[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:zh":3,"public-menus:all":45,"post:dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames:zh":531,"related:post:dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames:zh:1":1778},{"statusCode":4,"data":5,"message":44},200,{"tenantId":6,"lang":7,"defaultLang":8,"siteUrl":9,"contactEmail":10,"brandName":11,"logoUrl":12,"siteName":11,"siteDescription":13,"ogImage":14,"robotsIndex":15,"socialLinks":14,"reservedSlugs":14,"seoPolicy":16},"figure","zh","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":17,"relatedContent":18,"crossDomainLinks":19},{"logoUrl":12},{"enabled":15},[20,23,26,29,32,35,38,41],{"url":21,"label":22,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":24,"label":25,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fstajic.de","stajic.de",{"url":27,"label":28,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.com","bazify.com",{"url":30,"label":31,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.de","bazify.de",{"url":33,"label":34,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":36,"label":37,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":39,"label":40,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fbazify.at","bazify.at",{"url":42,"label":43,"isActive":15,"showInFooter":15,"includeInSameAs":15},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",[46],{"id":47,"name":48,"location":49,"isActive":15,"isDefault":15,"items":50},2,"Main Menu","sidebar",[51,65,189,282,358,424],{"id":52,"title":53,"url":61,"target":62,"icon":63,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":64},"1",{"de":54,"en":55,"es":56,"fr":57,"it":55,"ru":58,"sr":59,"zh":60},"Startseite","Home","Inicio","Accueil","Главная","Početna","首页","\u002F","_self","i-lucide-home",[],{"id":66,"title":67,"url":76,"target":62,"icon":77,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":78},"3",{"de":68,"en":69,"es":70,"fr":71,"it":72,"ru":73,"sr":74,"zh":75},"Spiele","Games","Juegos","Jeux","Giochi","Игры","Igre","游戏","\u002Fgames","i-lucide-gamepad-2",[79,92,107,121,135,148,162,176],{"id":80,"title":81,"url":76,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":91},"3-1",{"de":82,"en":83,"es":84,"fr":85,"it":86,"ru":87,"sr":88,"zh":89},"Spiele-Hub","Games Hub","Centro de juegos","Hub de jeux","Hub Giochi","Игровой центр","Centar za igre","游戏中心","i-lucide-layout-grid",[],{"id":93,"title":94,"url":103,"target":62,"icon":104,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":106},"1-1",{"de":95,"en":96,"es":97,"fr":98,"it":99,"ru":100,"sr":101,"zh":102},"Neu & Angesagt","New & Trending","Novedades & Tendencias","Nouveautés & Tendances","Novità & Tendenze","Новинки & тренды","Novo & Popularno","新品 & 热门","\u002Fnews\u002Fgaming-news","i-lucide-sparkles","custom",[],{"id":108,"title":109,"url":118,"target":62,"icon":119,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":120},"1-2",{"de":110,"en":111,"es":112,"fr":113,"it":114,"ru":115,"sr":116,"zh":117},"Angebote","Deals","Ofertas","Offres","Offerte","Акции","Ponude","优惠","\u002Fdeals","i-lucide-badge-percent",[],{"id":122,"title":123,"url":132,"target":62,"icon":133,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":134},"1-3",{"de":124,"en":125,"es":126,"fr":127,"it":128,"ru":129,"sr":130,"zh":131},"Release-Kalender","Release Calendar","Calendario de lanzamientos","Calendrier des sorties","Calendario delle uscite","Календарь релизов","Kalendar izdanja","发布日历","\u002Freleases","i-lucide-calendar-days",[],{"id":136,"title":137,"url":145,"target":62,"icon":146,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":147},"3-2",{"de":138,"en":139,"es":140,"fr":141,"it":142,"sr":143,"zh":144},"amiibo-kompatible Spiele","amiibo-Compatible Games","Juegos compatibles con Amiibo","Jeux compatibles Amiibo","Giochi compatibili con amiibo","Amiibo kompatibilne igre","Amiibo 兼容游戏","\u002Freference\u002Fcompatibility","i-lucide-check-circle-2",[],{"id":149,"title":150,"url":159,"target":62,"icon":160,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":161},"3-3",{"de":151,"en":152,"es":153,"fr":154,"it":155,"ru":156,"sr":157,"zh":158},"Wie amiibo funktionieren","How amiibo work","Cómo funcionan los Amiibo","Comment fonctionnent les Amiibo","Come funzionano gli Amiibo","Как работают Amiibo","Kako Amiibo rade","Amiibo 如何运作","\u002Fgames\u002Fhow-amiibo-unlocks-work","i-lucide-puzzle",[],{"id":163,"title":164,"url":173,"target":62,"icon":174,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":175},"3-4",{"de":165,"en":166,"es":167,"fr":168,"it":169,"ru":170,"sr":171,"zh":172},"Beste Amiibo pro Spiel","Best amiibo per Game","Mejores Amiibo por juego","Meilleurs Amiibo par jeu","Migliori Amiibo per gioco","Лучшие Amiibo по играм","Najbolji Amiibo po igri","各游戏最佳 Amiibo","\u002Fgames\u002Fbest-amiibo-per-game","i-lucide-award",[],{"id":177,"title":178,"url":186,"target":62,"icon":187,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":188},"3-5",{"de":179,"en":180,"es":181,"fr":182,"it":183,"ru":184,"sr":185},"Freischaltbares & Belohnungen","Unlockables & Rewards","Desbloqueables & Recompensas","Déblocables & Récompenses","Sbloccabili & Ricompense","Разблокировки & награды","Otključavanja & nagrade","\u002Fgames\u002Funlocks-and-benefits","i-lucide-gift",[],{"id":190,"title":191,"url":199,"target":62,"icon":200,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":201},"4",{"de":192,"en":193,"es":194,"it":195,"ru":196,"sr":197,"zh":198},"Sammeln","Collecting","Coleccionismo","Collezionismo","Коллекционирование","Kolekcionarstvo","收藏","\u002Fcollecting","i-lucide-gem",[202,213,227,240,254,268],{"id":203,"title":204,"url":211,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":212},"4-1",{"de":205,"en":206,"fr":207,"it":208,"ru":209,"zh":210},"Sammel-Hub","Collecting Hub","Hub de collecte","Hub di raccolta","Центр сбора","收藏中心","\u002Famiibo\u002Fcollecting",[],{"id":214,"title":215,"url":224,"target":62,"icon":225,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":226},"4-2",{"de":216,"en":217,"es":218,"fr":219,"it":220,"ru":221,"sr":222,"zh":223},"Kaufberatung","Buying Guide","Guía de compra","Guide d'achat","Guida all'acquisto","Гид покупателя","Vodič za kupovinu","购买指南","\u002Famiibo-library\u002Famiibo-buying-smart","i-lucide-shopping-bag",[],{"id":228,"title":229,"url":237,"target":62,"icon":238,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":239},"4-3",{"de":230,"en":230,"es":231,"fr":232,"it":233,"ru":234,"sr":235,"zh":236},"Fake vs Real","Falso vs. Real","Faux vs Vrai","Falso vs Vero","Фейк vs Оригинал","Lažno vs Pravo","真假对比","\u002Famiibo-library\u002Famiibo-buying-smart\u002Favoid-fake-listings","i-lucide-scan",[],{"id":241,"title":242,"url":251,"target":62,"icon":252,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":253},"4-4",{"de":243,"en":244,"es":245,"fr":246,"it":247,"ru":248,"sr":249,"zh":250},"Aufbewahrung & Präsentation","Storage & Display","Almacenamiento & exhibición","Rangement & Présentation","Contenitori & Esposizione","Хранение & витрины","Odlaganje & izlaganje","存储 & 展示","\u002Famiibo-library\u002Famiibo-care-and-storage","i-lucide-box",[],{"id":255,"title":256,"url":265,"target":62,"icon":266,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":267},"4-5",{"de":257,"en":258,"es":259,"fr":260,"it":261,"ru":262,"sr":263,"zh":264},"Preisübersicht","Price Guide","Guía de precios","Guide des prix","Guida ai prezzi","Гид по ценам","Cenovnik","价格指南","\u002Fcollections\u002Fprice-guide","i-lucide-bar-chart-3",[],{"id":269,"title":270,"url":279,"target":62,"icon":280,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":281},"4-6",{"de":271,"en":272,"es":273,"fr":274,"it":275,"ru":276,"sr":277,"zh":278},"Raritäten","Rare Finds","Hallazgos únicos","Trouvailles rares","Pezzi rari","Редкие находки","Retki nalazi","稀有发现","\u002Fcollections\u002Frare-and-notable","i-lucide-trophy",[],{"id":283,"title":284,"url":292,"target":62,"icon":293,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":294},"5",{"de":285,"en":286,"es":287,"fr":286,"it":288,"ru":289,"sr":290,"zh":291},"Technik","Tech","Tecnología","Tecnologia","Технологии","Tehnologija","科技","\u002Ftech","i-lucide-cpu",[295,306,318,331,344],{"id":296,"title":297,"url":292,"target":62,"icon":90,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":305},"5-1",{"de":298,"en":298,"es":299,"fr":300,"it":301,"ru":302,"sr":303,"zh":304},"Tech Hub","Centro tecnológico","Hub Tech","Hub Tecnologico","Технохаб","Tehnološki centar","科技中心",[],{"id":307,"title":308,"url":315,"target":62,"icon":316,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":317},"5-2",{"de":309,"en":310,"fr":311,"it":312,"ru":313,"zh":314},"Audio- & Mikrofonqualität","Audio & Mic Quality","Qualité audio & micro","Qualità audio & mic","Качество звука & микрофона","音频 & 麦克风质量","\u002Fgear\u002Faudio","i-lucide-mic",[],{"id":319,"title":320,"url":328,"target":62,"icon":329,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":330},"5-3",{"de":321,"en":322,"es":323,"fr":324,"it":325,"sr":326,"zh":327},"Controller & Zubehör","Controllers & Accessories","Mandos & accesorios","Manettes & accessoires","Controller & Accessori","Kontroleri & dodatna oprema","控制器 & 配件","\u002Fgear\u002Fcontrols","i-lucide-joystick",[],{"id":332,"title":333,"url":341,"target":62,"icon":342,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":343},"5-4",{"de":334,"en":335,"es":336,"fr":337,"it":338,"ru":339,"sr":340},"Displays & Aufnahme","Displays & Capture","Pantallas & Captura","Écrans & Capture","Display & Acquisizione","Дисплеи & Захват","Ekrani & snimanje","\u002Fgear\u002Fdisplays","i-lucide-monitor",[],{"id":345,"title":346,"url":355,"target":62,"icon":356,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":357},"5-5",{"de":347,"en":348,"es":349,"fr":350,"it":351,"ru":352,"sr":353,"zh":354},"Netzwerkstabilität","Network Stability","Estabilidad de la red","Stabilité du réseau","Stabilità della rete","Стабильность сети","Stabilnost mreže","网络稳定性","\u002Fplaybooks\u002Fnetwork-stability","i-lucide-wifi",[],{"id":359,"title":360,"url":368,"target":62,"icon":369,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":370},"6",{"de":361,"en":361,"es":362,"fr":363,"it":364,"ru":365,"sr":366,"zh":367},"Shop","Tienda","Boutique","Negozio","Магазин","Prodavnica","商店","\u002Fshop","i-lucide-shopping-cart",[371,383,391,399,412],{"id":372,"title":373,"url":368,"target":62,"icon":381,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":382},"6-1",{"de":374,"en":375,"es":376,"fr":377,"ru":378,"sr":379,"zh":380},"Shop-Hub","Shop Hub","Centro de compras","Espace Boutique","Центр магазина","Centar za kupovinu","购物中心","i-lucide-store",[],{"id":384,"title":385,"url":388,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":390},"6-2",{"de":386,"en":386,"es":387,"fr":387,"it":387,"sr":387,"zh":387},"amiibo","Amiibo","\u002Famiibo-shop","i-lucide-scan-line",[],{"id":392,"title":393,"url":396,"target":62,"icon":397,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":398},"6-3",{"de":394,"en":394,"es":394,"fr":394,"it":394,"ru":394,"sr":394,"zh":395},"LEGO","乐高","\u002Flego-shop","i-lucide-blocks",[],{"id":400,"title":401,"url":409,"target":62,"icon":410,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":411},"6-4",{"de":402,"en":403,"es":404,"fr":405,"it":406,"sr":407,"zh":408},"Figuren & Sammlerstücke","Figures & Collectibles","Figuras & Coleccionables","Figurines & Objets de collection","Figure & Collezionismo","Figure & kolekcionarstvo","手办 & 收藏品","\u002Fshop\u002Ffigures","i-lucide-package",[],{"id":413,"title":414,"url":421,"target":62,"icon":422,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":423},"6-5",{"de":415,"en":415,"fr":416,"it":417,"ru":418,"sr":419,"zh":420},"Gaming Gear","Équipement gaming","Accessori gaming","Игровое снаряжение","Gejming oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"id":425,"title":426,"url":427,"target":62,"icon":389,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":428},"2",{"de":386,"en":386,"es":386,"fr":386,"it":386,"ru":386,"sr":386,"zh":386},"\u002Famiibo",[429,440,447,461,475,489,503,517],{"id":430,"title":431,"url":427,"target":62,"icon":90,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":439},"2-1",{"de":432,"en":433,"es":434,"fr":435,"it":435,"ru":436,"sr":437,"zh":438},"amiibo-Hub","amiibo Hub","Centro amiibo","Hub amiibo","Хаб amiibo","amiibo centar","amiibo 中心",[],{"id":441,"title":442,"url":444,"target":62,"icon":445,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":446},"1772724791061",{"de":443,"en":443},"Franchise","\u002Famiibo\u002Ffranchise","i-lucide-star",[],{"id":448,"title":449,"url":458,"target":62,"icon":459,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":460},"2-3",{"de":450,"en":451,"es":452,"fr":453,"it":454,"ru":455,"sr":456,"zh":457},"Region & Verpackung (EU\u002FUS\u002FJP)","Region & Packaging (EU\u002FUS\u002FJP)","Región y embalaje (UE\u002FEE. UU.\u002FJP)","Région & Emballage (UE\u002FUS\u002FJP)","Regione & Confezione (EU\u002FUS\u002FJP)","Регион & упаковка (EU\u002FUS\u002FJP)","Region & pakovanje (EU\u002FUS\u002FJP)","地区 & 包装 (EU\u002FUS\u002FJP)","\u002Famiibo-library\u002Famiibo-editions-and-regions","i-lucide-globe",[],{"id":462,"title":463,"url":472,"target":62,"icon":473,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":474},"2-4",{"de":464,"en":465,"es":466,"fr":467,"it":468,"ru":469,"sr":470,"zh":471},"Schnellidentifikations-Checkliste","Fast Identification Checklist","Lista de identificación rápida","Liste d'identification rapide","Checklist identificazione rapida","Чек-лист быстрой идентификации","Kontrolna lista za brzu identifikaciju","快速识别清单","\u002Famiibo\u002Fidentify-checklist","i-lucide-list-checks",[],{"id":476,"title":477,"url":486,"target":62,"icon":487,"isActive":15,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":488},"2-6",{"de":478,"en":479,"es":480,"fr":481,"it":482,"ru":483,"sr":484,"zh":485},"Tipps für Sealed-Sammlungen","Sealed Collection Tips","Consejos de colección sellada","Conseils collection scellée","Consigli collezione sigillata","Советы по коллекции Sealed","Saveti za zapečaćene kolekcije","密封收藏贴士","\u002Famiibo\u002Fsealed-tips","i-lucide-shield-check",[],{"id":490,"title":491,"url":500,"target":62,"icon":501,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":502},"2-5",{"de":492,"en":493,"es":494,"fr":495,"it":496,"ru":497,"sr":498,"zh":499},"Zustand & Bewertung","Condition & Grading","Estado & Graduación","État & Évaluation","Condizioni & Valutazione","Состояние & Оценка","Stanje & ocenjivanje","品相与分级","\u002Famiibo-library\u002Famiibo-condition-and-grading","i-lucide-badge-check",[],{"id":504,"title":505,"url":514,"target":62,"icon":515,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":516},"2-2",{"de":506,"en":507,"es":508,"fr":509,"it":510,"ru":511,"sr":512,"zh":513},"Ausgaben & Nachdrucke","Editions & Reprints","Ediciones & Reimpresiones","Éditions & Réimpressions","Edizioni & ristampe","Издания & переиздания","Izdanja & reizdanja","版本 & 重印","\u002Famiibo\u002Fcollecting\u002F","i-lucide-layers",[],{"id":518,"title":519,"url":528,"target":62,"icon":529,"isActive":15,"type":105,"productId":14,"categoryId":14,"shopCategoryId":14,"articleId":14,"pageId":14,"portfolioId":14,"children":530},"2-7",{"de":520,"en":521,"es":522,"fr":523,"it":524,"ru":525,"sr":526,"zh":527},"Nachdruck-Timeline","Reprint Timeline","Cronología de reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":532,"message":1777},{"id":533,"title":534,"slug":535,"content":536,"contentJson":537,"excerpt":1085,"featuredImage":1086,"featuredImageAlt":1087,"featuredImageCaption":14,"featuredImageTitle":14,"featuredImageCopyright":14,"featuredImageAuthor":14,"featuredImageSourceUrl":14,"featuredImageLicense":14,"featuredImageIsAiGenerated":706,"status":1088,"publishedAt":1089,"createdAt":1090,"updatedAt":1091,"seoLocalePaths":1092,"categories":1101,"author":1118,"translations":1122},"442","DLSS 4.5 6X：为什么 300 FPS 并不意味着游戏正在渲染 300 帧","dlss-4-5-6x-why-300-fps-does-not-mean-the-game-is-rendering-300-frames","\u003Cp>DLSS 4.5 可以在传统渲染的帧之间生成额外的帧，从而将游戏推向 240、300 甚至更高的显示帧率。这很有用，但它也改变了 FPS 计数器的含义。显示的帧不一定是新模拟并传统渲染的游戏帧。\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\">直接回答\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>启用多帧生成后，显示的 FPS 和原生渲染率不再是相同的测量指标。\u003C\u002Fstrong> 在支持的 GeForce RTX 50 系列 GPU 上，DLSS 4.5 可以为每个传统渲染的帧生成最多五个额外帧。显示器接收到的帧数可能远多于游戏引擎传统模拟和渲染的帧数。\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\">本文使用的模型\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">下面的帧来源模型和渲染与显示比率是实用的 Figure Rocks 框架。它们不是 NVIDIA 的正式术语。