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Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Repair Windows errors before they cause bigger problemsFix Now →Short answer: DLSS 4.5 is two different upgrades with very different hardware requirements. Its new Super Resolution models are available in supported games on every GeForce RTX generation, while 6x and Dynamic Multi Frame Generation require an RTX 50-series GPU and a compatible game. NVIDIA released the Super Resolution update through the NVIDIA app on January 14, 2026, followed by 6x and Dynamic Multi Frame Generation on March 31, 2026. See NVIDIA’s Super Resolution announcement and 6x release details.
The headline needs translating: 6x does not mean six traditionally rendered game frames. It means one conventionally rendered frame followed by up to five AI-generated frames. A game rendering at 40 base FPS might display close to 240 frames per second in ideal conditions, but it will not simulate, respond to input, or render game logic like a natively rendered 240 FPS title.
What DLSS 4.5 actually changes
DLSS 4.5 is an umbrella name for several separate technologies. The most broadly available part is DLSS 4.5 Super Resolution, an updated AI reconstruction model that renders the game internally at a lower resolution and reconstructs the output at the selected display resolution.
The headline feature is Multi Frame Generation. On RTX 50-series graphics cards, DLSS 4.5 can generate up to five frames between traditionally rendered frames, producing a maximum 6x displayed-frame multiplier. Dynamic Multi Frame Generation can adjust that multiplier during play instead of using one fixed setting.
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Those features should not be confused with Ray Reconstruction, DLAA, ordinary Frame Generation, Enhanced Frame Generation, or NVIDIA Reflex:
| Feature | What it does | Hardware support |
|---|---|---|
| DLSS Super Resolution | Upscales a lower internal render resolution into the target-resolution image. | All GeForce RTX generations in supported games or supported NVIDIA app overrides. |
| DLSS 4.5 Super Resolution models | Uses the newer transformer-based reconstruction models to improve detail, lighting, edges, ghosting, and motion stability. | All RTX generations, although Models M and L can be substantially more expensive on RTX 20 and 30 cards. |
| DLSS Frame Generation | Creates one additional frame between traditionally rendered frames. | RTX 40 and RTX 50. |
| DLSS Multi Frame Generation | Creates multiple frames between traditionally rendered frames. | RTX 50 only. DLSS 4 supported up to 4x; DLSS 4.5 adds 5x and 6x operation in compatible titles. |
| Dynamic Multi Frame Generation | Changes the frame-generation multiplier to pursue a refresh-rate or custom FPS target. | RTX 50 only. |
| Enhanced Frame Generation model | Uses extra game-engine and interface data to improve HUD and minimap reconstruction. | RTX 40 and RTX 50 in selected games. |
| Ray Reconstruction | Replaces conventional ray-tracing denoisers with an AI reconstruction model. | All RTX generations in supported ray-traced or path-traced content, subject to rollout and game support. |
| DLAA | Uses DLSS reconstruction at native resolution for image quality rather than upscaling performance. | All RTX generations in supported games. |
| NVIDIA Reflex | Reduces CPU and GPU queueing to improve responsiveness. | Depends on game and GPU support. Reflex is a companion to frame generation, not a DLSS feature. |
NVIDIA’s DLSS compatibility FAQ and DLSS developer page provide the current hardware distinctions. Game support remains separate for each feature.
DLSS 4.5 Super Resolution: the image-quality upgrade
DLSS 4.5 Super Resolution is not a completely new upscaling technology. It is a newer model within the DLSS Super Resolution pipeline. NVIDIA says the second-generation transformer model uses approximately five times the compute of the original transformer model, a larger high-fidelity training dataset, broader spatial and temporal context, and better use of motion vectors and other engine data.
The intended improvements include cleaner fine edges, better lighting reconstruction, reduced ghosting, improved anti-aliasing, clearer motion, and more stable detail in difficult areas such as foliage, fences, hair, and overlapping geometry. NVIDIA also says DLSS 4.5 performs reconstruction in linear space rather than the earlier logarithmic-space approach, which can preserve more highlight and lighting information in high-contrast scenes. These are model-level improvements, not a guarantee that every game or every scene will look better.
