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DLSS Frame Generation creates extra display frames with AI rather than asking the game engine to render every frame conventionally. It combines rendered frames, engine motion vectors and optical-flow data, then runs a neural-network process on the GPU to synthesize an intermediate frame. The result can raise the frame rate shown on a monitor, but generated frames are not equivalent to additional fully rendered game frames.

NVIDIA’s “up to 35% faster generation” statement refers to one specific setting: Frame Generation Performance Mode, called Preset C in the NVIDIA app, running on a GeForce RTX 5060. It describes the speed of that frame-generation process, not a guaranteed 35% increase in a game’s total FPS, and NVIDIA reports the figure without a detailed independent test protocol.

What DLSS Frame Generation actually does

A conventional game frame is produced by the game engine and rendered by the GPU. DLSS Frame Generation inserts an additional synthesized frame between conventionally rendered frames. NVIDIA’s DLSS 3 explanation says the system processes pairs of super-resolution frames, motion vectors supplied by the game engine and optical-flow motion information, and feeds those inputs to a neural network that generates the extra frame. See NVIDIA’s technical description in the DLSS 3 announcement.

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The inputs to the generated frame

  • Rendered frames: The system uses image data from frames the game has actually rendered.
  • Engine motion vectors: The game reports how objects and other scene elements are moving from one frame to the next.
  • Optical-flow information: Dedicated GPU hardware analyzes apparent motion in the image, including movement that may not be fully represented by engine vectors.
  • A neural model: The model combines these signals to predict what an intermediate frame should look like.

Because the inserted image is synthesized, the game has not simulated and rasterized every frame that appears on screen. A displayed sequence might therefore alternate between traditionally rendered frames and generated frames. That distinction matters when you compare an on-screen FPS counter with input response, GPU workload or image quality.

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Why it can help in CPU-limited games

NVIDIA describes Frame Generation as a GPU post-process. Since the extra image is created after the game has produced its source frames, the process can add displayed frames even when the CPU is limiting how quickly the game engine can prepare new frames. This does not remove the CPU limit from the traditionally rendered frames; it uses GPU work to increase the number of images presented between them.

Frame Generation therefore should not be described as making every part of a game run 35% faster. Simulation, animation updates, input sampling and other engine tasks still depend on the game’s normal pipeline. The feature changes how often images are displayed, while the underlying rendered-frame cadence and system latency can remain different.

Frame rate is not the same as responsiveness

DLSS 3 integrations also include NVIDIA Reflex to address responsiveness and latency. A higher displayed frame rate can make motion look smoother, but generated-frame FPS by itself does not describe the complete input-to-photon experience. When evaluating Frame Generation, consider the base rendered-frame rate and latency alongside the number shown by an FPS counter.

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What NVIDIA’s “up to 35% faster generation” claim means

NVIDIA says its new DLSS Frame Generation Performance Mode, labeled Preset C in the NVIDIA app override, is “up to 35% faster” on a GeForce RTX 5060. The statement appears in NVIDIA’s announcement of the mode, “DLSS 5 Comes To Hogwarts Legacy & RTX Spark, Powered By 2X Faster Model.”

There are four important limits in that sentence:

  1. “Up to” is a maximum claim, not a guaranteed result. Actual improvement can vary with the game, resolution, settings, driver, background load and other conditions.
  2. The comparison is about the Frame Generation mode’s processing speed. It is not a promise that total game FPS, base rendering speed or CPU performance rises by 35%.
  3. The named GPU is the RTX 5060. The announcement identifies RTX 40 Series and RTX 50 Series cards as supported GPU families for the beta mode, but attaches the 35% figure specifically to the RTX 5060.
  4. NVIDIA does not publish a full independent benchmark protocol for the figure in that announcement. The claim should therefore be attributed to NVIDIA rather than presented as an independently verified universal measurement.

What changes in Preset C

NVIDIA describes Preset C as replacing the second AI model with a faster, lighter algorithm. The trade-off NVIDIA identifies is minor image-quality loss. In practical terms, the mode is intended to spend less time generating each additional frame, while accepting that the output may not match the quality of the regular model in every scene.