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"目录\">\u003Cstrong class=\"editorjs-toc__title\">目录\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 改变了高 FPS 数值的含义\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">帧来源模型\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">2X、4X 和 6X 实际意味着什么\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-15\" class=\"editorjs-toc__link\">动态多帧生成增加了另一层\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-19\" class=\"editorjs-toc__link\">渲染与显示比率\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-23\" class=\"editorjs-toc__link\">为什么 CPU 受限的游戏能显示出巨大的 FPS 提升\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-28\" class=\"editorjs-toc__link\">为什么 300 显示 FPS 不会自动感觉像 300 原生 FPS\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">显示流畅度和输入响应性是不同的维度\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-34\" class=\"editorjs-toc__link\">为什么更高的生成 FPS 仍然有价值\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-38\" class=\"editorjs-toc__link\">图像质量仍然重要\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">生成帧率解读测试\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-44\" class=\"editorjs-toc__link\">为什么基准测试图表现在需要更多背景信息\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-48\" class=\"editorjs-toc__link\">报告帧生成性能的更好方式\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">动态 6X 对 240 Hz 和 360 Hz 显示器意味着什么\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-54\" class=\"editorjs-toc__link\">不要将生成的 FPS 直接与旧的原生 FPS 规则进行比较\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">什么会改变这个答案？\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">局限性\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-64\" class=\"editorjs-toc__link\">结论\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-67\" class=\"editorjs-toc__link\">常见问题\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">术语表\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-71\" class=\"editorjs-toc__link\">主要来源\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">DLSS 4.5 改变了高 FPS 数值的含义\u003C\u002Fh2>\n\u003Cp>传统的 FPS 讨论假设每个显示的帧都大致对应游戏管线传统渲染的一个帧。帧生成打破了这种一对一的关系。\u003C\u002Fp>\n\u003Cp>NVIDIA 的 DLSS 4.5 动态多帧生成可以为每个传统渲染的帧生成最多五个额外帧，在支持的 GeForce RTX 50 系列 GPU 上达到 6 倍乘数。\u003C\u002Fp>\n\u003Cp>这使得显示的帧率对于运动流畅度和高刷新率显示器非常有用，但这也意味着标题中的 FPS 数值不再告诉你游戏模拟产生新渲染帧的频率。\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">帧来源模型\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">现代 DLSS 管线中的帧可能来自哪里\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. 游戏模拟\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">CPU 更新游戏逻辑、玩家状态、动画、物理和其他模拟工作。\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. 传统渲染的帧\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">游戏提交渲染工作，GPU 创建一个传统的游戏帧。\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. 超分辨率 \u002F 重建\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DLSS 可以从低分辨率输入和时间数据重建更高分辨率的图像。\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. 多帧生成\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">系统使用游戏和图像运动数据在传统渲染的帧之间创建额外的帧。\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. 显示帧流\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">显示器接收到包含传统渲染帧和生成帧的更高帧率序列。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Cp>重要的区别在于来源。有些帧始于新的游戏模拟\u002F渲染周期。其他帧则是为了在这些帧之间增加显示帧流而生成的。\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">2X、4X 和 6X 实际意味着什么\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">简化的乘数模型\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\">传统渲染的帧\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\">额外生成的帧\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\">可能的显示帧\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 帧生成\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 多帧生成\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 多帧生成\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\">不要盲目反推乘数\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">在 6X 模式下显示 300 FPS \u003Cstrong>并不\u003C\u002Fstrong> 证明底层原生渲染率在每一刻都恰好是 50 FPS。动态 MFG 可以改变乘数，管线有处理开销，而真实的帧节奏不是简单的固定算术序列。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-15\">动态多帧生成增加了另一层\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 增加了动态多帧生成。NVIDIA 将其描述为自动在帧乘数之间切换，以便系统只生成接近目标帧率所需的额外帧。\u003C\u002Fp>\n\u003Cp>这很重要，因为静态的 6X 标签可能会造成错误的心智模型。实际生成的帧数可能会随着工作负载的变化而变化。\u003C\u002Fp>\n\u003Cp>因此，报告最终显示帧率的性能叠加层描述的是输出流，而不是新模拟步骤的固定一对一计数。\u003C\u002Fp>\n\u003Ch2 id=\"section-19\">渲染与显示比率\u003C\u002Fh2>\n\u003Cp>在诊断时，将两种速率分开来看很有用：引擎按传统方式生成新帧的速率，以及帧最终呈现到显示器的速率。\u003C\u002Fp>\n\u003Cp>渲染与显示比率是 Figure Rocks 的一个概念，用于将这两个概念区分开来。它并非旨在替代厂商遥测数据，而是一种推理工具。\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\">指标\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">它告诉你什么\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">它不能证明什么\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">基础\u002F传统渲染速率\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">传统游戏\u002F渲染管线生成帧的频率\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示器最终接收到多少帧\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">生成帧倍数\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">可以插入多少额外帧\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">每个时刻都使用最大倍数\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示 FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">最终到达呈现阶段的帧流\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">游戏模拟本身以相同速率更新\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">PC 延迟\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">输入通过 PC 管线传播所需的时间\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">图像质量或帧生成伪影水平\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-23\">为什么 CPU 受限的游戏能显示出巨大的 FPS 提升\u003C\u002Fh2>\n\u003Cp>帧生成最有用的特性之一是，它可以在不需要 CPU 模拟和提交每一个额外生成帧的情况下，提高显示的帧输出。\u003C\u002Fp>\n\u003Cp>NVIDIA 在《霍格沃茨之遗》中通过 DLSS 4 展示了这一点：在引用的测试中，传统管线遇到了约 110 FPS 的 CPU 瓶颈，而多帧生成将显示输出提升到了远超该限制的水平。\u003C\u002Fp>\n\u003Cp>这并不意味着 CPU 突然开始以更高的显示速率模拟游戏。它意味着生成的帧可以将呈现吞吐量提升到超出传统渲染瓶颈的水平。\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\">这是一个特性，不是花招\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">即使引擎的传统渲染速率受 CPU 限制，生成的帧也能让高刷新率显示器上的运动显得更加流畅。错误不在于使用生成的帧；错误在于把最终的 FPS 数字当作每一帧都有相同来源。\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-28\">为什么 300 显示 FPS 不会自动感觉像 300 原生 FPS\u003C\u002Fh2>\n\u003Cp>响应性取决于延迟管线，而不仅仅是显示了多少帧。\u003C\u002Fp>\n\u003Cp>NVIDIA Reflex 测量包括输入、模拟、渲染提交、图形驱动、渲染队列和 GPU 渲染在内的各个阶段的延迟。这些阶段说明了为什么最终的 FPS 数字本身无法描述响应性。\u003C\u002Fp>\n\u003Cp>多帧生成在传统渲染的帧之间添加视觉帧，但这些生成的帧并不代表新的 CPU 模拟步骤。因此，Reflex 与帧生成配合使用，以控制延迟并保持管线响应性。\u003C\u002Fp>\n\u003Ch2 id=\"section-32\">显示流畅度和输入响应性是不同的维度\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">添加生成帧时会发生什么变化\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\">可以改善\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\">仍然取决于基础管线\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\">运动呈现\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\">高刷新率利用率\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\">响应性\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 瓶颈\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\">为什么更高的生成 FPS 仍然有价值\u003C\u002Fh2>\n\u003Cp>区分渲染帧和生成帧不应与否定生成帧混为一谈。\u003C\u002Fp>\n\u003Cp>240 Hz 或 360 Hz 显示器从接收更多视觉更新中受益。摄像机运动看起来可以更流畅，抖动可以减少，而原本对于极高呈现速率来说过于沉重的路径追踪工作负载也变得更加实用。\u003C\u002Fp>\n\u003Cp>DLSS 4.5 的目的正是用 AI 重建工作来换取更密集的显示帧流。技术问题在于该帧流是如何产生的，而不是额外帧是否存在。\u003C\u002Fp>\n\u003Ch2 id=\"section-38\">图像质量仍然重要\u003C\u002Fh2>\n\u003Cp>生成的帧是根据可用的游戏和图像运动数据做出的预测。快速的摄像机移动、去遮挡、透明度、粒子和 UI 元素都会使重建变得更加困难。\u003C\u002Fp>\n\u003Cp>NVIDIA 的 DLSS 4.5 更新引入了增强的帧生成模型，在支持的引擎中可以利用额外的 UI 缓冲区来改善对静态界面元素（如小地图和其他屏幕 UI）的处理。\u003C\u002Fp>\n\u003Cp>这提醒我们，帧生成质量不仅取决于倍数，还取决于模型可用的信息以及游戏集成的质量。\u003C\u002Fp>\n\u003Ch2 id=\"section-42\">生成帧率解读测试\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">启用多帧生成时如何解读 FPS 数值\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. 确定模式\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">帧生成是关闭、2X、3X、4X、5X、6X 还是动态 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. 将显示 FPS 与基础渲染分开\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">不要假设最终叠加显示的数值就是引擎的传统渲染速率。\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. 单独检查延迟\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">使用 Reflex\u002FPCL 风格的延迟数据或一致的延迟测量，而不是从 FPS 推断响应性。\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. 检查帧节奏\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">高输出速率只有在交付保持足够一致时才有用。\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. 检查图像稳定性\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">留意 UI 伪影、去遮挡错误、运动伪影或不稳定的精细细节。\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. 与关闭帧生成时对比\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">基础运行揭示了生成输出所基于的传统性能下限。\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. 根据你的目标判断\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">高刷新率单人游戏的流畅度和竞技游戏的延迟是不同的优化目标。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-44\">为什么基准测试图表现在需要更多背景信息\u003C\u002Fh2>\n\u003Cp>如果基准测试只显示“300 FPS”，却没有说明该数值是否包含帧生成、使用了哪个倍数、激活了哪种超分辨率模式以及底层传统性能如何，那么这个数据是不完整的。\u003C\u002Fp>\n\u003Cp>在比较 GPU 世代时，这一点尤为重要。NVIDIA 自己的 RTX 50 系列性能图表明确区分了 RTX 40 系列上的帧生成和 RTX 50 系列上的多帧生成模式。\u003C\u002Fp>\n\u003Cp>这种比较仍然有用，但方法必须说明显示帧率是如何产生的。