Nvidia DLSS4, MFG, and full ray tracing tested on RTX 5090 and RTX 5080

DLSS4 and MFG meet full RT
(Image credit: Tom's Hardware)

Nvidia's new GeForce RTX 5090 and GeForce RTX 5080 have arrived, and coupled with a new testbed and a revised test suite, not to mention new drivers and a host of other changes, our initial benchmarks had to gloss over a few areas. One of the biggest selling points for the Blackwell RTX 50-series GPUs — according to Nvidia, at least — is DLSS4 with Multi Frame Generation (MFG), an AI-based technology that offers further "performance" improvements over DLSS3 and framegen. But there are other changes as well.

As we discussed prior to the Blackwell hardware paper launch, DLSS4 and neural rendering technologies make direct comparisons between the new RTX 50-series GPUs and their 40-series predecessors a bit more complex. And by "complex" we mean you can't just take any of the published numbers at face value. MFG in particular requires a far more nuanced approach.

As pointed out in our RTX 5090 testing in Cyberpunk 2077, there's far more going on than a simple "bigger number is better" approach can convey. The easiest way to show this is to think about what some theoretical performance numbers might mean.

Take a game running at 50 FPS baseline, without frame generation. That's a decent result but not totally smooth. Now turn on a perfectly executed framegen algorithm and say it gets 100 FPS. That's twice as many "frames" delivered to your monitor each second, but user input sampling happens at the same 50 FPS as before. It looks smoother but it doesn't actually feel much different. Double that again with MFG4X mode and it's 200 FPS, still with the same 50 input samples per second.

Nvidia Neural Rendering deep dive

(Image credit: Nvidia)
Latest Videos FromTom's Hardware
Jarred Walton
Senior Editor

Jarred Walton is a senior editor at Tom's Hardware focusing on everything GPU. He has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge '3D decelerators' to today's GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.

  • Peksha
    @JarredWaltonGPUIs it possible to do the same tests but with a pcie 4.0x8 connection? Maybe as part of another pcie bandwidth impact test.
    Or maybe you can do some short tests privately and tell us something, like for pcie 5 x16 vs pcie 4x8 dlss 4 ultra perf/perf 1080/1440
    Reply
  • Gururu
    This is the type of analysis gaming has needed. Great game selection too. Thank you very much! I was starting to drink the Kool Aid but this puts rasterization performance back where it should be in my mind.
    Reply
  • edzieba
    What we really need for frame generation is a way to link it to new user input. Something like Reflex 2 with its warping and in-painting combined with frame projection — the prediction of future frames. That's more complex, but if that can be done, games could actually feel more responsive rather than merely looking smoother. And that's probably where we're headed with DLSS 5 in the future. When and if that can be made to work effectively remains to be seen.
    Doing exactly this has been the state of play for VR for half a decade now, it blows my mind that it has not been adopted for flatscreen gaming. It's certainly not a technical issue: VvFyOFacljgView: https://www.youtube.com/watch?v=VvFyOFacljg
    Reply
  • TCA_ChinChin
    Appreciate the more in depth look at the new Nvidia software tech. I like how its mentioned that there are both objective improvements/drawbacks as well as subjective improvements. Definitely interested to see where Reflex 2 and beyond go.
    Reply
  • coolitic
    edzieba said:
    Doing exactly this has been the state of play for VR for half a decade now, it blows my mind that it has not been adopted for flatscreen gaming. It's certainly not a technical issue: VvFyOFacljgView: https://www.youtube.com/watch?v=VvFyOFacljg
    BlurBusters called: https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/
    Reply
  • JarredWaltonGPU
    Peksha said:
    @JarredWaltonGPUIs it possible to do the same tests but with a pcie 4.0x8 connection? Maybe as part of another pcie bandwidth impact test.
    Or maybe you can do some short tests privately and tell us something, like for pcie 5 x16 vs pcie 4x8 dlss 4 ultra perf/perf 1080/1440
    Yes, it's possible. Will I do it, soon? Meh. I'm 99% sure PCIe 4.0 won't matter. PCIe 3.0 (same bandwidth as PCIe 4.0 x8) probably won't matter either. Because all these frame generation things happen on the GPU and so PCIe isn't a factor.
    Reply
  • DS426
    Great in-depth article -- thank you, Jarred!

    Now just waiting for the 9070 vs. 5070 face-off.
    Reply
  • Elusive Ruse
    Brilliant piece, thank you for the in-depth review; this must have taken a great deal of time and effort.
    MFG sounds like it’s in its infancy and has a lot to improve if it is to be useful; that is if MFG turns out to be a real innovation not a short lived experiment.
    Reply
  • Lamarr the Strelok
    I was amazed when Derbauer tested the 5090 on pci 3,4 and 5.IIRC there was only a 4 % drop for it on pci 3. I'm on pci 3 with a rx 570! Your comment seems to reinforce that. Thanks for that tidbit.
    Reply
  • Dieter Binst
    Why isn't MFG2x not tested on the 4090?
    Reply