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RTX 40 GPUs Get a DLSS 4 Frame Generation Boost: Benchmarks Show Up to 28% More FPS Than DLSS 3

RTX 40 owners get an updated DLSS 4 single Frame Generation model—but not Multi Frame Generation. Reported benchmarks show game-specific gains of roughly 6% to 28%.
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RTX 40-series owners can use an updated DLSS 4 Frame Generation model, but they do not get DLSS 4 Multi Frame Generation. In reported testing, the newer single-frame-generation implementation delivered roughly 6% to 28% higher average FPS than DLSS 3 Frame Generation, depending on the game, GPU, Streamline version and test system.

The results are promising for owners of cards such as the RTX 4070, 4070 Ti, 4080 and 4090—but they come from independent, user-generated testing rather than a controlled laboratory review. The 28% result should therefore be treated as a best-case example, not a guaranteed improvement.

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What RTX 40 owners actually receive

DLSS 3 Frame Generation creates one AI-generated frame between traditionally rendered frames using information such as motion vectors, depth data and optical-flow information. The original DLSS 4 update improves that single-frame-generation model on RTX 40 and RTX 50 GPUs.

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It does not add the RTX 50-series feature that generates multiple AI frames for every traditionally rendered frame. NVIDIA’s original DLSS 4 implementation tied Multi Frame Generation to RTX 50-series hardware.

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Feature RTX 40 with DLSS 3 RTX 40 with DLSS 4 update RTX 50 with original DLSS 4
DLSS Super Resolution Yes Yes Yes
Single Frame Generation Yes Updated model Updated model
Multi Frame Generation No No Yes
Reflex integration Supported where implemented

Super Resolution, Ray Reconstruction and DLAA are separate DLSS components. A game may use updated versions of those technologies, but the benchmark figures discussed here concern Frame Generation and should not be presented as measurements of every DLSS feature.

NVIDIA says the newer model can improve frame rates, reduce VRAM use and handle game interfaces more effectively. Those are NVIDIA’s claims; actual results depend on the game and its integration. See NVIDIA’s DLSS 4 overview.

What the reported benchmarks show

The benchmark report published by PC Guide on February 5, 2025 compared DLSS 3 Frame Generation with newer DLSS Frame Generation files and, in some cases, newer NVIDIA Streamline runtimes. The cited tests reported average FPS at 4K on an RTX 4070 Ti and on an RTX 4090 system.

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RTX 4070 Ti at 4K

Game DLSS 3 FG DLSS 4 FG, older Streamline Uplift DLSS 4 FG, newer Streamline Uplift
Horizon Forbidden West 113.9 FPS 133.2 FPS About 17% 143.0 FPS About 25.5%
Forza Horizon 5 118.7 FPS 133.1 FPS About 12% 147.5 FPS About 24%

RTX 4090 system

The RTX 4090 test system used an Intel Core i7-14700K and 32GB of DDR5 memory. The reported results were:

Game Uplift with older Streamline Uplift with newer Streamline
Indiana Jones and the Great Circle About 22% About 28%
Black Myth: Wukong About 6% About 17%
Horizon Forbidden West About 12% About 18%
Ghost of Tsushima About 11% About 17.6%

These figures come from the PC Guide report. They show a wide spread: approximately 6% in one configuration of Black Myth: Wukong and approximately 28% in Indiana Jones and the Great Circle.

Why this is not a simple DLSS 3-versus-DLSS 4 comparison

Streamline is NVIDIA’s framework for integrating technologies such as DLSS into games. The reported comparisons used different Streamline versions—including examples such as 2.0.1, 2.2.1 and 2.7.2—as well as different DLSS DLL versions. The report also identified a newer DLL as v310.1.0, while older examples included v3.5.10 and v3.1.11.

That means the observed difference may reflect several changes at once:

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  • the neural-network Frame Generation model;
  • the DLSS DLL;
  • the Streamline runtime and integration path;
  • the game patch, driver or configuration;
  • the game engine’s motion-vector and frame-pacing behavior.

NVIDIA’s developer documentation confirms Streamline’s role in the integration path, but the available results do not isolate the contribution of each software component. It is more accurate to say that the tested DLSS 4-era configurations were faster than the tested DLSS 3 configurations—not that the model alone produced every percentage point.

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How reliable are the benchmarks?

The results are useful evidence, but they are not a definitive performance review. The report said it could not independently verify the authenticity of the benchmark data. The RTX 4070 Ti test also lacks complete system information, which makes exact reproduction difficult.