\u003C\u002Fp>\n\u003Ch2 id=\"section-48\">报告帧生成性能的更好方式\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\">报告项\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">为什么重要\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">关闭帧生成时的基础 FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示传统性能下限\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">开启帧生成时的显示 FPS\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示最终呈现吞吐量\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">MFG 模式 \u002F 倍数\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">说明帧生成的激进程度\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">超分辨率模式\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示传统渲染工作负载减少了多少\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">延迟\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">将响应性与呈现吞吐量分开\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">帧时间 \u002F 节奏数据\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">显示输出流是否一致地交付\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">游戏 + 补丁 + 分辨率 + 设置\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">定义工作负载以便结果可复现\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-50\">动态 6X 对 240 Hz 和 360 Hz 显示器意味着什么\u003C\u002Fh2>\n\u003Cp>NVIDIA 将动态多帧生成专门定位在超高刷新率 4K 路径追踪游戏上。该系统可以改变倍数，而不是始终盲目地生成最大数量的帧。\u003C\u002Fp>\n\u003Cp>这使得目标显示器成为控制问题的一部分。如果基础性能已经足够高，可能只需要更少的生成帧。如果工作负载变得更重，更高的倍数可以帮助维持目标输出速率。\u003C\u002Fp>\n\u003Cp>因此，有用的性能问题从“我的最大 FPS 是多少？”转变为“系统能否在可接受的延迟和图像稳定性下维持呈现目标？”\u003C\u002Fp>\n\u003Ch2 id=\"section-54\">不要将生成的 FPS 直接与旧的原生 FPS 规则进行比较\u003C\u002Fh2>\n\u003Cp>诸如“在帧生成可用之前，你需要至少 X 原生 FPS”这样的规则来自早期的实现、硬件和延迟行为。它们不应被视为永恒的定律。\u003C\u002Fp>\n\u003Cp>正确的阈值取决于游戏、基础帧时间、延迟、显示器刷新率、MFG 模式、Reflex 行为以及玩家对伪影或响应延迟的敏感度。\u003C\u002Fp>\n\u003Cp>测量实际体验，而不是从不同代技术中引入一个固定数字。\u003C\u002Fp>\n\u003Ch2 id=\"section-58\">什么会改变这个答案？\u003C\u002Fh2>\n\u003Cp>未来的系统可能会集成模拟预测、延迟输入更新或更复杂的帧扭曲，使得游戏模拟、传统渲染和最终呈现之间的关系变得更加不一一对应。\u003C\u002Fp>\n\u003Cp>Reflex 2 Frame Warp 已经指向了这个方向，通过在扫描输出前不久用更新的输入来更新显示的摄像机视图。随着这些技术的发展，FPS 将越来越无法完整描述整个交互管线。\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">局限性\u003C\u002Fh2>\n\u003Cp>NVIDIA 发布的性能数据是在指定条件下的厂商测量结果。它们展示了支持的行为和架构，但不应被视为针对每款游戏或 GPU 的独立基准测试。\u003C\u002Fp>\n\u003Cp>本文中简化的倍数示例从概念上解释了帧的来源。动态 MFG、节奏控制、丢帧、工作负载变化和呈现行为使得真实捕获更加复杂。\u003C\u002Fp>\n\u003Ch2 id=\"section-64\">结论\u003C\u002Fh2>\n\u003Cp>DLSS 4.5 让一个旧习惯变得越来越危险：将单一的 FPS 数字视为游戏性能的完整描述。\u003C\u002Fp>\n\u003Cp>借助 6X 多帧生成，一个传统渲染的帧可以伴随最多五个生成帧。这可以产生异常流畅的高刷新率呈现，但最终的 FPS 计数器现在混合了帧的来源。为了进行有意义的分析，请将基础渲染、生成输出、延迟、节奏和图像稳定性分开考虑。\u003C\u002Fp>\n\u003Ch2 id=\"section-67\">常见问题\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、多帧生成和 FPS\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">DLSS 4.5 真的会生成五帧吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">在支持的 GeForce RTX 50 系列 GPU 上，6X 多帧生成可以为每个传统渲染帧生成最多五个额外帧。\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\">如果我看到 6X MFG 下 300 FPS，我的游戏是以 50 FPS 原生渲染的吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">不一定。倍数可以是动态的，处理有开销，最终显示速率并不能简单证明固定的底层渲染速率。\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\">生成的帧能提高流畅度吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">是的。更密集的显示帧流可以使运动更流畅，并更好地利用高刷新率显示器，前提是节奏和图像质量保持良好。\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\">生成的帧能降低输入延迟吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">帧生成本身不应被用作延迟指标。NVIDIA 将其与 Reflex 配合以优化延迟管线，延迟应单独测量。\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\">多帧生成能绕过 CPU 瓶颈吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">它可以将显示的 FPS 提高到超过传统 CPU 限制的渲染速率，因为生成的帧不需要 CPU 模拟每个额外的显示帧。底层的 CPU 瓶颈仍然存在。\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\">生成的 FPS 是假 FPS 吗？\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">这个标签在技术上没有帮助。生成的帧是真实的显示帧，但它们与传统渲染的帧来源不同。报告应区分两者。\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-69\">术语表\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\">关键帧生成术语\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\">传统渲染帧\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">在可选帧生成之前，通过传统游戏模拟和渲染管线生成的帧。\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\">生成帧\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">使用时间、运动和游戏提供的数据，在传统渲染帧之间合成的额外显示帧。\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\">多帧生成\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS 技术，可以为每个传统渲染帧合成多个额外帧。\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\">动态多帧生成\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">DLSS 4.5 功能，可以根据目标帧率目标改变帧生成倍数。\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\">显示 FPS\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">最终呈现给显示器的帧速率，可能包括传统渲染帧和生成帧。\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\">渲染到显示比率\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks 概念，用于将传统帧生成速率与最终显示帧流分开。\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\">帧来源模型\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks 框架，用于识别显示帧是来自传统渲染、重建还是帧生成。\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-71\">主要来源\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 动态多帧生成和 6X 模式\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">2026 年 3 月官方发布，描述了动态 MFG、5X\u002F6X 模式以及每个传统渲染帧最多五个生成帧。\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 — 搭载 DLSS 4.5 的 GeForce RTX 50 系列\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">NVIDIA 官方对动态多帧生成、6 倍输出和第二代 Transformer 模型的概述。\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 多帧生成 AI 创新\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">关于多帧生成、模型效率、生成帧输入以及 Blackwell 专属实现变更的官方技术说明。\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 多帧生成\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">官方发布内容，包含 CPU 瓶颈示例以及传统渲染帧与生成帧之间的区别。\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 开发者 — Reflex SDK\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Reflex 延迟阶段、低延迟模式和 Frame Warp 的官方文档。\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 技术博客 — 理解并测量 PC 延迟\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">官方技术文章，介绍 PCL Stats 以及整个 PC 流水线中的逐帧延迟测量。\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1084},1790376322351,[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 可以在传统渲染的帧之间生成额外的帧，从而将游戏推向 240、300 甚至更高的显示帧率。这很有用，但它也改变了 FPS 计数器的含义。显示的帧不一定是新模拟并传统渲染的游戏帧。","paragraph",{"id":546,"data":547,"type":551},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>启用多帧生成后，显示的 FPS 和原生渲染率不再是相同的测量指标。\u003C\u002Fstrong> 在支持的 GeForce RTX 50 系列 GPU 上，DLSS 4.5 可以为每个传统渲染的帧生成最多五个额外帧。显示器接收到的帧数可能远多于游戏引擎传统模拟和渲染的帧数。","直接回答","info","callout",{"id":553,"data":554,"type":551},"model-note",{"body":555,"title":556,"variant":557},"下面的帧来源模型和渲染与显示比率是实用的 Figure Rocks 框架。它们不是 NVIDIA 的正式术语。","本文使用的模型","note",{"id":559,"data":560,"type":563},"toc",{"title":561,"maxLevel":562,"minLevel":47},"目录",3,"tableOfContents",{"id":565,"data":566,"type":568},"h-meaning",{"text":567,"level":47},"DLSS 4.5 改变了高 FPS 数值的含义","header",{"id":570,"data":571,"type":544},"p-meaning-1",{"text":572},"传统的 FPS 讨论假设每个显示的帧都大致对应游戏管线传统渲染的一个帧。帧生成打破了这种一对一的关系。",{"id":574,"data":575,"type":544},"p-meaning-2",{"text":576},"NVIDIA 的 DLSS 4.5 动态多帧生成可以为每个传统渲染的帧生成最多五个额外帧，在支持的 GeForce RTX 50 系列 GPU 上达到 6 倍乘数。",{"id":578,"data":579,"type":544},"p-meaning-3",{"text":580},"这使得显示的帧率对于运动流畅度和高刷新率显示器非常有用，但这也意味着标题中的 FPS 数值不再告诉你游戏模拟产生新渲染帧的频率。",{"id":582,"data":583,"type":568},"h-origin",{"text":584,"level":47},"帧来源模型",{"id":586,"data":587,"type":606},"origin-flow",{"steps":588,"title":604,"orientation":605},[589,592,595,598,601],{"label":590,"description":591},"1. 游戏模拟","CPU 更新游戏逻辑、玩家状态、动画、物理和其他模拟工作。",{"label":593,"description":594},"2. 传统渲染的帧","游戏提交渲染工作，GPU 创建一个传统的游戏帧。",{"label":596,"description":597},"3. 超分辨率 \u002F 重建","DLSS 可以从低分辨率输入和时间数据重建更高分辨率的图像。",{"label":599,"description":600},"4. 多帧生成","系统使用游戏和图像运动数据在传统渲染的帧之间创建额外的帧。",{"label":602,"description":603},"5. 显示帧流","显示器接收到包含传统渲染帧和生成帧的更高帧率序列。","现代 DLSS 管线中的帧可能来自哪里","auto","processFlow",{"id":608,"data":609,"type":544},"p-origin",{"text":610},"重要的区别在于来源。有些帧始于新的游戏模拟\u002F渲染周期。其他帧则是为了在这些帧之间增加显示帧流而生成的。",{"id":612,"data":613,"type":568},"h-multipliers",{"text":614,"level":47},"2X、4X 和 6X 实际意味着什么",{"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 帧生成",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":626},"4x","4X 多帧生成",{"rendered":52,"displayed":627,"generated":628},"Up to 4","Up to 3",{"id":630,"label":631,"values":632},"6x","6X 多帧生成",{"rendered":52,"displayed":633,"generated":634},"Up to 6","Up to 5","简化的乘数模型","table",[638,641,644],{"id":639,"label":640},"rendered","传统渲染的帧",{"id":642,"label":643},"generated","额外生成的帧",{"id":645,"label":646},"displayed","可能的显示帧","comparison",{"id":649,"data":650,"type":551},"multiplier-warning",{"body":651,"title":652,"variant":653},"在 6X 模式下显示 300 FPS \u003Cstrong>并不\u003C\u002Fstrong> 证明底层原生渲染率在每一刻都恰好是 50 FPS。动态 MFG 可以改变乘数，管线有处理开销，而真实的帧节奏不是简单的固定算术序列。","不要盲目反推乘数","warning",{"id":655,"data":656,"type":568},"h-dynamic",{"text":657,"level":47},"动态多帧生成增加了另一层",{"id":659,"data":660,"type":544},"p-dynamic-1",{"text":661},"DLSS 4.5 增加了动态多帧生成。NVIDIA 将其描述为自动在帧乘数之间切换，以便系统只生成接近目标帧率所需的额外帧。",{"id":663,"data":664,"type":544},"p-dynamic-2",{"text":665},"这很重要，因为静态的 6X 标签可能会造成错误的心智模型。