Halloween DealsAmazon USHalloween week deals: useful picks before month-endAmazon US: current deals, useful picks and tech finds.Check DealsSlow PC?RecommendedPC slow today? Run a repair scan before it gets worseResolve common Windows issues and optimize system performance.Scan NowHalloween DealsAmazon USOctober picks are moving - compare before checkoutAmazon US: current deals, useful picks and tech finds.See Picks×
FREEDOM251

Freedom251 › Blog › DLSS

DLSS Frame Generation Explained: How It Creates Extra Frames and Adds Latency

By Freedom251 Team · · 9 min read

What’s actually slowing this PC down?

Pick the symptom - the matching free tool is one click away.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

DLSS Frame Generation creates an extra displayed image between two conventionally rendered game frames. It uses the rendered frames, engine motion vectors, optical-flow data and a neural network; it does not run the game simulation a second time. That can make motion look much smoother and raise the FPS counter substantially, but it does not provide the same input responsiveness as rendering every frame normally. The useful rule is to judge Frame Generation from baseline rendered FPS, frame pacing, end-to-end latency and visible artifacts—not from the displayed FPS number alone.

What DLSS Frame Generation actually does

A normal game frame is produced after the CPU advances the simulation, the GPU renders geometry and effects, and the final image is sent to the display. DLSS Frame Generation adds a post-process stage that predicts an image for the time between two of those fully rendered frames.

As an Amazon Associate I earn from qualifying purchases.

NVIDIA describes the DLSS 3 pipeline as taking pairs of super-resolution frames, engine motion vectors and optical-flow motion vectors, then feeding them to a convolutional neural network. The network generates an additional frame for each game-rendered frame. The inserted image is therefore an interpolation or prediction, not another simulation step: AI does not calculate a second set of player inputs, physics, enemy decisions or collision results.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

What information the model receives

  • Two rendered images: the preceding and following frames provide visual context.
  • Engine motion vectors: the game reports how objects and the camera moved between frames.
  • Optical-flow data: the GPU’s optical-flow accelerator measures image motion that engine vectors may miss, including particles, reflections, shadows and lighting changes.
  • Depth and HUD-less color buffers: the integration supplies scene depth and a color image without the user interface so the model can reason about the 3D scene rather than treating HUD text as world geometry.

In NVIDIA’s Streamline integration, the plugin intercepts the presentation call, coordinates frame-generation work and paces the resulting frames. The game must tag the required resources correctly; Frame Generation is not a universal driver switch that can be applied to any title.

#1 Best Overall
GIGABYTE GeForce RTX 4070 WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N4070WF3OC-12GD Video Card
  • Powered by NVIDIA DLSS 3, ultra-efficient Ada Lovelace architechture, and full ray tracing
  • 4th Generation Tensor Cores: Up to 4x performance with DLSS 3
  • 3rd Generation RT Cores: Up to 2x ray tracing performance
  • Powered by GeForce RTX 4070
  • Integrated with 12GB GDDR6X 192-bit memory interface

How an extra frame is produced, step by step

  1. The game renders a real frame. CPU simulation and GPU rendering produce the frame that contains the current game state.
  2. The engine exposes motion and depth data. Objects, camera movement, depth and a HUD-less scene color buffer are passed to the integration.
  3. The optical-flow accelerator analyzes pixel movement. This helps track effects such as smoke, particles, reflections and lighting that may not be represented completely by engine vectors.
  4. The neural network predicts an intermediate image. It compares the two real frames and the motion information to estimate what the scene should look like between them.
  5. The generated image is inserted into presentation. Frame pacing places it between real frames, increasing the number of refreshes shown to the display.
  6. The game continues at its original simulation cadence. The CPU does not process another input sample or physics tick for the generated image.

Because the model reconstructs much of the image rather than rendering a second full scene, NVIDIA said the DLSS 3 pipeline could reconstruct “seven-eighths of the displayed pixels” with AI and advertised performance increases of “up to 4x.” Those are vendor-stated architectural maxima from 2022, not guarantees for a particular game, resolution or GPU.

