DLSS Frame Generation creates extra display frames instead of asking the game engine to render every displayed frame conventionally. It combines rendered frames, engine motion vectors and optical-flow data in a neural-network process that runs on the GPU. NVIDIA’s “up to 35% faster” statement refers specifically to its beta Performance Mode (Preset C) on a GeForce RTX 5060—not to a universal 35% increase in game frame rate.
The distinction matters: generation speed, total rendered-frame performance, image quality and input latency are related but different measurements.
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What DLSS Frame Generation actually does
In a conventional rendering loop, the game engine renders each frame from scene geometry, lighting, animation and player input. Frame Generation inserts an additional synthesized frame between traditionally rendered frames. That inserted frame is built from information the game and GPU already have; it is not a second complete simulation step.
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Because the extra frame is synthesized, a displayed-frame counter can rise without the game engine rendering an equal number of fully simulated frames. That is why “generated FPS” should not be treated as interchangeable with native rendering performance.
The frame-generation pipeline, step by step
- The engine renders a real frame. This frame contains the scene as calculated by the game, including geometry, materials, lighting and animation.
- The game supplies motion vectors. Vectors describe how objects and the camera are moving from one frame to the next. They give the generation system directional information that a simple copy or blend would not provide.
- The GPU calculates optical flow. Optical-flow data captures apparent pixel movement, including motion that may not be fully represented by engine vectors.
- The neural model analyzes the pair. DLSS Frame Generation examines the rendered-frame pair and motion information to infer what an intermediate image should look like.
- The GPU produces a post-process frame. The synthesized image is inserted into the presentation sequence between traditionally rendered frames.
- The next real frame arrives. The engine continues its normal rendering cadence while the display receives both conventionally rendered and generated images.
This sequence explains both the benefit and the limitation. Generation can add visual smoothness when the underlying real-frame cadence is adequate, but it cannot turn every part of the game loop into a faster simulation. The generated image depends on the quality and timing of the source frames and motion information.
Why NVIDIA Reflex is part of the responsiveness discussion
Frame rate alone does not describe how quickly a mouse or controller action reaches the screen. A generated frame may increase the number of images displayed while the game still samples input and advances its simulation at the cadence of traditionally rendered frames.
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NVIDIA’s DLSS 3 integrations incorporate NVIDIA Reflex to address responsiveness and latency. Reflex is therefore part of the latency story for supported integrations, rather than an assumption that a higher generated-frame count automatically means lower input delay (NVIDIA’s DLSS 3 announcement). When assessing a mode, look for latency measurements alongside frame-rate numbers.
What “up to 35% faster generation” means
NVIDIA’s statement is narrowly scoped. Its new DLSS Frame Generation Performance Mode, shown as Preset C in the NVIDIA app override, is described as “up to 35% faster” on a GeForce RTX 5060. NVIDIA says the mode replaces the second AI model with a faster, lighter algorithm and acknowledges minor image-quality trade-offs (NVIDIA GeForce News announcement).
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| Part of the claim | What NVIDIA specifies |
|---|---|
| Mode | DLSS Frame Generation Performance Mode, labeled Preset C |
| Named hardware | GeForce RTX 5060 |
| Reported result | Up to 35% faster Frame Generation |
| Algorithm change | The second AI model is replaced with a faster, lighter algorithm |
| Trade-off | Minor image-quality trade-offs are acknowledged |
| Broader beta support | NVIDIA identifies RTX 40 Series and RTX 50 Series GPU families for the beta mode |
“Up to” describes a maximum result under NVIDIA’s own comparison, not a guaranteed gain. The announcement does not publish a detailed independent benchmark methodology or a latency result for the 35% comparison. It also does not say that total game FPS rises by 35%. The figure concerns the speed of the Frame Generation performance mode itself.
Generation speed versus total game performance
Total displayed performance is affected by many stages: the game engine, CPU simulation, conventional GPU rendering, upscaling, Frame Generation and presentation. A faster generation stage can reduce the time spent creating inserted frames, but the final frame rate still depends on the rest of the pipeline.
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For example, a game that is CPU-limited may not gain the same total-FPS percentage as a game whose generation pass is the dominant cost. Conversely, a title with a heavy rendering workload may show a different balance from the RTX 5060 comparison used for NVIDIA’s “up to 35%” statement. Without a published test protocol, the percentage should not be generalized to every game, resolution or graphics setting.
How to try Preset C in the NVIDIA app
NVIDIA describes Preset C as a beta or experimental option. Menu names and availability can change while the feature evolves. The documented path is:
- Open the NVIDIA app and opt in to its beta or experimental features.