实际生成的帧数可能会随着工作负载的变化而变化。",{"id":667,"data":668,"type":544},"p-dynamic-3",{"text":669},"因此，报告最终显示帧率的性能叠加层描述的是输出流，而不是新模拟步骤的固定一对一计数。",{"id":671,"data":672,"type":568},"h-ratio",{"text":673,"level":47},"渲染与显示比率",{"id":675,"data":676,"type":544},"p-ratio-1",{"text":677},"在诊断时，将两种速率分开来看很有用：引擎按传统方式生成新帧的速率，以及帧最终呈现到显示器的速率。",{"id":679,"data":680,"type":544},"p-ratio-2",{"text":681},"渲染与显示比率是 Figure Rocks 的一个概念，用于将这两个概念区分开来。它并非旨在替代厂商遥测数据，而是一种推理工具。",{"id":683,"data":684,"type":636},"ratio-table",{"content":685,"stretched":706,"withHeadings":15},[686,690,694,698,702],[687,688,689],"指标","它告诉你什么","它不能证明什么",[691,692,693],"基础\u002F传统渲染速率","传统游戏\u002F渲染管线生成帧的频率","显示器最终接收到多少帧",[695,696,697],"生成帧倍数","可以插入多少额外帧","每个时刻都使用最大倍数",[699,700,701],"显示 FPS","最终到达呈现阶段的帧流","游戏模拟本身以相同速率更新",[703,704,705],"PC 延迟","输入通过 PC 管线传播所需的时间","图像质量或帧生成伪影水平",false,{"id":708,"data":709,"type":568},"h-cpu",{"text":710,"level":47},"为什么 CPU 受限的游戏能显示出巨大的 FPS 提升",{"id":712,"data":713,"type":544},"p-cpu-1",{"text":714},"帧生成最有用的特性之一是，它可以在不需要 CPU 模拟和提交每一个额外生成帧的情况下，提高显示的帧输出。",{"id":716,"data":717,"type":544},"p-cpu-2",{"text":718},"NVIDIA 在《霍格沃茨之遗》中通过 DLSS 4 展示了这一点：在引用的测试中，传统管线遇到了约 110 FPS 的 CPU 瓶颈，而多帧生成将显示输出提升到了远超该限制的水平。",{"id":720,"data":721,"type":544},"p-cpu-3",{"text":722},"这并不意味着 CPU 突然开始以更高的显示速率模拟游戏。它意味着生成的帧可以将呈现吞吐量提升到超出传统渲染瓶颈的水平。",{"id":724,"data":725,"type":551},"feature-note",{"body":726,"title":727,"variant":728},"即使引擎的传统渲染速率受 CPU 限制，生成的帧也能让高刷新率显示器上的运动显得更加流畅。错误不在于使用生成的帧；错误在于把最终的 FPS 数字当作每一帧都有相同来源。","这是一个特性，不是花招","success",{"id":730,"data":731,"type":568},"h-latency",{"text":732,"level":47},"为什么 300 显示 FPS 不会自动感觉像 300 原生 FPS",{"id":734,"data":735,"type":544},"p-lat-1",{"text":736},"响应性取决于延迟管线，而不仅仅是显示了多少帧。",{"id":738,"data":739,"type":544},"p-lat-2",{"text":740},"NVIDIA Reflex 测量包括输入、模拟、渲染提交、图形驱动、渲染队列和 GPU 渲染在内的各个阶段的延迟。这些阶段说明了为什么最终的 FPS 数字本身无法描述响应性。",{"id":742,"data":743,"type":544},"p-lat-3",{"text":744},"多帧生成在传统渲染的帧之间添加视觉帧，但这些生成的帧并不代表新的 CPU 模拟步骤。因此，Reflex 与帧生成配合使用，以控制延迟并保持管线响应性。",{"id":746,"data":747,"type":568},"h-twoaxes",{"text":748,"level":47},"显示流畅度和输入响应性是不同的维度",{"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","运动呈现",{"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","高刷新率利用率",{"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","响应性",{"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 瓶颈",{"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","添加生成帧时会发生什么变化",[779,782],{"id":780,"label":781},"improves","可以改善",{"id":783,"label":784},"separate","仍然取决于基础管线",{"id":786,"data":787,"type":568},"h-value",{"text":788,"level":47},"为什么更高的生成 FPS 仍然有价值",{"id":790,"data":791,"type":544},"p-value-1",{"text":792},"区分渲染帧和生成帧不应与否定生成帧混为一谈。",{"id":794,"data":795,"type":544},"p-value-2",{"text":796},"240 Hz 或 360 Hz 显示器从接收更多视觉更新中受益。摄像机运动看起来可以更流畅，抖动可以减少，而原本对于极高呈现速率来说过于沉重的路径追踪工作负载也变得更加实用。",{"id":798,"data":799,"type":544},"p-value-3",{"text":800},"DLSS 4.5 的目的正是用 AI 重建工作来换取更密集的显示帧流。技术问题在于该帧流是如何产生的，而不是额外帧是否存在。",{"id":802,"data":803,"type":568},"h-quality",{"text":804,"level":47},"图像质量仍然重要",{"id":806,"data":807,"type":544},"p-quality-1",{"text":808},"生成的帧是根据可用的游戏和图像运动数据做出的预测。快速的摄像机移动、去遮挡、透明度、粒子和 UI 元素都会使重建变得更加困难。",{"id":810,"data":811,"type":544},"p-quality-2",{"text":812},"NVIDIA 的 DLSS 4.5 更新引入了增强的帧生成模型，在支持的引擎中可以利用额外的 UI 缓冲区来改善对静态界面元素（如小地图和其他屏幕 UI）的处理。",{"id":814,"data":815,"type":544},"p-quality-3",{"text":816},"这提醒我们，帧生成质量不仅取决于倍数，还取决于模型可用的信息以及游戏集成的质量。",{"id":818,"data":819,"type":568},"h-test",{"text":820,"level":47},"生成帧率解读测试",{"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. 确定模式","帧生成是关闭、2X、3X、4X、5X、6X 还是动态 MFG？",{"label":829,"description":830},"2. 将显示 FPS 与基础渲染分开","不要假设最终叠加显示的数值就是引擎的传统渲染速率。",{"label":832,"description":833},"3. 单独检查延迟","使用 Reflex\u002FPCL 风格的延迟数据或一致的延迟测量，而不是从 FPS 推断响应性。",{"label":835,"description":836},"4. 检查帧节奏","高输出速率只有在交付保持足够一致时才有用。",{"label":838,"description":839},"5. 检查图像稳定性","留意 UI 伪影、去遮挡错误、运动伪影或不稳定的精细细节。",{"label":841,"description":842},"6. 与关闭帧生成时对比","基础运行揭示了生成输出所基于的传统性能下限。",{"label":844,"description":845},"7. 根据你的目标判断","高刷新率单人游戏的流畅度和竞技游戏的延迟是不同的优化目标。","启用多帧生成时如何解读 FPS 数值",{"id":848,"data":849,"type":568},"h-benchmarks",{"text":850,"level":47},"为什么基准测试图表现在需要更多背景信息",{"id":852,"data":853,"type":544},"p-bench-1",{"text":854},"如果基准测试只显示“300 FPS”，却没有说明该数值是否包含帧生成、使用了哪个倍数、激活了哪种超分辨率模式以及底层传统性能如何，那么这个数据是不完整的。",{"id":856,"data":857,"type":544},"p-bench-2",{"text":858},"在比较 GPU 世代时，这一点尤为重要。NVIDIA 自己的 RTX 50 系列性能图表明确区分了 RTX 40 系列上的帧生成和 RTX 50 系列上的多帧生成模式。",{"id":860,"data":861,"type":544},"p-bench-3",{"text":862},"这种比较仍然有用，但方法必须说明显示帧率是如何产生的。",{"id":864,"data":865,"type":568},"h-reporting",{"text":866,"level":47},"报告帧生成性能的更好方式",{"id":868,"data":869,"type":636},"report-table",{"content":870,"stretched":706,"withHeadings":15},[871,874,877,880,883,886,889,892],[872,873],"报告项","为什么重要",[875,876],"关闭帧生成时的基础 FPS","显示传统性能下限",[878,879],"开启帧生成时的显示 FPS","显示最终呈现吞吐量",[881,882],"MFG 模式 \u002F 倍数","说明帧生成的激进程度",[884,885],"超分辨率模式","显示传统渲染工作负载减少了多少",[887,888],"延迟","将响应性与呈现吞吐量分开",[890,891],"帧时间 \u002F 节奏数据","显示输出流是否一致地交付",[893,894],"游戏 + 补丁 + 分辨率 + 设置","定义工作负载以便结果可复现",{"id":896,"data":897,"type":568},"h-highrefresh",{"text":898,"level":47},"动态 6X 对 240 Hz 和 360 Hz 显示器意味着什么",{"id":900,"data":901,"type":544},"p-refresh-1",{"text":902},"NVIDIA 将动态多帧生成专门定位在超高刷新率 4K 路径追踪游戏上。该系统可以改变倍数，而不是始终盲目地生成最大数量的帧。",{"id":904,"data":905,"type":544},"p-refresh-2",{"text":906},"这使得目标显示器成为控制问题的一部分。如果基础性能已经足够高，可能只需要更少的生成帧。如果工作负载变得更重，更高的倍数可以帮助维持目标输出速率。",{"id":908,"data":909,"type":544},"p-refresh-3",{"text":910},"因此，有用的性能问题从“我的最大 FPS 是多少？”转变为“系统能否在可接受的延迟和图像稳定性下维持呈现目标？”",{"id":912,"data":913,"type":568},"h-oldrules",{"text":914,"level":47},"不要将生成的 FPS 直接与旧的原生 FPS 规则进行比较",{"id":916,"data":917,"type":544},"p-old-1",{"text":918},"诸如“在帧生成可用之前，你需要至少 X 原生 FPS”这样的规则来自早期的实现、硬件和延迟行为。它们不应被视为永恒的定律。",{"id":920,"data":921,"type":544},"p-old-2",{"text":922},"正确的阈值取决于游戏、基础帧时间、延迟、显示器刷新率、MFG 模式、Reflex 行为以及玩家对伪影或响应延迟的敏感度。",{"id":924,"data":925,"type":544},"p-old-3",{"text":926},"测量实际体验，而不是从不同代技术中引入一个固定数字。",{"id":928,"data":929,"type":568},"h-change",{"text":930,"level":47},"什么会改变这个答案？",{"id":932,"data":933,"type":544},"p-change-1",{"text":934},"未来的系统可能会集成模拟预测、延迟输入更新或更复杂的帧扭曲，使得游戏模拟、传统渲染和最终呈现之间的关系变得更加不一一对应。",{"id":936,"data":937,"type":544},"p-change-2",{"text":938},"Reflex 2 Frame Warp 已经指向了这个方向，通过在扫描输出前不久用更新的输入来更新显示的摄像机视图。随着这些技术的发展，FPS 将越来越无法完整描述整个交互管线。",{"id":940,"data":941,"type":568},"h-limit",{"text":942,"level":47},"局限性",{"id":944,"data":945,"type":544},"p-limit-1",{"text":946},"NVIDIA 发布的性能数据是在指定条件下的厂商测量结果。它们展示了支持的行为和架构，但不应被视为针对每款游戏或 GPU 的独立基准测试。",{"id":948,"data":949,"type":544},"p-limit-2",{"text":950},"本文中简化的倍数示例从概念上解释了帧的来源。动态 MFG、节奏控制、丢帧、工作负载变化和呈现行为使得真实捕获更加复杂。",{"id":952,"data":953,"type":568},"h-conclusion",{"text":954,"level":47},"结论",{"id":956,"data":957,"type":544},"p-conc-1",{"text":958},"DLSS 4.5 让一个旧习惯变得越来越危险：将单一的 FPS 数字视为游戏性能的完整描述。",{"id":960,"data":961,"type":544},"p-conc-2",{"text":962},"借助 6X 多帧生成，一个传统渲染的帧可以伴随最多五个生成帧。这可以产生异常流畅的高刷新率呈现，但最终的 FPS 计数器现在混合了帧的来源。为了进行有意义的分析，请将基础渲染、生成输出、延迟、节奏和图像稳定性分开考虑。",{"id":964,"data":965,"type":568},"h-faq",{"text":966,"level":47},"常见问题",{"id":968,"data":969,"type":968},"faq",{"items":970,"title":995},[971,975,979,983,987,991],{"id":972,"answer":973,"question":974},"faq1","在支持的 GeForce RTX 50 系列 GPU 上，6X 多帧生成可以为每个传统渲染帧生成最多五个额外帧。","DLSS 4.5 真的会生成五帧吗？",{"id":976,"answer":977,"question":978},"faq2","不一定。倍数可以是动态的，处理有开销，最终显示速率并不能简单证明固定的底层渲染速率。","如果我看到 6X MFG 下 300 FPS，我的游戏是以 50 FPS 原生渲染的吗？",{"id":980,"answer":981,"question":982},"faq3","是的。更密集的显示帧流可以使运动更流畅，并更好地利用高刷新率显示器，前提是节奏和图像质量保持良好。","生成的帧能提高流畅度吗？",{"id":984,"answer":985,"question":986},"faq4","帧生成本身不应被用作延迟指标。NVIDIA 将其与 Reflex 配合以优化延迟管线，延迟应单独测量。","生成的帧能降低输入延迟吗？",{"id":988,"answer":989,"question":990},"faq5","它可以将显示的 FPS 提高到超过传统 CPU 限制的渲染速率，因为生成的帧不需要 CPU 模拟每个额外的显示帧。底层的 CPU 瓶颈仍然存在。","多帧生成能绕过 CPU 瓶颈吗？",{"id":992,"answer":993,"question":994},"faq6","这个标签在技术上没有帮助。生成的帧是真实的显示帧，但它们与传统渲染的帧来源不同。