Why displayed FPS can rise without equivalent responsiveness

Frame Generation is a GPU post-process. NVIDIA specifically notes that this allows it to boost frame rates even when a game is CPU-bottlenecked. If a game renders 60 real frames per second and inserts one generated frame after each, the display may show close to 120 images per second. The simulation, input sampling and fully rendered scene states still arrive at roughly 60 real frames per second.

This creates two separate measurements:

  • Displayed FPS: how many real and generated images reach the screen.
  • Game responsiveness: the delay from an input action to the corresponding simulated and displayed result.

A generated frame can make camera motion appear smoother while the latest mouse movement or button press waits for the next real simulation frame. The added processing and presentation stage can also contribute to end-to-end latency. The effect depends on the starting frame rate, frame-time consistency, CPU and GPU queues, display scanout and the game’s implementation.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
Rank #2
ZOTAC Gaming GeForce RTX 4070 Super Twin Edge DLSS 3 12GB GDDR6X 192-bit 21 Gbps PCIE 4.0 Compact Gaming Graphics Card, IceStorm 2.0 Advanced Cooling, Spectra RGB Lighting, ZT-D40720E-10M
  • Powered by NVIDIA DLSS 3, ultra-efficient Ada Lovelace arch, and full ray tracing
  • Boost Clock 2475 MHz, 12GB GDDR6X, 192-bit, 21 Gbps, PCIE 4.0
  • IceStorm 2.0 Advanced Cooling, SPECTRA RGB Lighting, 2x 90mm fans, FREEZE Fan Stop, Active Fan Control, Metal Backplate
  • 8K Ready, 4 Display Ready, HDCP 2.3, VR Ready
  • 3 x DisplayPort 1.4a, 1 x HDMI 2.1a, DirectX 12 Ultimate, Vulkan RT API, Vulkan 1.3, OpenGL 4.6

Baseline frame rate matters more than the headline number

At a stable 60 real FPS, inserting frames often feels smoother than at an unstable 30 FPS. At a very low or erratic baseline, the generated images are based on widely separated or inconsistently timed real frames, so animation can remain uneven and controls can feel delayed even when the overlay reports a high number. Stabilize the real frame rate first by reducing resolution, ray-tracing settings or CPU-heavy options before using Frame Generation as a smoother-output mode.

What NVIDIA Reflex changes—and what it cannot change

DLSS 3 pairs Frame Generation with NVIDIA Reflex. Reflex synchronizes CPU and GPU work to reduce queued frames and unnecessary pipeline delay. It addresses queueing; it does not turn a generated image into a fully simulated frame.

NVIDIA’s support material illustrates latency reductions with example values such as 50 milliseconds to 30 milliseconds and 25 milliseconds to 18 milliseconds, but labels those figures “not real data.” They should not be treated as benchmarks for your system. Measure your own end-to-end latency or frame times where possible.

Rank #3
Sale
ASUS Dual GeForce RTX 5060 Ti 16GB GDDR7 OC Edition Gaming Graphics Card | PCIe 5.0, HDMI 2.1b, DisplayPort 2.1b, 2.5-slot, Axial-tech Fans, 0dB Technology, Dual BIOS
  • AI Performance: 767 AI TOPS
  • OC mode: 2632 MHz (OC mode)/ 2602 MHz (Default mode)
  • Powered by the NVIDIA Blackwell architecture and DLSS 4
  • Axial-tech fan design features a smaller fan hub that facilitates longer blades and a barrier ring that increases downward air pressure
  • A 2.5-slot design maximizes compatibility and cooling efficiency for superior performance in small chassis

For newer systems, NVIDIA Research describes Reflex Frame Warp. It reprojects the final rendered frame using the most recent player input immediately before display, trading some image handling for lower latency in latency-sensitive games. Availability depends on the game and integration. When a title offers Reflex, enable it with Frame Generation unless testing shows a specific problem; then compare aiming and camera response with Frame Generation disabled.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