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In practice, the result depends heavily on the game’s input data, internal render resolution, motion vectors, UI implementation, and the detail being reconstructed. A Performance-mode image in one title may look cleaner than the game’s native temporal anti-aliasing, while another may show more shimmer or moiré.
Preset K, Preset M, and Preset L
The NVIDIA app’s current Recommended mapping is more useful than simply selecting the newest-looking model:
| DLSS mode | Recommended model |
|---|---|
| Quality | Preset K |
| Balanced | Preset K |
| Performance | Preset M |
| Ultra Performance | Preset L |
| DLAA | Preset K by default |
Models M and L are intended primarily for Performance and Ultra Performance modes. On RTX 20- and 30-series GPUs, Preset K is often the sensible starting point because those cards lack native FP8 support. The newer models can consume enough additional GPU time to cancel out the performance gained from a lower internal resolution.
- RTX 40 or 50 at 4K Performance: start with Preset M.
- RTX 40 or 50 at 4K Quality or Balanced: compare K and M rather than assuming M is superior.
- RTX 20 or 30: start with Preset K. Test M only if its visual improvement is worth the performance cost.
- Ultra Performance: reserve it mainly for 4K or 8K output and inspect fine detail carefully.
- DLAA: begin with K and compare M only if the extra Tensor Core cost is acceptable.
Independent testing supports that cautious approach. TechSpot found DLSS 4.5 was generally only a few percent slower than DLSS 4 on an RTX 5070 Ti in its tested games, but measured approximately 15–19% lower performance in several 4K tests on an RTX 3090, with some titles showing larger differences. Its comparisons found better disocclusion handling, foliage, fences, and ghosting in many scenes, but also title-specific pixelation, grain, moiré, flickering, and unstable fine lines. Read the full TechSpot DLSS 4.5 versus DLSS 4 testing before treating Preset K as obsolete.
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What 6x Frame Generation really means
The most important correction to the marketing headline is that the multiplier counts displayed frames, not fully rendered game frames.
Without frame generation, the sequence is straightforward:
Rendered frame 1 → rendered frame 2 → rendered frame 3
With ordinary DLSS Frame Generation, the GPU creates one intermediate image:
Rendered frame 1 → generated frame → rendered frame 2
DLSS 4 Multi Frame Generation at 4x adds three generated frames:
Rendered frame 1 → generated → generated → generated → rendered frame 2
DLSS 4.5 at 6x adds five:
Rendered frame 1 → generated → generated → generated → generated → generated → rendered frame 2
The game supplies engine data such as motion vectors and depth, and the neural system synthesizes the intermediate images. NVIDIA’s DLSS 4 technical research describes the neural processing, engine data, and Blackwell hardware optimizations involved.
A 40 FPS example
If a game is conventionally rendering approximately 40 FPS:
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- Ordinary 2x Frame Generation could display approximately 80 FPS.
- 4x Multi Frame Generation could display approximately 160 FPS.
- 6x Multi Frame Generation could display approximately 240 FPS.
Those are simplified theoretical multipliers. GPU overhead, frame pacing, fluctuating base FPS, CPU limits, the game’s implementation, and the display’s refresh rate all affect the result. More importantly, the game is still advancing simulation and receiving input at roughly the base-render cadence. The extra frames can make camera movement look smoother and help use a 240Hz or 360Hz monitor, but they are not equivalent to six independently rendered frames for responsiveness.
That is why a meaningful benchmark should show both the base rendered FPS and the displayed or generated FPS. A counter showing 240 FPS without revealing a 40–50 FPS base rate gives an incomplete picture.
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Fixed MFG uses one multiplier throughout gameplay. Dynamic MFG instead monitors the gap between the rendered output and a selected target, then raises or lowers the multiplier. NVIDIA compares it to an automatic transmission: it can generate more frames in a difficult scene and fewer when the GPU is already close to the target.
In the NVIDIA app, Dynamic mode provides these targeting options:
- Max refresh rate: targets the display’s maximum refresh rate.
- Custom: lets you enter a target FPS.
- Maximum multiplier control: limits how aggressively Dynamic mode may generate frames.