Average FPS does not show the whole experience. A stronger comparison would include the traditionally rendered base FPS, generated output FPS, 1% lows, frame-time graphs, latency, VRAM usage, image-quality captures, driver version, game patch, DLL version and Streamline version. Those details matter because Frame Generation can make motion appear smoother without making the game simulation or input response equivalent to the displayed FPS.

The benchmark report should therefore be read as an indication that the update can be worthwhile, not as proof that every RTX 40 card will gain 28% or that every game will feel 28% better.

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How to enable the RTX 40 Frame Generation update

At the original DLSS 4 launch, NVIDIA documented this procedure:

  1. Update the NVIDIA graphics driver and NVIDIA App.
  2. Open the NVIDIA App and go to Graphics → Program Settings → Driver Settings.
  3. Look for DLSS Frame Generation Model Upgrade.
  4. Enable Frame Generation inside the supported game first.
  5. Apply the model override only if the title is compatible and the normal implementation is working.

This is the documented launch-era menu path. NVIDIA App labels, override availability and supported games can change, so the current interface may differ. The relevant NVIDIA support guidance is available at NVIDIA Customer Care.

An override is not the same as native developer support. A game may fail to appear as compatible, show visual glitches, crash, develop unstable frame pacing or lose compatibility after an update. If that happens, disable the override and return to the game’s native implementation. Do not treat an override as a universal way to add DLSS 4 to every DLSS-supported title.

When the update is most useful

The upgrade is most likely to help when the game is GPU-limited, the base rendered frame rate is reasonably high, Frame Generation is correctly integrated and the display can show the additional output. A high-refresh variable-refresh-rate monitor can make smoother motion more noticeable, particularly when the output rate is above 60Hz.

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Benefits may be small when the CPU is the bottleneck, the base frame rate is low, VRAM is under pressure, frame pacing is inconsistent, shaders are compiling or the display is limited to a low refresh rate. The 6% to 28% spread in the cited tests is a reminder that game and system conditions matter more than the feature name alone.

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Frame rate is not the same as responsiveness

Frame Generation inserts frames; it does not render a new fully simulated game state for every displayed frame. The game’s input and simulation responsiveness remains more closely tied to the traditionally rendered frame rate.

NVIDIA Reflex can help manage the rendering pipeline and reduce latency where supported, but it does not make generated frames equivalent to native rendered frames. Frame Generation is usually a better fit for visually demanding single-player games than for competitive shooters, rhythm games or other latency-sensitive titles. In those games, native rendering and lower settings may provide a better response even when the displayed FPS is lower.

Image-quality trade-offs

Frame Generation can produce artifacts when motion vectors are incomplete or inaccurate. Possible problems include:

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  • unstable HUD or interface elements;
  • ghosting and warping during rapid camera movement;
  • incorrect motion around foliage, hair, particles and transparent objects;
  • uneven frame pacing or distracting interpolation artifacts.

NVIDIA claims the newer model improves UI handling and image quality, but those improvements should be distinguished from independent visual testing. Check the result in the specific game rather than assuming that a higher average FPS guarantees a cleaner image.

Should an RTX 40 owner upgrade to RTX 50?

Not solely for this Frame Generation update. RTX 40 owners can try the newer single-frame-generation model through supported software at no GPU cost. If the resulting performance and image quality are satisfactory, these benchmarks do not justify replacing the card by themselves.

An RTX 50-series upgrade makes more sense for someone who specifically wants Multi Frame Generation, substantially higher native GPU performance, or the broader feature set associated with newer hardware. It is a hardware-generation decision, not simply a way to unlock the RTX 40 software update.

As of 2026, NVIDIA’s developer DLSS page has moved on to DLSS 4.5 and newer model and frame-generation features. Those later developments should not be retroactively treated as part of the original 2025 RTX 40 DLSS 4 upgrade. Consult NVIDIA’s current DLSS developer documentation for present-day feature support.

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Verdict

The RTX 40 DLSS 4 Frame Generation update is a worthwhile free optimization, with reported gains ranging from modest to substantial in selected games. The strongest cited result is approximately 28% higher average FPS, but the evidence is limited, configuration-dependent and confounded by Streamline and DLL changes.

RTX 40 owners should expect an improved version of single Frame Generation—not Multi Frame Generation, not a universal 28% boost and not the same input responsiveness as fully rendered frames. Update the driver and NVIDIA App, test the feature game by game, enable Reflex where available and judge frame pacing, latency and image quality alongside average FPS.

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