GPU, operating-system and game requirements

Feature Supported hardware or software Important qualification
DLSS Frame Generation GeForce RTX 40 Series GPUs NVIDIA’s support table lists this requirement; RTX 20 and 30 series are not listed for classic Frame Generation.
DLSS Super Resolution GeForce RTX 20, 30 and 40 Series Super Resolution support is separate from Frame Generation support.
NVIDIA Reflex GeForce 900 Series and newer, where the game implements it Reflex reduces queueing but does not remove all generation or display latency.
DLSS Multi Frame Generation GeForce RTX 50 Series and RTX PRO Blackwell GPUs NVIDIA’s current developer documentation describes up to five generated frames per rendered frame; the mode and multiplier are game-specific.
Streamline DLSS-G integration Windows 10 version 20H1 or newer with hardware-accelerated GPU scheduling The game must provide correctly tagged depth, motion-vector and HUD-less color resources.

A compatible GPU alone is not enough. The game must implement the feature, the driver must support that implementation, and the operating-system and scheduling requirements must be met. Availability, quality and available multipliers vary by title.

Classic Frame Generation versus Multi Frame Generation

Classic DLSS Frame Generation, associated with RTX 40-series hardware, generally inserts one generated image between rendered frames. RTX 50-series Blackwell GPUs add Multi Frame Generation modes. NVIDIA’s developer documentation states a maximum of up to five generated frames per rendered frame. That number is a vendor-stated architectural maximum, not a promise that every game exposes five frames or that five-times displayed FPS will feel like five-times responsiveness.

Rank #4
GIGABYTE GeForce RTX 4070 Super WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N407SWF3OC-12GD Video Card
  • Powered by GeForce RTX 4070 SUPER ​
  • Integrated with 12GB GDDR6X 192-bit memory interface​
  • WINDFORCE cooling system​
  • Graphene nano lubricant​
  • Protection metal back plate​

As the multiplier rises, each generated image is farther from a newly simulated game state. Use the highest mode only when motion quality, frame pacing and latency remain acceptable in the specific title.

How to turn it on and test it properly

  1. Update the graphics driver. Install a driver that supports your GPU and the game’s DLSS implementation, then restart if requested.
  2. Confirm Windows scheduling. On supported Streamline integrations, use Windows 10 20H1 or later and enable hardware-accelerated GPU scheduling in Settings > System > Display > Graphics > Change default graphics settings, if the option is available.
  3. Open the game’s graphics or display menu. Look for DLSS, Frame Generation or DLSS Frame Generation. Labels and menu locations differ by game.
  4. Choose a DLSS Super Resolution mode first. Select the quality mode that gives a stable real frame rate; Frame Generation is an additional setting, not a replacement for resolution scaling.
  5. Enable Reflex when offered. Choose the game’s Reflex option, usually labelled On or On + Boost, and keep it enabled while evaluating latency.
  6. Set a sensible frame-rate limit. For a variable-refresh display, cap output below the display’s maximum refresh where practical to avoid saturating the scanout pipeline.
  7. Test a repeatable scene. Check a fast camera pan, combat, particles, reflections and UI. Compare Frame Generation on and off at the same resolution, settings and frame-rate cap.
  8. Keep it only if the trade-off works. Record real-frame FPS and frame times separately from displayed FPS. Disable Frame Generation if artifacts or control delay outweigh the smoother motion.

Image-quality limits and common artifacts

Optical flow improves motion estimation, but it cannot recover information that is fully hidden between frames. Large-motion interpolation remains difficult, and game interfaces are poorly represented in many natural-video training datasets. Inspect these areas especially closely:

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.
  • Rapid camera turns: edges can warp or briefly double when objects move far between real frames.
  • Disocclusions: newly revealed geometry may be guessed incorrectly until a real frame renders it.
  • Particles and transparency: smoke, sparks, foliage and hair can shimmer, smear or break apart.
  • Reflections, shadows and lighting: changing view-dependent effects can be hard to place in an intermediate image.
  • HUD and text: menus, crosshairs and other interface elements may ghost or distort if the integration does not handle them correctly.

Artifact severity is game-specific. If the scene looks wrong, turn off Frame Generation while retaining DLSS Super Resolution when the title supports that combination.

