Summary
NVIDIA and DLSS have come a long way. Surely you remember DLSS 1.0 and the visual improvement? With the 4th generation, NVIDIA is now introducing the Transformer Model, creating a very good image quality that basically puts the native image in the shade. DLSS 3.0 (CNN) already implemented DLSS performance in a usable way, but now, with DLSS 4.0, the performance mode is almost a must for UHD gamers in all three games tested. You have to hand it to NVIDIA at this point and they are making it increasingly difficult for the competition to keep up.
On the subject of ray tracing and path tracing in conjunction with ray reconstruction, I am surprised on the one hand at how good this can look. On the other hand, I still have to question in many places whether it’s not being completely unrealistically overdone. Shiny, reflective stone floors in ancient fortifications – really?

However, I was most surprised by the CPU bottleneck in Hogwarts Legacy, which makes me seriously worry whether the topic of AI and upscaling has sent the right signal in the games industry? If the games continue to be so poorly optimized, then I’m no longer surprised by NVIDIA’s statement: 16x frame generation.
Conclusion
In Alan Wake 2, DLSS has been implemented really well with the Transformer Model. The issue of frame generation, especially multi-frame generation, is far too jerky for me, and NVIDIA or the game developers need to do it again. The 1% low is a disaster. Every OLED monitor dies the flicker death in case of doubt.
Because we were just talking about MFG, there are a few things to consider here. For FG 2x, you should have at least 60 FPS (native) on the screen, otherwise the game can quickly degenerate into a show of ghosting and artifacts. If you absolutely want MFG 4x, you should only consider this setting if you can achieve 80 or even better 100 FPS (native) on the monitor. Unless you want to experience your game with maximum motion blur at the witching hour. Furthermore, you should only use it on an OLED if the 1% low values are at the level you currently get in Cyberpunk 2077.

Now to the question: Is Multi Frame Generation a performance booster? My answer is a very clear no! Frame generation is a feature that allows you to create a fluid image perception. If you adhere to the minimum requirements in terms of native FPS, the implementation of DLSS in the game has been implemented properly and the game is well optimized. You should also not forget the latencies, yes, in relation to the baseline I tested today, the latencies with DLSS performance and MFG 4x were ok.
What I would like to say to you readers: A GeForce RTX 5070 12GB will not even come close to the performance of a GeForce RTX 4090. Especially not if the memory in UHD is already full. It’s this kind of marketing that bothers me the most here, because it counteracts the real progress that has been made and almost leads to absurdity. A few words about the GeForce RTX 5090: Very nice design, interesting cooler, far too high power consumption in idle until the driver update and the tiresome topic of PCIe 5.0 or 4.0 really gets on my nerves. Resetting 3 times a day just to get into Windows? No, that’s really no fun. NVIDIA urgently needs to check what the problem is. My mainboard (and not just mine) gives error code 62 or hangs in the loop! Igor had similar problems with his card and on several systems and then tried various workarounds, including downclocking the bus clock.
- 1 - Introduction and test system
- 2 - Alan Wake 2 with DLSS 4.0 - FPS vs. Latenz
- 3 - Alan Wake 2 - Picture quality with DLSS 4.0
- 4 - Cyberpunk 2077 with DLSS 4.0 - FPS vs. Latenz
- 5 - Cyberpunk 2077 - Picture quality with DLSS 4.0
- 6 - Hogwarts Legacy with DLSS 4.0 - FPS vs. Latenz
- 7 - Hogwarts Legacy - Picture quality with DLSS 4.0
- 8 - Summary and conclusion


































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