These controls can be applied globally or per game under NVIDIA app → Graphics. NVIDIA documents the controls in its Dynamic Multi Frame Generation support guide.
| Mode | Best starting use |
|---|---|
| Dynamic | High-refresh displays where automatic multiplier changes are more useful than a fixed frame cap. |
| Fixed 4x | Predictable output in broadly compatible RTX 50 MFG titles. |
| Fixed 6x | Suitable only when the title supports 6x, the base FPS is healthy, and the display can use the extra frames. |
| Use 3D application setting | Returns control to the game. With in-game Frame Generation enabled, this follows the ordinary 2x-style path rather than an app-forced MFG multiplier. |
Four-times MFG is more broadly available than 6x. A newer compatible Frame Generation DLL or native title support is required for 6x. NVIDIA marks games in its live list with [NV, 6X] or [NV, 4X].
Which RTX cards support which DLSS 4.5 features?
| GPU generation | DLSS 4.5 Super Resolution | Ordinary Frame Generation | Multi Frame Generation, Dynamic MFG, and 6x | Enhanced Frame Generation model |
|---|---|---|---|---|
| RTX 20 | Yes, in supported games or overrides | No | No | No |
| RTX 30 | Yes, in supported games or overrides | No | No | No |
| RTX 40 | Yes | Yes | No Multi Frame Generation | Yes, in selected games |
| RTX 50 | Yes | Yes | Yes | Yes, in selected games |
So an RTX 20 or 30 owner can benefit from the newer Super Resolution model, but cannot enable 6x frame generation. An RTX 40 owner gets ordinary Frame Generation and the newer supported model, but not Multi Frame Generation. The full 6x and Dynamic feature set is an RTX 50-series capability.
Game support is also divided by feature. A title may support Super Resolution but not Frame Generation, support ordinary Frame Generation but not MFG, support 4x MFG but not 6x, or support an NVIDIA app override without having a complete native DLSS 4.5 integration.
Use NVIDIA’s live RTX games, engines, and applications table rather than relying on a static compatibility list. The table separates Super Resolution, Ray Reconstruction, Frame Generation, Multi Frame Generation, and app overrides, and identifies 4x and 6x support separately. NVIDIA’s current table was updated July 28, 2026, but game patches can change support after publication.
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Examples NVIDIA identified for the enhanced Frame Generation model include Battlefield 6, Borderlands 4, Dragon Age: The Veilguard, F1 25, God of War Ragnarök, Hogwarts Legacy, Indiana Jones and the Great Circle, Marvel’s Spider-Man 2, Monster Hunter Wilds, Star Wars Outlaws, The Elder Scrolls IV: Oblivion Remastered, and The Outer Worlds 2. That March 31 list is not a complete current list of 6x-capable games.
How to enable DLSS 4.5
Before you start
- Use a GeForce RTX GPU supported by the feature you want.
- Install the latest NVIDIA app.
- Install GeForce Game Ready Driver 595.97 WHQL or newer for the complete DLSS 4.5 feature set described in NVIDIA’s March 31 release documentation.
- Confirm that the game has native DLSS support or appears on NVIDIA’s verified app-override list.
- For Frame Generation or MFG, enable the game’s own DLSS Frame Generation option first.
- Remember that 6x and Dynamic MFG require an RTX 50-series GPU.
Enable DLSS 4.5 Super Resolution models
- Open the NVIDIA app.
- Open Graphics.
- Choose Program Settings for one game or Global Settings for compatible titles generally.
- Find DLSS Override – Model Preset.
- Select Recommended.
- Launch the game and enable DLSS Super Resolution in its graphics menu.
- Verify the active model through Alt+Z → Statistics → Statistics View → DLSS.
Recommended currently maps Preset M to Performance, Preset L to Ultra Performance, and Preset K to the remaining modes. On an RTX 20 or 30, select K manually if M or L causes a meaningful performance loss or produces worse image quality.
Enable Dynamic Multi Frame Generation
- Update the NVIDIA app and install Game Ready Driver 595.97 or newer.
- Open NVIDIA app → Graphics.
- Select Program Settings or Global Settings.
- Open DLSS Override – Frame Generation Mode.
- Select Dynamic.
