Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation.
Let this sink in for a moment.

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Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation.
Let this sink in for a moment.
I want to make sure I understand this right. The 6X here means that for every one real frame generated by the GPU, the next six frames that follow will be AI generated?
I'm pretty sure its 1 real frame every X frames so 6x would be 1 real, 5 generated.
This is how I understand it too. 6x frame generation means 6 times the amount it had before. If it had 10 frames before, then 6x means 60 frames in total, which are 50 of them fake frames. Note to anyone reading this: Frame Generation is also adding lag. So anyone saying Frame Generation is increasing performance just because the numbers go higher, did not understand what it is. In fact Frame Generation is decreasing performance.
Now imagine you use DLSS and RayTracing, and to feel good you add Frame Generation. What an abomination is this?
A marketer's dream (but garbage to everyone else).
Man you're basically not even playing the game at that point.
The article goes into this.
Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation. So, while the little RTX 5060 can churn out a 258 fps result in NBA 2K27 at 1080p Ultra settings with ray tracing and DLSS 5 enabled, the game underneath will actually be running at around 43 fps.
258 / 43 = 6
I haven't looked at the raw numbers, but if the A.I. is reducing performance by 60%, you can do some basic math and estimate that your game would have 110FPS normally. So the A.I. technically comes out ahead by a lot of frames. But, are those frames actually valuable? 60fps is enough for me personality, and 120fps is more than enough for almost everybody, so anything more than 120 is basically fluff.
Also I don't really want to play a game where 5/6 of frames are "fake". Imagine just walking along in Elden Ring and you glitch through a wall, but the wall never existed, it was hallucinated by the A.I. based on surrounding geometry, and then you get hit by a random fireball the A.I. accidentally left out. I would be pissed. I can't even imagine all the strange visual artefacts and glitches the A.I. would introduce. Like your character gaining and losing fingers in The Sims multiple times per second.
It's not even just 1/6 frame, because there is upscaling with Ai before, plus the upscaled image is probably changed a bit with the new DLSS 5 imagery. So the one full frame isn't even a full frame.
What's the upscaling with A.I. "before" that you're talking about?
DLSS can upscale the image. Lets say from 1080p to 4k, with Ai. Then the DLSS 5 cosmetics are added, these new ones we see in the screenshots. That's also Ai. And at last 6x Frame Generation with 5 generated images in between real images, with Ai.
Oh yeah that thing that makes my eyes bleed. I always turn off such "render resolution" BS in settings. Full scale native please.
Isn't the input lag going to be insane if the game runs at, say, 10 fps? This would have to come with some kind of new render pipeline where the simulation can somehow still run at a higher framerate.
Exactly (we almost posted at the same time, where I explicitly talked about this in the other reply, lol, also with 10 fps as example. :D). There is a reason why Nvidia does not share the latency. I have no idea how this is legal.
I don't really get how frame generation works, but at what point are you extrapolating so much that it gets out of sync with the gameplay? Surely there's a limit...
The game can pass movement vectors so they gen image can adapt.
The main images are fully rendered
It delays the task frame from showing and then generates between frame, then more between frames and again more (6x 5 total frames)
Looking at the basic performance charts Nvidia has provided us so far, the ultra-high frame rate figures are based on 6x Multi Frame Generation. So, while the little RTX 5060 can churn out a 258 fps result in NBA 2K27 at 1080p Ultra settings with ray tracing and DLSS 5 enabled, the game underneath will actually be running at around 43 fps.
I can feel the molasses from here.
Just generate more fake frames with a second 5090!
Nvidia's new SLAI technology!
Can't wait for this vendor lock even more now.
So developers will create crap models, crap lighting, and then let DLSS 5 take care of the rest and now not only will AMD and Intel users get a subpar gaming experience, so will the bulk of Nvidia users who can't afford the flagship card.
The future of gaming looks bright, like a train in a tunnel while your on the tracks.
Doing a shitty job of something at exorbitant cost? Sounds like "AI" to me!
As someone who works with 3D software everything about this trend annoys me to no end. I don‘t benefit from any of this. Instead hardware becomes unaffordable. And before anyone mentions AMD, last time I checked Nvidia still had more bang for your buck in Blender despite everything.
I pray my current hardware survives for a long time because it‘s looking grim out there.
Good thing that this shit won't run on AMD cards anyways lmao. AMD saving me once again.
If I had a video card that could run this I'd be so disappointed.
The only game I would use this for is the Hellraiser game about to be release. Yes, I'm a bit morbid. Otherwise I'm good with Palworld graphics.
From my understanding DLSS 5 can be targeted. Meaning the developer can choose to make a chair look more realistic while reducing the effects for others objects (like NPCs). I think the marketing group dropped the ball on the utility of DLSS 5 and went with the most dramatic NPC altering features. I've seen some DLSS5 lighting comparisons in Cyberpunk and I have to admit... It's pretty damn good.
If the materials rendering part were integrated into the rendering pipeline as a standard thing that could be called with an API, that could be pretty good. Just pass along some info about the material and let it render like any other basic shader. But because it's a post-processing shader that needs to analyze the entire image and work out materials on the fly to objects that have already been rendered, it murders the frame rate and can make mistakes on its guesses. There's something legitimately interesting burried in there, but this is the worst possible way to implement it.
Nah, keep giving Nvidia money