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“Faster generation” should be read as less processing time for the frame-generation step. For example, if a particular workload takes 10 milliseconds for one generation approach and 7.4 milliseconds for another, the latter is approximately 26% faster for that step; that arithmetic would not tell you the game’s final FPS or latency. NVIDIA’s published “up to 35%” figure does not provide the underlying per-frame times, test scene or complete system configuration, so no more precise conversion is justified.

What the 35% figure does not mean

  • It is not a guaranteed 35% increase in the game’s total frame rate.
  • It is not a result established for every RTX 40 Series or RTX 50 Series card.
  • It is not an independent benchmark covering every game, resolution and graphics preset.
  • It is not the same claim as DLSS 4 Multi Frame Generation’s frame-count capability.
  • It does not establish that latency improves by 35%.

Preset C, regular Frame Generation and Multi Frame Generation compared

These terms describe related but different things. Keeping them separate prevents the most common misreading of NVIDIA’s announcement.

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Feature or claim What it does Scope established by the cited material What not to infer
DLSS Frame Generation Synthesizes an additional frame from rendered frames, engine motion vectors and optical-flow data. NVIDIA’s DLSS 3 explanation; the process runs as a GPU post-process and DLSS 3 integrations include Reflex. Every displayed frame was conventionally rendered, or that displayed FPS equals input responsiveness.
Preset C (Frame Generation Performance Mode) Uses a faster, lighter algorithm in place of the second AI model. NVIDIA says it is up to 35% faster on a GeForce RTX 5060; RTX 40 and RTX 50 families are identified as supported for the beta mode. A universal 35% total-FPS gain, a result for every supported GPU, or unchanged image quality.
DLSS 4 Multi Frame Generation Generates multiple additional frames from traditionally rendered frames. NVIDIA’s Blackwell architecture paper describes up to three additional frames per traditionally rendered frame and changes to the model, optical-flow calculation, memory use and frame pacing: NVIDIA RTX Blackwell GPU Architecture. That “up to three” description is the same as Preset C’s speed claim, or that it applies to all Frame Generation modes.

How to try Preset C in the NVIDIA app

NVIDIA presents Preset C as a beta or experimental feature. The exact labels and location can change as the app evolves, and a game must expose a supported Frame Generation option.

  1. Opt in to beta or experimental features. Open the NVIDIA app and enable the option that allows beta or experimental features, if the app presents that choice.
  2. Launch or select a supported title. NVIDIA’s instructions refer to games supporting Frame Generation, Multi Frame Generation or Dynamic Multi Frame Generation. A game that lacks one of those integrations will not expose the override.
  3. Open the DLSS override controls. In the NVIDIA app, locate the game’s settings and choose DLSS Override – Model Presets.
  4. Choose Custom. Set the model-preset control to Custom rather than leaving it on the default automatic selection.
  5. Select Preset C for Frame Generation. In the Frame Generation menu, select Preset C, then apply the change.
  6. Test the same scene. Compare the regular preset and Preset C using the same resolution, graphics settings and in-game location. Record base rendered FPS, displayed FPS, latency if your overlay provides it, and visible image differences separately.

If the menu path differs on your installation, use the current labels shown by the NVIDIA app. NVIDIA’s own announcement warns that beta features can evolve, so an unavailable control does not by itself indicate a hardware fault.

How Multi Frame Generation differs on Blackwell

DLSS 4 Multi Frame Generation is a separate capability from the Preset C performance-mode comparison. NVIDIA’s Blackwell architecture paper says Multi Frame Generation can create up to three additional frames per traditionally rendered frame. The same document describes changes involving the generation model, optical-flow calculation, memory usage and frame pacing.

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This is a frame-count description, not a statement that the generation algorithm is 35% faster. A mode that can insert several frames and a mode that reduces the processing time for one generated frame answer different questions. When reporting results, name the exact mode and GPU instead of using “DLSS Frame Generation” as if it were one uniform technology.

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How to evaluate a Frame Generation claim correctly

A useful comparison fixes the variables that can change the result and reports more than one number. The following checklist keeps a processing-speed claim from being mistaken for a whole-system benchmark.