Best Value
Gigabyte GeForce RTX 4070 WINDFORCE OC 12GB Graphics Card - 12GB DDRX6 21Gbps, PCI-E 4.0, DisplayPort 1.4, HDMI 2.1a, NVIDIA DLSS 3, Ada Lovelace Arch, GV-N4070WF3OC-12GD, Black, 930g
  • Supported technology: Support for Nvidia DLSS 3, DLSS 2, ultra-efficient Ada Lovelace arc, full-beam tracking, NVIDIA Reflex, GeForce Experience and all NVIDIA Studio applications
  • Core & Clocks: Boost Clock 2490 MHz, Memory Size 12GB, Memory Type GDDR6X, Memory Bus 192-bit
  • Cooling: Windforce cooling system, 3 x 80 mm unique blade fans, Alternative spinning, screen cooling, Graphene Nano lubricant extends the life of the sleeve bearing fan and it is quieter than ball bearings.
  • Visuals: 8K Ready, 4 Display Ready, HDCP 2.3, VR Clear
  • I/O and Connectivity: PCIE 4.0, 3 x DisplayPort 1.4a, 1 x HDMI 2.1a, DirectX 12 Ultimate
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Support on Ko-Fi

Runtime cost: what the published millisecond figures mean

Frame Generation consumes GPU time, so the feature is not free even when it raises displayed FPS. NVIDIA’s Streamline version 2.14.16 engineering profiles report the following execution times for a 2x mode:

GPU 1080p 1440p 4K
RTX 4090 1.35 ms 1.78 ms 2.77 ms
RTX 5080 1.45 ms 2.04 ms 2.84 ms
RTX 5090 1.07 ms to 3.32 ms across the cited examples not stated for a single 2x value in the cited examples not stated for a single 2x value in the cited examples

The same guide gives 4x examples reaching 3.61 ms at 1440p and 5.25 ms at 4K. These are profiled engineering results, not universal game benchmarks; execution time changes with GPU, resolution, multiplier and implementation. At a GPU limit, that cost can reduce the real rendered FPS even as the displayed count increases.

Should you enable DLSS Frame Generation?

Situation Best starting approach Reason
Single-player game with stable real FPS and GPU headroom Try Frame Generation with Reflex Smoother motion is often worth the additional presentation stage when split-second aim is not the priority.
Competitive shooter or timing-critical game Compare with Frame Generation off; use Reflex or Frame Warp where supported Control latency and artifacts may matter more than a higher displayed FPS.
CPU-limited open-world game Test Frame Generation As a GPU post-process, it can raise displayed output even when the CPU limits conventional rendering.
Unstable or very low real FPS Improve real FPS and frame pacing first Generated images cannot repair inconsistent simulation timing.
RTX 20- or 30-series GPU Use DLSS Super Resolution and Reflex where supported NVIDIA’s support table does not list classic DLSS Frame Generation for these GPUs.

An RTX 4070 or another RTX 40-series card is the relevant hardware class for classic DLSS Frame Generation. Buying a compatible GPU enables the feature, but the decision should still be based on the games you play, your baseline real FPS and your tolerance for latency and artifacts.

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

The display helps presentation, not generation

A high-refresh, variable-refresh display—such as a G-SYNC-compatible model—can present changing frame times more smoothly and coordinate refresh timing with the GPU. It does not generate frames, increase the game’s simulation rate or remove the latency added by Frame Generation. Keep variable refresh enabled when supported, set a sensible cap and evaluate the complete system rather than treating the monitor’s refresh rating as a performance guarantee.