报告应区分两者。","生成的 FPS 是假 FPS 吗？","DLSS 4.5、多帧生成和 FPS",{"id":997,"data":998,"type":568},"h-glossary",{"text":999,"level":47},"术语表",{"id":1001,"data":1002,"type":1001},"glossary",{"title":1003,"entries":1004},"关键帧生成术语",[1005,1009,1013,1017,1021,1024,1028],{"term":1006,"anchor":1007,"definition":1008},"传统渲染帧","traditionally-rendered-frame","在可选帧生成之前，通过传统游戏模拟和渲染管线生成的帧。",{"term":1010,"anchor":1011,"definition":1012},"生成帧","generated-frame","使用时间、运动和游戏提供的数据，在传统渲染帧之间合成的额外显示帧。",{"term":1014,"anchor":1015,"definition":1016},"多帧生成","multi-frame-generation","DLSS 技术，可以为每个传统渲染帧合成多个额外帧。",{"term":1018,"anchor":1019,"definition":1020},"动态多帧生成","dynamic-mfg","DLSS 4.5 功能，可以根据目标帧率目标改变帧生成倍数。",{"term":699,"anchor":1022,"definition":1023},"displayed-fps","最终呈现给显示器的帧速率，可能包括传统渲染帧和生成帧。",{"term":1025,"anchor":1026,"definition":1027},"渲染到显示比率","render-to-display-ratio","Figure Rocks 概念，用于将传统帧生成速率与最终显示帧流分开。",{"term":584,"anchor":1029,"definition":1030},"frame-origin-model","Figure Rocks 框架，用于识别显示帧是来自传统渲染、重建还是帧生成。",{"id":1032,"data":1033,"type":568},"h-sources",{"text":1034,"level":47},"主要来源",{"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 动态多帧生成和 6X 模式","2026 年 3 月官方发布，描述了动态 MFG、5X\u002F6X 模式以及每个传统渲染帧最多五个生成帧。","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 — 搭载 DLSS 4.5 的 GeForce RTX 50 系列","NVIDIA 官方对动态多帧生成、6 倍输出和第二代 Transformer 模型的概述。",{"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 多帧生成 AI 创新","关于多帧生成、模型效率、生成帧输入以及 Blackwell 专属实现变更的官方技术说明。",{"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 多帧生成","官方发布内容，包含 CPU 瓶颈示例以及传统渲染帧与生成帧之间的区别。",{"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 开发者 — Reflex SDK","Reflex 延迟阶段、低延迟模式和 Frame Warp 的官方文档。",{"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 技术博客 — 理解并测量 PC 延迟","官方技术文章，介绍 PCL Stats 以及整个 PC 流水线中的逐帧延迟测量。","2.31","DLSS 4.5 可在支持的 RTX 50 系列 GPU 上为每个传统渲染帧生成最多五个额外帧。本指南解释了渲染 FPS 与显示 FPS 之间的区别、为何可在呈现层绕过 CPU 瓶颈，以及为何延迟仍需单独测量。","\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,"帧生成","frame-generation",{"id":1107,"name":1108,"slug":1109},154,"刷新率与帧平滑度","refresh-rate-and-pacing",{"id":1111,"name":1112,"slug":1113},49,"帧生成时间","frame-pacing",{"id":1115,"name":1116,"slug":1117},45,"输入延迟","input-latency",{"id":283,"login":1119,"email":1120,"displayName":1121},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1123,1541],{"lang":8,"title":1124,"content":1125,"contentJson":1126,"excerpt":1540},"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":1539},1790376020794,[1129,1132,1136,1140,1143,1146,1149,1152,1155,1158,1177,1180,1183,1203,1207,1210,1213,1216,1219,1222,1225,1228,1251,1254,1257,1260,1263,1267,1270,1273,1276,1279,1282,1303,1306,1309,1312,1315,1318,1321,1324,1327,1330,1355,1358,1361,1364,1367,1370,1397,1400,1403,1406,1409,1412,1415,1418,1421,1424,1427,1430,1433,1436,1439,1442,1445,1448,1451,1473,1476,1500,1503,1509,1515,1521,1527,1533],{"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":1176,"orientation":605},[1161,1164,1167,1170,1173],{"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":1171,"description":1172},"4. Multi Frame Generation","The system creates additional frames between traditionally rendered frames using game and image-motion data.",{"label":1174,"description":1175},"5. Displayed frame stream","The monitor receives a higher-rate sequence containing both traditionally rendered and generated frames.","Where frames in a modern DLSS pipeline can come from",{"id":608,"data":1178,"type":544},{"text":1179},"The important distinction is origin. Some frames begin with a new game-simulation\u002Frender cycle. Others are generated to increase the displayed frame stream between those frames.",{"id":612,"data":1181,"type":568},{"text":1182,"level":47},"What 2X, 4X and 6X actually mean",{"id":616,"data":1184,"type":647},{"rows":1185,"title":1195,"layout":636,"columns":1196},[1186,1189,1192],{"id":620,"label":1187,"values":1188},"2X Frame Generation",{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":1190,"values":1191},"4X Multi Frame Generation",{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":1193,"values":1194},"6X Multi Frame Generation",{"rendered":52,"displayed":633,"generated":634},"Simplified multiplier model",[1197,1199,1201],{"id":639,"label":1198},"Traditionally rendered frames",{"id":642,"label":1200},"Additional generated frames",{"id":645,"label":1202},"Potential displayed frames",{"id":649,"data":1204,"type":551},{"body":1205,"title":1206,"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":1208,"type":568},{"text":1209,"level":47},"Dynamic Multi Frame Generation adds another layer",{"id":659,"data":1211,"type":544},{"text":1212},"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":1214,"type":544},{"text":1215},"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":1217,"type":544},{"text":1218},"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":1220,"type":568},{"text":1221,"level":47},"The Render-to-Display Ratio",{"id":675,"data":1223,"type":544},{"text":1224},"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":1226,"type":544},{"text":1227},"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":1229,"type":636},{"content":1230,"stretched":706,"withHeadings":15},[1231,1235,1239,1243,1247],[1232,1233,1234],"Metric","What it tells you","What it does not prove",[1236,1237,1238],"Base \u002F traditionally rendered rate","How often the conventional game\u002Frender pipeline is producing frames","How many frames the display finally receives",[1240,1241,1242],"Generated-frame multiplier","How many extra frames may be inserted","That every moment uses the maximum multiplier",[1244,1245,1246],"Displayed FPS","The final frame stream reaching presentation","That the game simulation itself is updating at the same rate",[1248,1249,1250],"PC latency","How long input takes to propagate through the PC pipeline","Image quality or frame-generation artifact level",{"id":708,"data":1252,"type":568},{"text":1253,"level":47},"Why CPU-limited games can show huge FPS gains",{"id":712,"data":1255,"type":544},{"text":1256},"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":1258,"type":544},{"text":1259},"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":1261,"type":544},{"text":1262},"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":1264,"type":551},{"body":1265,"title":1266,"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":1268,"type":568},{"text":1269,"level":47},"Why 300 displayed FPS does not automatically feel like 300 native FPS",{"id":734,"data":1271,"type":544},{"text":1272},"Responsiveness depends on the latency pipeline, not only on how many frames are displayed.",{"id":738,"data":1274,"type":544},{"text":1275},"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":1277,"type":544},{"text":1278},"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":1280,"type":568},{"text":1281,"level":47},"Displayed smoothness and input responsiveness are different axes",{"id":750,"data":1283,"type":647},{"rows":1284,"title":1297,"layout":636,"columns":1298},[1285,1288,1291,1294],{"id":754,"label":1286,"values":1287},"Motion presentation",{"improves":757,"separate":758},{"id":760,"label":1289,"values":1290},"High-refresh utilization",{"improves":763,"separate":764},{"id":766,"label":1292,"values":1293},"Responsiveness",{"improves":769,"separate":770},{"id":772,"label":1295,"values":1296},"CPU bottleneck",{"improves":775,"separate":776},"What changes when generated frames are added",[1299,1301],{"id":780,"label":1300},"Can improve",{"id":783,"label":1302},"Still depends on the base pipeline",{"id":786,"data":1304,"type":568},{"text":1305,"level":47},"Why a higher generated FPS can still be valuable",{"id":790,"data":1307,"type":544},{"text":1308},"Separating rendered and generated frames should not be confused with dismissing generated frames.",{"id":794,"data":1310,"type":544},{"text":1311},"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":1313,"type":544},{"text":1314},"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":1316,"type":568},{"text":1317,"level":47},"Image quality still matters",{"id":806,"data":1319,"type":544},{"text":1320},"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":1322,"type":544},{"text":1323},"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":1325,"type":544},{"text":1326},"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":1328,"type":568},{"text":1329,"level":47},"The Generated-FPS Interpretation Test",{"id":822,"data":1331,"type":606},{"steps":1332,"title":1354,"orientation":605},[1333,1336,1339,1342,1345,1348,1351],{"label":1334,"description":1335},"1. Identify the mode","Is Frame Generation off, 2X, 3X, 4X, 5X, 6X or Dynamic MFG?",{"label":1337,"description":1338},"2. Separate displayed FPS from base rendering","Do not assume the final overlay number is the engine's conventional render rate.",{"label":1340,"description":1341},"3. Check latency separately","Use Reflex\u002FPCL-style latency data or a consistent latency measurement rather than inferring responsiveness from FPS.",{"label":1343,"description":1344},"4. Inspect frame pacing","A high output rate is useful only if delivery remains sufficiently consistent.",{"label":1346,"description":1347},"5. Inspect image stability","Look for UI artifacts, disocclusion errors, motion artifacts or unstable fine detail.",{"label":1349,"description":1350},"6. Compare with Frame Generation off","The base run reveals the conventional performance floor from which generated output is being built.",{"label":1352,"description":1353},"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":1356,"type":568},{"text":1357,"level":47},"Why