- Launch or select a game that supports Frame Generation, Multi Frame Generation or Dynamic Multi Frame Generation.
- Open the game’s DLSS override controls.
- Choose Custom under DLSS Override – Model Presets.
- Open the Frame Generation menu and select Preset C.
- Apply the setting, then test the game at the same resolution and graphics options you use for the normal mode.
The supported-game requirement matters: seeing the option in the app does not mean every title can use it. If the control is missing, check whether the app is enrolled in the beta, whether the game supports one of the listed generation modes and whether the installed driver and app expose the current menu.
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DLSS 4 Multi Frame Generation is a separate feature
Do not transfer the Preset C percentage to DLSS 4 Multi Frame Generation. They describe different capabilities. NVIDIA’s Blackwell architecture paper says Multi Frame Generation can create up to three additional frames per traditionally rendered frame and describes changes to the generation model, optical-flow calculation, memory use and frame pacing (NVIDIA RTX Blackwell GPU Architecture).
| Capability | Core description | Scope to remember |
|---|---|---|
| DLSS Frame Generation | Creates one additional frame from rendered frames and motion information | DLSS 3’s explanation; Reflex is included in supported integrations |
| DLSS Frame Generation Performance Mode (Preset C) | Uses a faster, lighter algorithm in place of the second AI model | NVIDIA’s “up to 35% faster” claim is specifically tied to an RTX 5060 |
| DLSS 4 Multi Frame Generation | Can generate up to three additional frames per traditionally rendered frame | Blackwell architecture feature; its frame count and architectural changes are not a Preset C benchmark |
Multi Frame Generation’s “up to three” figure describes how many additional frames the feature can produce in its supported design. It is not evidence that Preset C is three times faster, nor that a game’s total FPS will multiply by that amount.
How to evaluate a Frame Generation comparison
Use a controlled comparison rather than a single headline number. Keep the following variables fixed wherever possible:
- Graphics card: compare the same GPU model. NVIDIA names the RTX 5060 for the 35% Preset C claim; extending it to every RTX 40- or RTX 50-series card would exceed the stated evidence.
- Generation mode: identify standard Frame Generation, Preset C, Multi Frame Generation or Dynamic Multi Frame Generation. These labels represent different processing paths.
- Game and build: use the same title, patch and driver because implementation details can affect output.
- Resolution and settings: hold resolution, ray-tracing options, upscaling mode and quality settings constant.
- Metrics: report total frame rate separately from the cost or speed of the generation stage.
- Latency and image quality: include input-response measurements and visual inspection, not just an FPS counter.
NVIDIA’s announcement supplies the RTX 5060 and the “up to 35%” result but does not provide a full test protocol or latency figure for that comparison. Treat it as a vendor performance claim with a defined scope, not as an independently verified universal benchmark.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Image-quality trade-offs and practical checks
NVIDIA explicitly says Preset C has minor image-quality trade-offs. The announcement does not establish a universal list of artifacts or a single quality score, so the right test is the game and scene you actually play.
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Compare the normal Frame Generation model and Preset C side by side at the same camera position. Inspect fast camera pans, thin geometry, animated characters, particle effects, foliage, reflections and on-screen interface elements. Check whether the trade-off is acceptable at your target refresh rate. A mode that is faster in its generation pass may be worthwhile for a high-refresh display, while a slower mode may be preferable when preserving fine detail is more important.
Common misunderstandings
“35% faster” means 35% more FPS
No. It is NVIDIA’s “up to” claim for the Preset C Frame Generation performance mode on an RTX 5060. It does not state a 35% increase in total game FPS.
Every displayed frame is fully rendered by the game
No. Frame Generation synthesizes inserted frames from rendered frames and motion information. The game engine does not conventionally render every displayed image.
DLSS 4’s three extra frames explain Preset C
No. Multi Frame Generation is a separate Blackwell capability with its own model, optical-flow, memory and pacing changes. Its frame-count claim should not be used to quantify Preset C.
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A higher frame counter guarantees lower latency
No. Responsiveness depends on the complete input, simulation, rendering and presentation pipeline. NVIDIA identifies Reflex as part of the DLSS 3 responsiveness approach, so latency must be measured rather than inferred from generated FPS alone.
Quick Recap
Primary NVIDIA references
- DLSS Frame Generation Performance Mode and Preset C announcement
- NVIDIA’s DLSS 3 Frame Generation explanation
- NVIDIA RTX Blackwell GPU Architecture paper
- NVIDIA GeForce RTX 40 Series community Q&A
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