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06 Numbers and Powers

DLSS Frame Generation: Does It Increase FPS?

Card No. 06·17807 · Updated · Standard formula, shown below

Yes—DLSS Frame Generation can increase the FPS number displayed by inserting AI-generated frames between frames rendered by the game. It can make motion look smoother, but it does not make the game render more real frames per second, and it usually does not improve responsiveness to the same degree as the displayed FPS suggests.

What DLSS Frame Generation Does

DLSS Frame Generation is a graphics feature for supported NVIDIA GeForce RTX GPUs. Instead of asking the game’s rendering engine to draw every frame shown on screen, it uses information from rendered frames to create additional intermediate frames. The result is a higher displayed frame rate, provided the game, graphics card, driver, and settings support the feature.

For example, if a game renders 60 frames per second and frame generation adds roughly one generated frame for each rendered frame, the display may show close to 120 frames per second. That is an illustration, not a guaranteed multiplier: the result depends on the game, settings, hardware, and frame-generation implementation.

The important distinction is between rendered FPS and displayed FPS. A counter that includes generated frames can report a much larger number even though the GPU and game simulation are still producing fewer original frames.

How It Generates Extra Frames

Frame generation estimates what an intermediate image should look like by analyzing information such as consecutive rendered frames and motion data from the game. The graphics hardware and software then synthesize a frame to place between the originals. This is different from simply lowering image quality or making the game engine run faster.

Because generated frames are predictions, they are not identical to frames rendered directly from the game’s current state. Fast movement, fine details, particles, user-interface elements, or sudden changes can make artifacts more noticeable. The technology has to balance the visual smoothness of additional frames against the time and processing required to create them.

Frame generation is also distinct from DLSS Super Resolution. Super Resolution reconstructs a higher-resolution image from a lower-resolution render, with the aim of improving performance while maintaining image quality. Frame Generation creates additional frames. Some games offer both technologies, but enabling one does not automatically mean the other is enabled.

Does It Improve Responsiveness?

Not in proportion to the displayed FPS. The game still needs to render frames in response to mouse, keyboard, or controller input. A generated frame can make movement appear more fluid between those rendered frames, but it cannot contain a fully updated response to input that arrived after the source frame was produced.

This is why a game displaying 120 FPS with frame generation may not feel as responsive as a game rendering 120 FPS natively. Input latency depends on the underlying rendering rate, the game’s processing, display behavior, and latency-reduction features—not just the number shown in an FPS counter. NVIDIA Reflex is commonly paired with frame generation in supported games to help reduce system latency, but it does not turn generated frames into newly rendered, input-responsive frames.

If the underlying frame rate is already low, frame generation may make motion look smoother without fixing sluggish controls, uneven frame pacing, or slow game simulation. A stable, adequately high rendered frame rate is a better starting point than relying on generated frames to compensate for poor performance.

When It Helps—and When It Does Not

Frame generation is most useful when a game already runs at a reasonably smooth, stable rate and the player wants smoother-looking motion on a high-refresh-rate display. It can be appealing in visually demanding single-player games, where fluid camera movement may matter more than the smallest possible input delay.

It may be less suitable when precise, immediate input is central to play, or when performance is already unstable. Competitive shooters and rhythm games are examples where players may prioritize responsiveness over a higher displayed FPS number. Preferences vary, so the practical test is to compare the same scene with the feature on and off.

  • Consider enabling it if the game supports it, the base frame rate is reasonably steady, and you value smoother-looking motion.
  • Try it cautiously if you notice visual artifacts, inconsistent pacing, or controls that feel less direct.
  • Do not treat it as a cure for a game that is rendering too slowly. First reduce demanding graphics settings, use an appropriate upscaling mode, or investigate a performance bottleneck.

How to Judge the FPS Number

Check whether an overlay reports rendered FPS, generated FPS, or a combined displayed rate. Counters and game overlays do not all present these figures in the same way. If possible, compare frame-generation-off and frame-generation-on results in the same game scene, at the same resolution and graphics settings, and look at frame pacing and latency as well as the headline FPS.

A simple example illustrates the difference. Suppose a game renders 50 FPS without frame generation. With the feature enabled, an overlay might show a rate near 90 or 100 FPS, depending on the implementation and conditions. The image may look smoother, but the game has not suddenly started calculating input and rendering new game-state frames at that displayed rate.

Also check for a frame-rate cap or display refresh limit. If the game is already capped, generated frames may not produce the experience you expect. A high-refresh-rate monitor can show more of the additional motion, while a lower-refresh-rate display may limit the visible benefit.

Compatibility and Common Problems

Availability depends on the specific game and supported graphics hardware; the feature is not a universal switch that works in every PC title. Check the game’s graphics settings and its current support information. The exact options and names can differ between games, and some titles provide separate controls for upscaling, frame generation, and latency reduction.

If the result looks worse or feels less responsive, try these checks:

  • Confirm that the game is actually rendering at a stable rate before generated frames are added.
  • Compare the same scene with frame generation enabled and disabled, rather than relying only on an overlay.
  • Look for ghosting, distorted edges, or artifacts around fast-moving objects and interface elements.
  • Check whether a frame cap, display refresh setting, or other graphics option is limiting the result.
  • Use the game’s supported latency-reduction option if available, while judging the actual feel rather than assuming it removes all added latency.

Frequently Asked Questions

Does DLSS Frame Generation double FPS?
It can add generated frames and may bring the displayed FPS close to twice the rendered rate in some circumstances. It is not guaranteed to double performance, and the number depends on the game, hardware, settings, and how FPS is measured.

Does Frame Generation improve native performance?
No. It does not make the game’s rendering engine produce more original frames. It synthesizes additional frames to raise the displayed rate and improve perceived motion smoothness.

Does it increase input lag?
Frame generation can add processing overhead and the displayed rate alone does not reveal input latency. The underlying rendered frame rate and latency features matter; generated FPS should not be mistaken for equivalent responsiveness.

Should I use Frame Generation for competitive games?
It depends on the game and your preference, but responsiveness is often especially important in competitive play. Compare the feel with the feature on and off, and prioritize a stable rendered frame rate if controls feel delayed.

Is DLSS Frame Generation the same as upscaling?
No. Upscaling reconstructs an image from a lower-resolution render. Frame Generation inserts synthesized frames between rendered ones. A supported game may offer both, but they address different aspects of performance and image presentation.

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