Quick Recap

Bestseller No. 1
GIGABYTE GeForce RTX 4070 WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N4070WF3OC-12GD Video Card
GIGABYTE GeForce RTX 4070 WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N4070WF3OC-12GD Video Card
Powered by NVIDIA DLSS 3, ultra-efficient Ada Lovelace architechture, and full ray tracing
$785.00
Bestseller No. 2
ZOTAC Gaming GeForce RTX 4070 Super Twin Edge DLSS 3 12GB GDDR6X 192-bit 21 Gbps PCIE 4.0 Compact Gaming Graphics Card, IceStorm 2.0 Advanced Cooling, Spectra RGB Lighting, ZT-D40720E-10M
ZOTAC Gaming GeForce RTX 4070 Super Twin Edge DLSS 3 12GB GDDR6X 192-bit 21 Gbps PCIE 4.0 Compact Gaming Graphics Card, IceStorm 2.0 Advanced Cooling, Spectra RGB Lighting, ZT-D40720E-10M
Powered by NVIDIA DLSS 3, ultra-efficient Ada Lovelace arch, and full ray tracing; Boost Clock 2475 MHz, 12GB GDDR6X, 192-bit, 21 Gbps, PCIE 4.0
$899.22
SaleBestseller No. 3
ASUS Dual GeForce RTX 5060 Ti 16GB GDDR7 OC Edition Gaming Graphics Card | PCIe 5.0, HDMI 2.1b, DisplayPort 2.1b, 2.5-slot, Axial-tech Fans, 0dB Technology, Dual BIOS
ASUS Dual GeForce RTX 5060 Ti 16GB GDDR7 OC Edition Gaming Graphics Card | PCIe 5.0, HDMI 2.1b, DisplayPort 2.1b, 2.5-slot, Axial-tech Fans, 0dB Technology, Dual BIOS
AI Performance: 767 AI TOPS; OC mode: 2632 MHz (OC mode)/ 2602 MHz (Default mode); Powered by the NVIDIA Blackwell architecture and DLSS 4
$765.99
Bestseller No. 4
GIGABYTE GeForce RTX 4070 Super WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N407SWF3OC-12GD Video Card
GIGABYTE GeForce RTX 4070 Super WINDFORCE OC 12G Graphics Card, 3X WINDFORCE Fans, 12GB 192-bit GDDR6X, GV-N407SWF3OC-12GD Video Card
Powered by GeForce RTX 4070 SUPER ​; Integrated with 12GB GDDR6X 192-bit memory interface​
$969.00
Bestseller No. 5
Gigabyte GeForce RTX 4070 WINDFORCE OC 12GB Graphics Card - 12GB DDRX6 21Gbps, PCI-E 4.0, DisplayPort 1.4, HDMI 2.1a, NVIDIA DLSS 3, Ada Lovelace Arch, GV-N4070WF3OC-12GD, Black, 930g
Gigabyte GeForce RTX 4070 WINDFORCE OC 12GB Graphics Card - 12GB DDRX6 21Gbps, PCI-E 4.0, DisplayPort 1.4, HDMI 2.1a, NVIDIA DLSS 3, Ada Lovelace Arch, GV-N4070WF3OC-12GD, Black, 930g
Visuals: 8K Ready, 4 Display Ready, HDCP 2.3, VR Clear; I/O and Connectivity: PCIE 4.0, 3 x DisplayPort 1.4a, 1 x HDMI 2.1a, DirectX 12 Ultimate
$829.00

Fast troubleshooting checklist

  • Option is missing: verify that the GPU is RTX 40 series or newer for classic Frame Generation, the driver is current, and the game actually supports the feature.
  • Displayed FPS is high but controls feel slow: check the real rendered FPS, enable Reflex, reduce queueing with an appropriate frame cap and compare Frame Generation off.
  • Stutter remains: stabilize CPU and GPU frame times, lower demanding settings and check whether the game is compiling shaders or streaming assets.
  • Ghosting or broken UI appears: test a different DLSS mode, update the game, and disable Frame Generation while keeping Super Resolution enabled if possible.
  • GPU usage is already maxed: Frame Generation’s processing cost may reduce real FPS; lower resolution or quality settings before enabling it.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

DLSSframe generationNVIDIAPC gamingREFLEXRTX 40 SeriesRTX 50 series

Leave a Reply

Your email address will not be published. Required fields are marked *

Special offer. See more information about Outbyte and uninstall instructions. Please review EULA and Privacy policy.

Recommended PC Tool
Recommended PC Tool
Windows Errors? Fix Them Before They SpreadFree repair scan
Crashes, No Sound, or Screen Glitches?Free driver scan

Two free Windows tools

One Free Minute Could Fix That PC

Before you go - each of these free tools takes about a minute and tackles what quietly slows a Windows PC down.

Special offer. View Outbyte info, uninstall instructions, EULA, and Privacy Policy.