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Yes—with an important caveat. The RTX 5080 can make Cyberpunk 2077’s demanding RT Overdrive path tracing look strikingly smooth at 4K when DLSS 4 Multi Frame Generation is enabled. But a displayed 120 FPS is not the same as rendering 120 frames per second: in one test, the game rendered only about 31 FPS at the 4X setting. Expect smoother motion, not native-120-FPS responsiveness.
The practical choice is to establish a good rendered-frame baseline first, then use MFG to improve smoothness. For 4K path tracing, DLSS Quality with 2X or 3X MFG is a more grounded starting point than chasing the biggest counter. At 1440p, reduce the path-tracing load if the underlying frame rate feels sluggish. These are DLSS 4-era test results; NVIDIA’s current RTX 5080 page now promotes DLSS 4.5, so they should not be mistaken for a DLSS 4.5 retest.
What the RTX 5080 test shows
A representative RTX 5080 Founders Edition test ran Cyberpunk 2077 at 4K with RT Overdrive, DLSS Quality and the Transformer model. Tom’s Hardware measured about 36 FPS with Multi Frame Generation (MFG) off. Turning on MFG raised the displayed rate, but the rate of traditionally rendered frames stayed near the low 30s:
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|---|---|---|
| MFG off | 36 | 36 FPS |
| MFG 2X | 66 | 33 FPS |
| MFG 3X | 95 | 32 FPS |
| MFG 4X | 122 | 31 FPS |
These are results from one reviewer’s setup, not a promise for every RTX 5080. CPU, scene, driver, game build, DLSS mode, and benchmark method all affect performance. The figures are useful chiefly because they show the distinction between output FPS and the rate at which the game produces frames from new input. Tom’s Hardware’s full RT and DLSS 4 testing describes the configuration and its results.
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Other reviews produced different figures and judgments. Windows Central reported a roughly 244% displayed-FPS increase with 4X MFG in its Cyberpunk test, while noting that the result depends on baseline performance, settings, hitches and artifacts. PC Gamer reported a rise from about 20 FPS at native 4K to roughly 130 FPS with RT Overdrive, DLSS Quality and 4X MFG, with latency around 67 ms. That review considered the result acceptable; Tom’s Hardware said the motion looked smoother but responsiveness still felt closer to the base rate. Those accounts are not interchangeable benchmarks: they use different configurations and reflect different tolerances for latency.
The useful verdict is not that the RTX 5080 simply “runs the game at 122 FPS.” It can deliver that kind of displayed output in a particular demanding setup, while the underlying rendered rate remains around 31 FPS. The card’s conventional path-tracing performance matters more to responsiveness than the biggest MFG multiplier.
What DLSS 4 changes in Cyberpunk 2077
CD Projekt Red says Patch 2.21 introduced DLSS 4 support for the compatible PC game. The update includes a Transformer model option for DLSS Super Resolution and Ray Reconstruction, plus MFG modes selectable as 2X, 3X or 4X on RTX 50-series cards. The game also lets players toggle between the Transformer and CNN models.
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- Super Resolution reconstructs a higher-resolution image from a lower-resolution internal render. It can improve performance without requiring the GPU to render every output pixel at full resolution.
- Ray Reconstruction replaces or assists conventional ray-tracing denoisers. It is intended to improve the reconstruction of ray-traced effects and can be used separately from MFG.
- Frame Generation inserts an AI-generated frame between traditionally rendered frames. Multi Frame Generation can insert multiple generated frames between rendered frames on supported RTX 50-series hardware.
At 4X, the output sequence includes one traditionally rendered frame and up to three generated frames; it does not represent four independently rendered frames. NVIDIA describes MFG as generating up to three additional frames per traditionally rendered frame in its DLSS 4 announcement.
Keep the technologies separate when judging results. The Transformer model may change image quality even with MFG off. MFG changes how many frames are shown between rendered frames; it does not itself raise the game’s rendered-frame rate to match the output counter.
FPS, smoothness and responsiveness are different things
Three measurements answer different questions:
- Rendered FPS: how often the game produces a frame based on the game state and player input.
- Displayed FPS: how many frames, including generated ones, are sent to the display.
- Latency: how long it takes for an input to affect what appears on screen. Reflex can help manage latency, but MFG does not make a low rendered rate irrelevant.
Generated frames can make a camera pan or drive through Night City look more fluid. They do not provide the same fresh input updates as an equally high rate of traditionally rendered frames. That difference is most noticeable when aiming, making quick turns, steering at speed or reacting in combat—not during slow dialogue or a static view. A high-refresh monitor can show a smoother output sequence, but it cannot turn a low rendered rate into the responsiveness of native high-FPS rendering.
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There is no universal minimum base rate at which MFG becomes worthwhile. Windows Central found its roughly 60-FPS starting point preferable and described its approximately 45-FPS 1440p path-tracing result as acceptable but not ideal. Some players may tolerate a lower rate; others will notice the delay immediately. Enable Reflex where available, test in a fast gameplay section, and judge the controls as well as the motion.
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Image quality: look at motion, not just a still frame
Tom’s Hardware judged the Transformer model a meaningful image-quality improvement and reported that it could look good even in Balanced and Performance modes at 4K. That reconstruction benefit is distinct from MFG’s motion smoothing. Neither a clean screenshot nor a large FPS number establishes that every scene will look flawless.