  • GPU and architecture: State the exact card. “RTX 40 Series” or “RTX 50 Series” is not enough when a percentage is attached to one model.
  • Generation mode: Identify regular Frame Generation, Preset C, Multi Frame Generation or Dynamic Multi Frame Generation.
  • Game and version: Name the title and, where relevant, its patch or driver version.
  • Resolution and settings: Record resolution, upscaling mode, ray-tracing settings and graphics preset.
  • Base rendered FPS: Measure the rate of conventionally rendered frames before treating generated FPS as an improvement.
  • Displayed FPS: Report the final presentation rate separately from base rendering.
  • Latency: Include input-to-display measurements when available. NVIDIA’s 35% announcement does not publish a latency result for the comparison.
  • Image quality: Check the same camera movements, fast objects, transparency, UI elements and scene transitions with both presets.
  • Test protocol: State the scene, run length and measurement method. The Preset C announcement does not provide a detailed protocol, so readers cannot reproduce a more specific number from that source alone.

A simple way to read an FPS overlay

Suppose an overlay reports a higher number after Frame Generation is enabled. That number includes generated images. To understand what changed, first disable the feature and note the conventionally rendered rate, then enable it and record both the displayed rate and latency. If the base rate remains the same while the displayed rate rises, the feature has added synthesized presentation frames rather than making the engine render that many additional complete frames.

This approach also prevents a CPU-limited game from being described incorrectly. Frame Generation may increase displayed smoothness while the CPU still determines how frequently the game produces new source frames.

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Image-quality trade-offs and what to inspect

NVIDIA explicitly says Preset C has minor image-quality trade-offs because it uses a faster, lighter algorithm. “Minor” is NVIDIA’s characterization, not a guarantee that every scene will look identical. Whether the trade-off matters depends on the game and the player’s sensitivity to artifacts.

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Compare the two modes while looking at:

  • rapid camera pans and moving characters;
  • objects entering or leaving the scene;
  • fine geometry, particles and transparency;
  • text, crosshairs and other high-contrast interface elements;
  • scene cuts or sudden changes in lighting.

Use a repeatable route and pause the game when possible so that differences are not confused with ordinary animation changes. If the faster preset produces distracting errors, the regular model may be preferable even when Preset C reduces generation time.

Troubleshooting common misunderstandings

Preset C is missing

Confirm that beta or experimental features are enabled, the NVIDIA app is current, the GPU belongs to a supported RTX family and the selected game supports one of the Frame Generation modes named by NVIDIA. The availability of the control can change while the feature remains in beta.

The overlay shows little or no total-FPS improvement

Check whether the comparison is measuring total displayed FPS or base rendered FPS. Also verify that Frame Generation is enabled in the game and that the scene is not limited by another subsystem. The “up to 35% faster” statement concerns the generation step on an RTX 5060, so it cannot guarantee a matching increase in a game’s final frame rate.

The game feels less responsive

Inspect latency rather than relying only on the FPS counter. DLSS 3 integrations use NVIDIA Reflex to address responsiveness, but generated-frame rate alone does not specify the full input-response path. If the game provides a Reflex option, test it according to the title’s instructions and compare the result with Frame Generation disabled.

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The image looks different

That is consistent with NVIDIA’s stated trade-off for Preset C. Compare the same scenes with the regular model, and switch back if the visual difference is more noticeable than the performance benefit.

The practical takeaway

DLSS Frame Generation is an image-synthesis stage: it uses rendered frames and motion information to create additional display frames on the GPU. NVIDIA’s “up to 35% faster generation” statement is narrower than a headline percentage suggests. It applies to Preset C, a faster and lighter Frame Generation algorithm, on a GeForce RTX 5060, with a stated minor image-quality trade-off and no published full independent test protocol in the announcement.

For an honest comparison, name the GPU and exact mode, separate generation processing speed from total game FPS, and report latency and image quality as well as frame rate. Treat DLSS 4 Multi Frame Generation’s “up to three additional frames” as a separate Blackwell feature description, not as evidence for Preset C’s 35% claim.

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