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Nvidia DLSS4, MFG, and full ray tracing tested on RTX 5090 and RTX 5080

Nvidia DLSS4, MFG, and full ray tracing tested on RTX 5090 and RTX 5080

Nvidia’s new GeForce RTX 5090 and GeForce RTX 5080 have arrived, and coupled with a new testbed and a revised test suite, not to mention new drivers and a host of other changes, our initial benchmarks had to gloss over a few areas. One of the biggest selling points for the Blackwell RTX 50-series GPUs — according to Nvidia, at least — is DLSS4 with Multi Frame Generation (MFG), an AI-based technology that offers further “performance” improvements over DLSS3 and framegen. But there are other changes as well.

As we discussed prior to the Blackwell hardware paper launch, DLSS4 and neural rendering technologies make direct comparisons between the new RTX 50-series GPUs and their 40-series predecessors a bit more complex. And by “complex” we mean you can’t just take any of the published numbers at face value. MFG in particular requires a far more nuanced approach.

As pointed out in our RTX 5090 testing in Cyberpunk 2077, there’s far more going on than a simple “bigger number is better” approach can convey. The easiest way to show this is to think about what some theoretical performance numbers might mean.

Take a game running at 50 FPS baseline, without frame generation. That’s a decent result but not totally smooth. Now turn on a perfectly executed framegen algorithm and say it gets 100 FPS. That’s twice as many “frames” delivered to your monitor each second, but user input sampling happens at the same 50 FPS as before. It looks smoother but it doesn’t actually feel much different. Double that again with MFG4X mode and it’s 200 FPS, still with the same 50 input samples per second. (And note: At times I may say “FPS” when referring to input samples per second; it’s a shortcut because most of our readers are familiar with FPS as a measurement.)

Nvidia Neural Rendering deep dive

(Image credit: Nvidia)

As with the original framegen, it’s more about smoothing out the visuals than providing a true boost to performance. And on some level, games can and do feel better with a big enough increase in the number of frames being sent to your display. Visual smoothness and “feel” are linked in our brains (or at least, they are in my brain), so a game spitting out 100 frames in a second but sampling just 25 times per second will still feel better than the same game running at 30 FPS with 30 input samples per second. Usually, anyway — it varies by game and other factors still play a role.

How much better framegen is compared to non-framegen traditional rendering is a much harder question to answer. And not only does it vary by game, but it also varies by individual. One person might find framegen delivers a totally acceptable experience, while another might hate that exact same experience.

Personally, what I find is that single frame generation — meaning, what we had with DLSS3 and FSR3 — needs to boost the “FPS” by at least 50% to have a decent chance at feeling better. That would mean as an example taking 40 FPS native and turning it into 60 FPS or more with framegen, but there are also limits to how far you need to go. Boosting 100 FPS to 150 FPS via framegen doesn’t represent a true 50% improvement in performance, but the latter gets beyond a 144Hz display refresh rate and is so fast that, even though the input sampling rate is lower (75 compared to 100 samples per second), it might still look and feel “better” to some people.

But what if the base framerate is 100 FPS and framegen only increases that to 130 FPS? That’s something we’ve seen in certain cases. Or what if it’s a change from 50 FPS to 65 FPS? The latter in particular can feel worse, as the input sampling rate drops from 50 down to just 32.5, which can be quite sluggish as far as responsiveness goes.

And what about MFG, interpolating multiple frames between two rendered frames? With a perfect algorithm, MFG4X can double the frames to monitor rate compared to framegen, or quadruple the native framerate. Does it feel twice or four times as fast? No. Not even close. It can still feel “better” — again, it’s subjective and varies by game and user — which becomes a far more difficult proposition to quantify.

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