benchmark charts need more context now",{"id":852,"data":1359,"type":544},{"text":1360},"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":1362,"type":544},{"text":1363},"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":1365,"type":544},{"text":1366},"The comparison can still be useful, but the methodology must say what produced the displayed frame rate.",{"id":864,"data":1368,"type":568},{"text":1369,"level":47},"A better way to report Frame Generation performance",{"id":868,"data":1371,"type":636},{"content":1372,"stretched":706,"withHeadings":15},[1373,1376,1379,1382,1385,1388,1391,1394],[1374,1375],"Report","Why it matters",[1377,1378],"Base FPS with Frame Generation off","Shows the conventional performance floor",[1380,1381],"Displayed FPS with Frame Generation on","Shows final presentation throughput",[1383,1384],"MFG mode \u002F multiplier","Explains how aggressively frames are generated",[1386,1387],"Super Resolution mode","Shows how much conventional rendering workload is reduced",[1389,1390],"Latency","Separates responsiveness from presentation throughput",[1392,1393],"Frame-time \u002F pacing data","Shows whether the output stream is delivered consistently",[1395,1396],"Game + patch + resolution + settings","Defines the workload so results can be reproduced",{"id":896,"data":1398,"type":568},{"text":1399,"level":47},"What Dynamic 6X changes for 240 Hz and 360 Hz displays",{"id":900,"data":1401,"type":544},{"text":1402},"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":1404,"type":544},{"text":1405},"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":1407,"type":544},{"text":1408},"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":1410,"type":568},{"text":1411,"level":47},"Do not compare generated FPS directly with old native-FPS rules",{"id":916,"data":1413,"type":544},{"text":1414},"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":1416,"type":544},{"text":1417},"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":1419,"type":544},{"text":1420},"Measure the actual experience rather than importing a fixed number from a different generation of technology.",{"id":928,"data":1422,"type":568},{"text":1423,"level":47},"What would change this answer?",{"id":932,"data":1425,"type":544},{"text":1426},"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":1428,"type":544},{"text":1429},"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":1431,"type":568},{"text":1432,"level":47},"Limitations",{"id":944,"data":1434,"type":544},{"text":1435},"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":1437,"type":544},{"text":1438},"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":1440,"type":568},{"text":1441,"level":47},"Conclusion",{"id":956,"data":1443,"type":544},{"text":1444},"DLSS 4.5 makes one old habit increasingly dangerous: treating a single FPS number as a complete description of game performance.",{"id":960,"data":1446,"type":544},{"text":1447},"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":1449,"type":568},{"text":1450,"level":47},"FAQ",{"id":968,"data":1452,"type":968},{"items":1453,"title":1472},[1454,1457,1460,1463,1466,1469],{"id":972,"answer":1455,"question":1456},"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":1458,"question":1459},"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":1461,"question":1462},"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":1464,"question":1465},"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":1467,"question":1468},"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":1470,"question":1471},"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":1474,"type":568},{"text":1475,"level":47},"Glossary",{"id":1001,"data":1477,"type":1001},{"title":1478,"entries":1479},"Key frame-generation terms",[1480,1483,1486,1489,1492,1494,1497],{"term":1481,"anchor":1007,"definition":1482},"Traditionally rendered frame","A frame produced through the conventional game simulation and rendering pipeline before optional frame generation.",{"term":1484,"anchor":1011,"definition":1485},"Generated frame","An additional displayed frame synthesized between traditionally rendered frames using temporal, motion and game-provided data.",{"term":1487,"anchor":1015,"definition":1488},"Multi Frame Generation","DLSS technology that can synthesize multiple additional frames for each traditionally rendered frame.",{"term":1490,"anchor":1019,"definition":1491},"Dynamic Multi Frame Generation","DLSS 4.5 feature that can vary the frame-generation multiplier in response to a target frame-rate goal.",{"term":1244,"anchor":1022,"definition":1493},"The final rate of frames presented toward the display, potentially including both traditionally rendered and generated frames.",{"term":1495,"anchor":1026,"definition":1496},"Render-to-Display Ratio","A Figure Rocks concept for separating the conventional frame-production rate from the final displayed frame stream.",{"term":1498,"anchor":1029,"definition":1499},"Frame Origin Model","A Figure Rocks framework for identifying whether a displayed frame originates from conventional rendering, reconstruction or frame generation.",{"id":1032,"data":1501,"type":568},{"text":1502,"level":47},"Primary sources",{"id":1036,"data":1504,"type":1043},{"link":1038,"meta":1505},{"image":1506,"title":1507,"description":1508},{"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":1510,"type":1043},{"link":1047,"meta":1511},{"image":1512,"title":1513,"description":1514},{"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":1516,"type":1043},{"link":1055,"meta":1517},{"image":1518,"title":1519,"description":1520},{"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":1522,"type":1043},{"link":1063,"meta":1523},{"image":1524,"title":1525,"description":1526},{"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":1528,"type":1043},{"link":1071,"meta":1529},{"image":1530,"title":1531,"description":1532},{"url":13},"NVIDIA Developer — Reflex SDK","Official documentation of Reflex latency stages, low-latency mode and Frame Warp.",{"id":1077,"data":1534,"type":1043},{"link":1079,"meta":1535},{"image":1536,"title":1537,"description":1538},{"url":13},"NVIDIA Technical Blog — Understanding and Measuring PC Latency","Official technical article describing PCL Stats and per-frame latency measurement across the PC pipeline.","2.31.0","DLSS 4.5 can generate up to five additional frames for every traditionally rendered frame on supported RTX 50 Series GPUs. This guide explains the difference between rendered FPS and displayed FPS, why CPU bottlenecks can be bypassed at the presentation layer, and why latency still needs to be measured separately.",{"lang":7,"title":534,"content":536,"contentJson":1542,"excerpt":1085},{"time":538,"blocks":1543,"version":1084},[1544,1546,1548,1550,1552,1554,1556,1558,1560,1562,1570,1572,1574,1587,1589,1591,1593,1595,1597,1599,1601,1603,1611,1613,1615,1617,1619,1621,1623,1625,1627,1629,1631,1645,1647,1649,1651,1653,1655,1657,1659,1661,1663,1673,1675,1677,1679,1681,1683,1694,1696,1698,1700,1702,1704,1706,1708,1710,1712,1714,1716,1718,1720,1722,1724,1726,1728,1730,1739,1741,1751,1753,1757,1761,1765,1769,1773],{"id":541,"data":1545,"type":544},{"text":543},{"id":546,"data":1547,"type":551},{"body":548,"title":549,"variant":550},{"id":553,"data":1549,"type":551},{"body":555,"title":556,"variant":557},{"id":559,"data":1551,"type":563},{"title":561,"maxLevel":562,"minLevel":47},{"id":565,"data":1553,"type":568},{"text":567,"level":47},{"id":570,"data":1555,"type":544},{"text":572},{"id":574,"data":1557,"type":544},{"text":576},{"id":578,"data":1559,"type":544},{"text":580},{"id":582,"data":1561,"type":568},{"text":584,"level":47},{"id":586,"data":1563,"type":606},{"steps":1564,"title":604,"orientation":605},[1565,1566,1567,1568,1569],{"label":590,"description":591},{"label":593,"description":594},{"label":596,"description":597},{"label":599,"description":600},{"label":602,"description":603},{"id":608,"data":1571,"type":544},{"text":610},{"id":612,"data":1573,"type":568},{"text":614,"level":47},{"id":616,"data":1575,"type":647},{"rows":1576,"title":635,"layout":636,"columns":1583},[1577,1579,1581],{"id":620,"label":621,"values":1578},{"rendered":52,"displayed":425,"generated":52},{"id":624,"label":625,"values":1580},{"rendered":52,"displayed":627,"generated":628},{"id":630,"label":631,"values":1582},{"rendered":52,"displayed":633,"generated":634},[1584,1585,1586],{"id":639,"label":640},{"id":642,"label":643},{"id":645,"label":646},{"id":649,"data":1588,"type":551},{"body":651,"title":652,"variant":653},{"id":655,"data":1590,"type":568},{"text":657,"level":47},{