- Choose Max refresh rate or Custom.
- Set the maximum multiplier if you want to restrict how aggressively it generates frames.
- Make sure the game’s own DLSS Frame Generation option is enabled.
- Restart the game if the override does not appear immediately.
Enable Fixed 4x or 6x MFG
- Open NVIDIA app → Graphics and select the game or global profile.
- Open DLSS Override – Frame Generation Mode.
- Select Fixed.
- Choose the available multiplier.
- Use 4x in broadly compatible MFG games. Choose 6x only when NVIDIA’s compatibility table marks the title as 6x-capable.
- Select Use 3D application setting to return control to the game.
If you want ordinary 2x Frame Generation rather than an app-forced MFG multiplier, select Use 3D application setting and enable Frame Generation inside the game.
Enable the enhanced Frame Generation model
On a supported RTX 40 or RTX 50 title:
- Open NVIDIA app → Graphics.
- Choose the game profile.
- Open DLSS Override – Model Presets.
- Open the Frame Generation dropdown.
- Select Preset B.
- Enable Frame Generation in the game.
Preset B can improve static interface elements such as HUD elements and minimaps by using additional engine-provided UI buffers. It cannot fix every game’s interface because the required data must be supplied by the title.
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Recommended DLSS 4.5 settings by scenario
| Scenario | Good starting point |
|---|---|
| RTX 50, 4K path tracing, 240Hz display | DLSS Performance with Preset M; test Dynamic or Fixed 6x if the base rate is sufficiently high and the game supports 6x. |
| RTX 50, 4K rasterized game, 144Hz or 165Hz display | DLSS Quality or Balanced. Use Dynamic MFG only if needed to reach the display target. |
| RTX 50, 1440p high-refresh gaming | DLSS Quality, then ordinary 2x, 4x, or Dynamic generation. Six-times generation may be unnecessary if native rendering is already fast. |
| RTX 40, 4K ray tracing | DLSS Super Resolution plus ordinary Frame Generation. RTX 40 cannot use MFG 4x or 6x. |
| RTX 30, 4K | Start with Preset K and use Performance mode if necessary. |
| RTX 20 or 30, 1440p | Prefer Quality or Balanced with Preset K. Benchmark M before keeping it. |
| Competitive shooter | Prioritize base FPS, Reflex, consistent frame times, and measured latency over the largest displayed FPS number. |
| Shimmering or moiré | Switch from M to K, raise the DLSS quality mode, or disable the override. |
| V-Sync or a required frame cap | Prefer Fixed mode or the game’s native Frame Generation path because Dynamic mode conflicts with those controls. |
NVIDIA generally recommends DLSS Quality at 1080p and 1440p, Performance at 4K, and Ultra Performance at 8K. Treat those as starting points: the best mode depends on viewing distance, display size, game art, and the quality of the title’s native implementation.
Image quality: what to look for
The most convincing DLSS 4.5 improvements tend to appear in difficult temporal-reconstruction situations:
- Less ghosting behind moving characters and objects.
- Cleaner reconstruction of fences, foliage, hair, wires, and overlapping geometry.
- More stable edges at Performance and Ultra Performance settings.
- Better handling of bright lighting and highlights.
- Improved stability while the camera or objects are moving.
The failure modes are equally important:
- Moiré on repetitive textures.
- Shimmering on wires, foliage, grass, and thin geometry.
- Grain or pixelation in particles and fine vegetation.
- Over-sharpened edges.
- Lighting flicker or unstable fine lines in particular scenes.
- HUD or minimap artifacts when a game does not provide the data needed by the enhanced Frame Generation model.
For a fair comparison, use the same resolution, graphics settings, camera position, and scene. Compare Preset K against Preset M rather than comparing only native rendering against DLSS 4.5. NVIDIA has shown cases where DLSS Performance can look more detailed than a game’s native anti-aliasing or reconstruction, but the word native is not a universal quality standard: one game’s native TAA can be much better or worse than another’s.
Useful test scenes include a path-traced night scene, moving foliage, a fence or wire structure, particle effects, and a title with a dense minimap or HUD. Watch the scene while moving the camera, because a still screenshot can hide temporal instability.
