU, GPU ili neki drugi deo procesa izaziva problem.","\u002Fuploads\u002F2026\u002F09\u002Fwhy-120-fps-can-still-feel-bad-frame-time-1-lows-and-stutter-explained-1790374675922-u9tp75.webp","2026-09-25T18:17:00.000Z",{"id":1829,"slug":1830,"title":1831,"excerpt":1832,"featuredImage":1833,"publishedAt":1834},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","Intel XeSS 3 je više od nadogradnje rezolucije: Objašnjeni generisanje više frejmova i Xe niska latencija","XeSS 3 više nije samo Intelov upscaler. Sada kombinuje Super Resolution, Frame Generation, Multi Frame Generation i Xe Low Latency, sa do tri AI-generisana frejma po renderovanom frejmu na podržanom Intel hardveru.","\u002Fuploads\u002F2026\u002F09\u002Fintel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained-1790378533525-wfwa43.webp","2026-09-25T19:20:00.000Z",{"id":359,"slug":1836,"title":1837,"excerpt":1838,"featuredImage":14,"publishedAt":1783},"smoothness-frame-pacing-matters-more-than-fps","Glatkoća: Tempo frejmova je važniji od FPS-a","Glatkoća je dosledan tajming, a ne samo veći brojevi. Evo kako da razmišljate u vremenima kadrova i eliminišete osećaj ‘mikro-seckanja’.",{"id":1840,"slug":1841,"title":1842,"excerpt":1843,"featuredImage":14,"publishedAt":1783},"69","frame-pacing-why-120-fps-can-feel-worse-than-60-smoothness-explained","Frame Pacing: Zašto 120 FPS može delovati gore od 60 (Objašnjenje glatkoće)","Glatkoća je dosledan tajming, a ne maksimalni FPS. Saznajte šta je frame pacing, kako vremena kadrova stvaraju seckanje i koja je praktična osnova koja popravlja osećaj.","fallback",[],[]]