"id":659,"data":1592,"type":544},{"text":661},{"id":663,"data":1594,"type":544},{"text":665},{"id":667,"data":1596,"type":544},{"text":669},{"id":671,"data":1598,"type":568},{"text":673,"level":47},{"id":675,"data":1600,"type":544},{"text":677},{"id":679,"data":1602,"type":544},{"text":681},{"id":683,"data":1604,"type":636},{"content":1605,"stretched":706,"withHeadings":15},[1606,1607,1608,1609,1610],[687,688,689],[691,692,693],[695,696,697],[699,700,701],[703,704,705],{"id":708,"data":1612,"type":568},{"text":710,"level":47},{"id":712,"data":1614,"type":544},{"text":714},{"id":716,"data":1616,"type":544},{"text":718},{"id":720,"data":1618,"type":544},{"text":722},{"id":724,"data":1620,"type":551},{"body":726,"title":727,"variant":728},{"id":730,"data":1622,"type":568},{"text":732,"level":47},{"id":734,"data":1624,"type":544},{"text":736},{"id":738,"data":1626,"type":544},{"text":740},{"id":742,"data":1628,"type":544},{"text":744},{"id":746,"data":1630,"type":568},{"text":748,"level":47},{"id":750,"data":1632,"type":647},{"rows":1633,"title":777,"layout":636,"columns":1642},[1634,1636,1638,1640],{"id":754,"label":755,"values":1635},{"improves":757,"separate":758},{"id":760,"label":761,"values":1637},{"improves":763,"separate":764},{"id":766,"label":767,"values":1639},{"improves":769,"separate":770},{"id":772,"label":773,"values":1641},{"improves":775,"separate":776},[1643,1644],{"id":780,"label":781},{"id":783,"label":784},{"id":786,"data":1646,"type":568},{"text":788,"level":47},{"id":790,"data":1648,"type":544},{"text":792},{"id":794,"data":1650,"type":544},{"text":796},{"id":798,"data":1652,"type":544},{"text":800},{"id":802,"data":1654,"type":568},{"text":804,"level":47},{"id":806,"data":1656,"type":544},{"text":808},{"id":810,"data":1658,"type":544},{"text":812},{"id":814,"data":1660,"type":544},{"text":816},{"id":818,"data":1662,"type":568},{"text":820,"level":47},{"id":822,"data":1664,"type":606},{"steps":1665,"title":846,"orientation":605},[1666,1667,1668,1669,1670,1671,1672],{"label":826,"description":827},{"label":829,"description":830},{"label":832,"description":833},{"label":835,"description":836},{"label":838,"description":839},{"label":841,"description":842},{"label":844,"description":845},{"id":848,"data":1674,"type":568},{"text":850,"level":47},{"id":852,"data":1676,"type":544},{"text":854},{"id":856,"data":1678,"type":544},{"text":858},{"id":860,"data":1680,"type":544},{"text":862},{"id":864,"data":1682,"type":568},{"text":866,"level":47},{"id":868,"data":1684,"type":636},{"content":1685,"stretched":706,"withHeadings":15},[1686,1687,1688,1689,1690,1691,1692,1693],[872,873],[875,876],[878,879],[881,882],[884,885],[887,888],[890,891],[893,894],{"id":896,"data":1695,"type":568},{"text":898,"level":47},{"id":900,"data":1697,"type":544},{"text":902},{"id":904,"data":1699,"type":544},{"text":906},{"id":908,"data":1701,"type":544},{"text":910},{"id":912,"data":1703,"type":568},{"text":914,"level":47},{"id":916,"data":1705,"type":544},{"text":918},{"id":920,"data":1707,"type":544},{"text":922},{"id":924,"data":1709,"type":544},{"text":926},{"id":928,"data":1711,"type":568},{"text":930,"level":47},{"id":932,"data":1713,"type":544},{"text":934},{"id":936,"data":1715,"type":544},{"text":938},{"id":940,"data":1717,"type":568},{"text":942,"level":47},{"id":944,"data":1719,"type":544},{"text":946},{"id":948,"data":1721,"type":544},{"text":950},{"id":952,"data":1723,"type":568},{"text":954,"level":47},{"id":956,"data":1725,"type":544},{"text":958},{"id":960,"data":1727,"type":544},{"text":962},{"id":964,"data":1729,"type":568},{"text":966,"level":47},{"id":968,"data":1731,"type":968},{"items":1732,"title":995},[1733,1734,1735,1736,1737,1738],{"id":972,"answer":973,"question":974},{"id":976,"answer":977,"question":978},{"id":980,"answer":981,"question":982},{"id":984,"answer":985,"question":986},{"id":988,"answer":989,"question":990},{"id":992,"answer":993,"question":994},{"id":997,"data":1740,"type":568},{"text":999,"level":47},{"id":1001,"data":1742,"type":1001},{"title":1003,"entries":1743},[1744,1745,1746,1747,1748,1749,1750],{"term":1006,"anchor":1007,"definition":1008},{"term":1010,"anchor":1011,"definition":1012},{"term":1014,"anchor":1015,"definition":1016},{"term":1018,"anchor":1019,"definition":1020},{"term":699,"anchor":1022,"definition":1023},{"term":1025,"anchor":1026,"definition":1027},{"term":584,"anchor":1029,"definition":1030},{"id":1032,"data":1752,"type":568},{"text":1034,"level":47},{"id":1036,"data":1754,"type":1043},{"link":1038,"meta":1755},{"image":1756,"title":1041,"description":1042},{"url":13},{"id":1045,"data":1758,"type":1043},{"link":1047,"meta":1759},{"image":1760,"title":1050,"description":1051},{"url":13},{"id":1053,"data":1762,"type":1043},{"link":1055,"meta":1763},{"image":1764,"title":1058,"description":1059},{"url":13},{"id":1061,"data":1766,"type":1043},{"link":1063,"meta":1767},{"image":1768,"title":1066,"description":1067},{"url":13},{"id":1069,"data":1770,"type":1043},{"link":1071,"meta":1771},{"image":1772,"title":1074,"description":1075},{"url":13},{"id":1077,"data":1774,"type":1043},{"link":1079,"meta":1775},{"image":1776,"title":1082,"description":1083},{"url":13},"Post erfolgreich abgerufen",{"items":1779,"source":1849,"manualIds":1850,"manualMatchedIds":1851},[1780,1786,1791,1797,1802,1806,1812,1819,1824,1829,1836,1843],{"id":1781,"slug":1782,"title":1783,"excerpt":1784,"featuredImage":14,"publishedAt":1785},"100","frame-pacing-why-120-fps-can-still-feel-bad","帧生成稳定性：为何120帧率仍可能感觉不佳","流畅度关乎时机，而非数字。了解什么是帧时间分布，为何高帧率下糟糕的帧间隔仍会带来卡顿感，以及实际优化的解决步骤。","2026-02-19T11:00:00.000Z",{"id":1787,"slug":1788,"title":1789,"excerpt":1790,"featuredImage":14,"publishedAt":1785},"104","latency-and-input-lag-where-delay-actually-comes-from-the-full-chain","延迟与输入延迟：延迟究竟从何而来（完整链路解析）","输入延迟并非单一数值。了解从手部操作到像素响应的真实延迟链条，探究操控迟滞的根源，并掌握实际修复的优先级顺序。",{"id":1792,"slug":1793,"title":1794,"excerpt":1795,"featuredImage":14,"publishedAt":1796},"173","usb-power-saving-the-hidden-cause-of-mouse-stutter-and-disconnects","USB节能模式：鼠标卡顿与断连的隐藏元凶","如果鼠标感觉随机变化，USB省电模式可能是罪魁祸首。使用此检查清单来稳定USB输入，防止卡顿或断开连接。","2026-02-20T15:00:00.000Z",{"id":1798,"slug":1799,"title":1800,"excerpt":1801,"featuredImage":14,"publishedAt":1785},"69","frame-pacing-why-120-fps-can-feel-worse-than-60-smoothness-explained","帧生成时间：为何120帧率可能感觉不如60帧流畅（平滑度解析）","流畅度在于帧时间的一致性，而非峰值帧率。了解何为帧生成间隔，帧时间如何导致卡顿，以及实现顺滑体验的实际基准线。",{"id":359,"slug":1803,"title":1804,"excerpt":1805,"featuredImage":14,"publishedAt":1785},"smoothness-frame-pacing-matters-more-than-fps","流畅度：帧生成间隔比帧率更重要","流畅性在于时序的一致性，而非单纯追求更高的帧数。以下是如何从帧时间角度思考，消除“微卡顿”感的方法。",{"id":1807,"slug":1808,"title":1809,"excerpt":1810,"featuredImage":14,"publishedAt":1811},"200","bluetooth-latency-myths-why-wireless-can-feel-heavy-even-if-audio-is-fine","蓝牙延迟迷思：为何无线体验会感觉“沉重”（即使音频表现完美）","蓝牙在音乐播放上表现出色，但在竞技体验上可能不尽如人意。了解蓝牙在何处引入延迟，为何语音模式体验更差，以及有哪些更优的替代方案。","2026-02-20T18:00:00.000Z",{"id":1813,"slug":1814,"title":1815,"excerpt":1816,"featuredImage":1817,"publishedAt":1818},"447","intel-xess-3-is-more-than-upscaling-multi-frame-generation-and-xe-low-latency-explained","英特尔 XeSS 3 不止是超分辨率：多帧生成与 Xe 低延迟详解","XeSS 3 不再仅仅是英特尔的超分辨率技术。它现在集成了超级分辨率、帧生成、多帧生成和 Xe 低延迟，在支持的英特尔硬件上，每个渲染帧最多可生成三个 AI 帧。","\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":1820,"slug":1821,"title":1822,"excerpt":1823,"featuredImage":14,"publishedAt":1785},"85","frame-pacing-why-60-fps-can-feel-worse-than-50-consistency-wins","帧率稳定性：为何60帧的体验可能不如50帧（一致性胜出）","流畅度不仅仅是帧率。它关乎帧间隔的稳定性。了解为何稳定的帧时间比高但不稳定的帧率体验更佳，以及如何稳定帧时序。",{"id":1825,"slug":1826,"title":1827,"excerpt":1828,"featuredImage":14,"publishedAt":1785},"120","frame-pacing-why-smoothness-is-about-frametime-not-fps","帧生成节奏：为何流畅度关乎帧时间，而非帧率","高帧率若时序不均，仍会带来糟糕体验。了解何为帧同步，何物会破坏它，以及恢复流畅感的修复步骤。",{"id":1830,"slug":1831,"title":1832,"excerpt":1833,"featuredImage":1834,"publishedAt":1835},"443","dlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 不只是超分辨率：3D 引导的神经渲染究竟改变了什么","DLSS 5 将 AI 引入图形渲染管线的新环节。3D 引导神经渲染不再仅仅重建分辨率或生成额外帧，而是以游戏引擎自身的帧为基础，在开发者控制下增强光照与材质细节。","\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":1837,"slug":1838,"title":1839,"excerpt":1840,"featuredImage":1841,"publishedAt":1842},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR 不是 DLSS：NPU 如何在无需游戏集成的情况下实现超分辨率","Windows Auto SR 可以在没有 DLSS、FSR 或 XeSS 集成的情况下对支持的游戏进行超分辨率处理。Windows 不是在游戏内于 GPU 上运行重建模型，而是使用 NPU 从较低分辨率的渲染中重建出更高分辨率的图像。","\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":1844,"slug":1845,"title":1846,"excerpt":1847,"featuredImage":14,"publishedAt":1848},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz 感觉更差？诊断清单（错误模式、VRR范围、上限）","高刷新率可能暴露不稳定性。请使用此检查清单来诊断为何120Hz体验不佳：模式设置错误、刷新路径不当、VRR范围问题或缺少兼容性支持。","2026-02-20T20:30:00.000Z","fallback",[],[]]