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Frame generation is most useful when the base frame rate is already healthy. It cannot turn a severely CPU-limited or poorly paced game into a responsive high-FPS experience simply by adding intermediate pictures.
When testing DLSS 4.5, record:
- Base rendered FPS.
- Displayed or generated FPS.
- 1% lows and frame-time consistency.
- Resolution and graphics preset.
- GPU and CPU models.
- Game version and DLSS mode.
- Whether support is native or supplied by an NVIDIA app override.
- Whether Reflex is enabled.
- Measured input latency, where possible.
NVIDIA positions Reflex as the low-latency companion to Frame Generation. It synchronizes CPU and GPU work to reduce queueing, and DLSS research describes additional pacing and display-timing work for multiple generated frames. Reflex can improve the pipeline, but it does not make generated frames equivalent to independently rendered frames. Avoid claims that DLSS 4.5 adds no latency.
Tom’s Guide’s testing illustrates why both numbers matter. On an RTX 5090-class system at 4K, its tested games reached roughly 205–239 displayed FPS with Dynamic MFG while base rates ranged from approximately 53–93 FPS. In a deliberately stressed RTX 5060 Ti test, base rates fell to approximately 27–34 FPS and measured latency rose as high as about 84 ms. These are that publication’s results, not a universal prediction, but they demonstrate why a 240 FPS counter alone is not enough. See the Tom’s Guide Dynamic MFG testing.
NVIDIA claims that moving from 4x to 6x MFG can improve 4K performance in path-traced titles by up to 35% on RTX 50 hardware. That is a vendor maximum for selected workloads, not a universal increase. Your result depends on the title, base FPS, resolution, CPU limit, GPU model, refresh rate, and DLSS integration.
Ray Reconstruction, DLAA, and Reflex are separate decisions
Ray Reconstruction
Ray Reconstruction is relevant only to supported ray-traced or path-traced content. It replaces conventional denoisers with an AI model; it is not the same as Super Resolution and does not provide frame generation.
NVIDIA announced DLSS 4.5 Ray Reconstruction for all RTX GPUs. However, the latest official status available for this article, dated August 10, 2026, still described the rollout as coming in August rather than confirming a completed release. Check NVIDIA’s Ray Reconstruction announcement and the NVIDIA app before treating it as available in a particular game.
DLAA
DLAA uses DLSS reconstruction at the display’s native resolution. It is intended for image quality rather than extra performance and can cost more than Super Resolution. The NVIDIA app’s Recommended mapping assigns DLAA to Preset K by default.
Reflex
Reflex is a latency technology that works alongside Frame Generation. Enable it when the game supports it, but evaluate the result with a latency measurement or at least with the base FPS and frame-time data visible. A higher displayed FPS number does not by itself prove better responsiveness.
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The DLSS 4.5 option is missing
- Check that the GPU supports the requested feature. RTX 20 and 30 cannot use Frame Generation or MFG; RTX 40 cannot use MFG; RTX 50 is required for 6x and Dynamic MFG.
- Confirm that DLSS is enabled in the game first.
- Check NVIDIA’s live compatibility table for native and app-override support.
- Update the NVIDIA app.
- Install Game Ready Driver 595.97 or newer.
- Confirm that you are looking for the right feature. Super Resolution, Frame Generation, MFG, Ray Reconstruction, and the enhanced Frame Generation model have separate compatibility requirements.
- Restart the game after applying the override.
- If 4x appears but 6x does not, the game may have an older Frame Generation DLL or may simply be 4x-only.
Performance drops after selecting Model M or L
This is especially likely on RTX 20 and 30 cards because they lack native FP8 support. Compare Preset K at the same DLSS mode, M in Performance mode, and a higher-quality DLSS mode using K. A model that looks slightly better but costs 15–20% performance may not be the better setting.
Dynamic mode conflicts with a frame cap or V-Sync
This is expected under NVIDIA’s current documentation. Switch to Fixed mode or select Use 3D application setting and use the game’s ordinary Frame Generation path.
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6x looks worse or feels less responsive than 4x
- Reduce the multiplier to 4x.
- Try Dynamic mode with a lower target or lower maximum multiplier.