When comparing modes, inspect fast driving, rapid camera pans, combat and explosions, and scenes with rain, smoke, particles, reflections or dense crowds. Thin wires, fences, hair, foliage, neon signage and moving vehicle lights can also reveal temporal errors. Watch for ghosting, smearing, flicker, unstable HUD elements or errors around objects newly exposed as the camera moves. Windows Central reported generally clean ordinary scenes but noted limitations or reduced smoothness in explosions, detailed car interiors and more demanding sequences.
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For a meaningful comparison, keep the resolution and graphics settings fixed while testing: CNN with MFG off; Transformer with MFG off; then Transformer with 2X, 3X and 4X. This helps distinguish image reconstruction changes from the effects of generated frames. If an image looks smeared, compare the Transformer and CNN options and check Ray Reconstruction and the DLSS Super Resolution mode rather than assuming that a higher MFG multiplier will fix it.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Recommended starting settings
These are starting points based on the cited testing, not guaranteed frame rates. Your result depends on the game build, driver, CPU, scene and display.
| Target | Starting point | What to watch |
|---|---|---|
| 1440p with path tracing | RT Overdrive; DLSS Quality or Balanced; Transformer model; Ray Reconstruction on; Reflex on; start with MFG 2X. | Check rendered FPS and responsiveness before moving to 3X or 4X. If the base rate is too low, reduce path-tracing load rather than relying on a larger multiplier. |
| 4K with path tracing | RT Overdrive; DLSS Quality if performance permits; Transformer model; Ray Reconstruction on; Reflex on; try 2X or 3X MFG. | Compare motion and controls, not just displayed FPS. Consider Balanced DLSS or standard Ray Tracing Ultra if the base rate is unsatisfactory. |
| 4K high refresh | Begin with the settings above and test frame pacing, VRR and a sensible frame-rate cap. Prefer the lowest MFG multiplier that looks smooth enough. | A 120–200 FPS MFG reading does not establish native 120–200 FPS responsiveness. Reduce the multiplier if pacing or artifacts are distracting. |
If the game feels sluggish, try these changes in order: move DLSS Super Resolution from Quality to Balanced; lower the path-tracing load or switch to Ray Tracing Ultra; try 2X rather than a higher MFG mode; and check for a CPU bottleneck. At 1440p, crowd density and other CPU-heavy settings may matter if the GPU is not fully utilized. Average FPS alone can hide inconsistent frame times, so check pacing and the 1% lows where available.
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How much does the RTX 5080 improve on other GPUs?
MFG makes the RTX 5080’s output look very different from its rendered-performance comparison, so keep those comparisons separate. In one 4K path-tracing comparison, Tom’s Hardware placed the RTX 5080 around 36 FPS, the RTX 4090 around 43 FPS and the RTX 5090 around 59 FPS. It also found the RTX 5080 roughly 12% ahead of the RTX 4080 Super in that particular test. These numbers describe a specific workload, not a universal performance ranking.
- RTX 4080 Super: It can use DLSS features available to RTX 40-series cards, but it does not provide the RTX 50-series MFG implementation documented for Cyberpunk 2077. The RTX 5080’s advantage in conventional path tracing may be modest in some tests, so price and the value of MFG matter.
- RTX 4090: It can remain competitive in traditionally rendered performance. Compare its base rate and latency with the RTX 5080’s—not just an MFG-enhanced output number.
- RTX 5090: Its extra rendered-performance headroom makes it better suited to buyers who want a stronger base before applying MFG. Do not transfer RTX 5090 demonstrations or company performance claims directly to the RTX 5080.
- Radeon alternatives: Conventional performance varies by game and settings. AMD frame-generation options and NVIDIA MFG should not be compared by headline FPS alone; implementation, artifacts, latency and game support differ.
For someone choosing a card, ask how much time will be spent in DLSS-supported games, whether generated frames are acceptable, and whether native path-tracing performance is the priority. MFG is a genuine feature advantage for supported games, not a substitute for a faster GPU when high rendered FPS is the goal.
DLSS 4 results are not automatically DLSS 4.5 results
The figures above describe DLSS 4-era tests. NVIDIA’s current RTX 5080 product page promotes DLSS 4.5, including Dynamic Multi Frame Generation and a second-generation Transformer model. That branding does not update the settings or measurements in older reviews. A present-day comparison should identify the driver, NVIDIA App, game version, selected model and MFG mode so readers know which implementation produced the result. The available figures here do not establish how an RTX 5080 performs in a DLSS 4.5 retest.
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Bottom line for RTX 5080 owners and buyers
The RTX 5080 can produce an impressive 4K path-traced presentation in Cyberpunk 2077 with DLSS 4. MFG makes movement look smoother, while the Transformer model and Ray Reconstruction can contribute image-quality benefits of their own. But the demonstrated 122 FPS at 4X MFG came with a rendered/input-sampling rate around 31 FPS; it should not be sold as the feel of native 120 FPS.
If you already own an RTX 5080, start with DLSS Quality, the Transformer model, Ray Reconstruction and Reflex, then test 2X MFG before increasing the multiplier. If you are buying, consider the card for its combination of high-end rendering and RTX 50-series features—not because an MFG counter promises native-like high-refresh path tracing. Its case is weaker if you reject generated frames or want the strongest possible rendered baseline.
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