- Increase base FPS by reducing ray tracing, path tracing, or other GPU-heavy settings.
- Enable Reflex if available.
- Switch to ordinary Frame Generation.
- Disable Frame Generation entirely for latency-sensitive competitive play.
- Compare Super Resolution Preset K and Preset M separately from the frame-generation test.
Six-times generation is most convincing when the base rate is already solid and the display can use the additional frames. It is not a substitute for raising an unacceptably low base FPS.
The HUD or minimap has artifacts
Use the enhanced Frame Generation model with Preset B only in a supported game. It depends on additional engine-provided UI data and cannot repair every title. If the game is not supported, use the ordinary model or turn Frame Generation off.
Is DLSS 4.5 worth using?
RTX 50 owners with a high-refresh 1440p or 4K display should test it. If the game has a healthy base FPS, supports 6x, and has good motion data, Fixed 4x, Fixed 6x, or Dynamic MFG can make high-refresh path-traced gaming substantially smoother. Dynamic is convenient when targeting a refresh rate, but Fixed is the better choice when V-Sync or a frame limiter is essential.
RTX 40 owners should treat DLSS 4.5 as a Super Resolution and ordinary Frame Generation upgrade. The newer reconstruction model may improve difficult scenes, but there is no 6x MFG option on this generation.
RTX 20 and 30 owners should start with Preset K. DLSS 4.5 Super Resolution can work on these cards, but Models M and L may consume enough performance to be counterproductive. Test the models in the actual games you play rather than assuming the newest preset is best.
Competitive players should prioritize base FPS, Reflex, stable frame times, and measured latency. A generated 240 FPS display output is not automatically preferable to a consistent, responsive 120 FPS base-rendered result.
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Finally, compare DLSS 4.5 against the older DLSS 4 Preset K on a title-by-title basis. The new model often improves ghosting and moving detail, but independent testing has found regressions involving moiré, grain, fine lines, and over-sharpening. The best setting is the one that preserves the image quality and responsiveness you can actually see, not the one with the newest label.
Frequently Asked Questions
Does DLSS 4.5 work on RTX 20 and RTX 30 graphics cards?
Yes. DLSS 4.5 Super Resolution is available on all GeForce RTX generations in supported games and applications, although Models M and L can be considerably more expensive on RTX 20 and 30 cards. RTX 20 and 30 GPUs cannot use ordinary Frame Generation, Multi Frame Generation, Dynamic MFG, or 6x MFG.
Does 6x DLSS mean the game renders six frames?
No. In 6x Multi Frame Generation, the game conventionally renders one frame and the system generates up to five intermediate frames. The displayed output can approach six times the base-rendered frame rate, but game simulation and input responsiveness are still tied much more closely to the base rate.
Can RTX 40 graphics cards use DLSS 4.5 6x Frame Generation?
No. RTX 40 cards support DLSS Super Resolution and ordinary one-frame Frame Generation, but Multi Frame Generation, Dynamic Multi Frame Generation, and 6x operation require an RTX 50-series GPU.
Should I use Preset K or Preset M?
Start with Preset M in DLSS Performance mode on RTX 40 and RTX 50 cards, then compare it with K in the actual game. On RTX 20 and 30 cards, start with Preset K because those GPUs lack native FP8 support and may lose substantial performance with M or L. Revert to K if you see moiré, shimmering, grain, or an over-sharpened image.
Why can’t I use Dynamic Multi Frame Generation with V-Sync or a frame limiter?
NVIDIA currently documents Dynamic MFG as incompatible with V-Sync and frame-rate limiters. Use Fixed MFG or return to the game’s own Frame Generation setting when a cap or V-Sync is required.
The Bottom Line
The practical verdict: DLSS 4.5 is a meaningful Super Resolution update for every RTX generation, but its headline 6x feature belongs only to RTX 50 owners in selected games. Think of 6x as one rendered frame plus five generated frames, not six times the native rendering or responsiveness. Use Preset K as the safe baseline on RTX 20 and 30, compare K and M on newer cards, and judge MFG with base FPS, frame times, artifacts, and latency—not the displayed FPS counter alone.
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