When Nvidia introduced multi-frame generation alongside the RTX 5000 series, many were skeptical because the original DLSS frame generation we got with the RTX 4000 series wasn't all that great. From latency issues to visual artifacts during motion, it never felt stable enough for competitive games. I immediately assumed multi-frame generation would only make that worse. However, after trying it out on a 360Hz monitor, I have to admit that it can be handy sometimes.

Of course, it's still not ideal for competitive gaming, but if you're someone who enjoys playing AAA single-player titles, you'll actually benefit from enabling it in some cases. All you need is a high refresh rate monitor and an RTX 5000-series GPU that's powerful enough to give you a good base frame rate. That's because at that point, it's not about masking poor performance but rather improving the fluidity you see on screen. Think of it like using "fake frames" to get your monitor to show motion more clearly.

It improves motion clarity on high refresh rate monitors

But only when your base FPS is high enough for "fake frames" to blend in naturally

One thing that surprised me when I first tried multi-frame generation on an RTX 5090 was how different it felt on an ultra-high refresh rate monitor. I'm not talking about 144Hz because, for that, even standard frame generation would be sufficient in most cases. With a 360Hz monitor, each frame only sticks around for a tiny fraction of a second. The refresh window is so short that any small inconsistencies in the generated frames disappear before your eyes can fully register them. So, instead of the occasional artifact that you might spot on a slower monitor, you see a smoother motion trail.

That said, my point only stands when your base frame rate is already high. For instance, if you're getting well over 60FPS natively, DLSS has more real frames to work with to predict motion and insert generated frames. And when you get closer to 100FPS, the motion between each real frame becomes small enough that the predicted frames land much more accurately. At that point, I'd say the generated frames just fit in naturally, and the motion on screen starts to look smoother even though the game engine isn't running any faster.

MFG works better when it's not used as a crutch

You actually get good results when the game is already running smoothly

Credit: Hardware Unboxed

The problem with how Nvidia markets multi-frame generation is that it often sounds like a solution for poor frame rates rather than a refinement for good performance. Look at how Nvidia uses Cyberpunk 2077 to showcase frame generation, for example. In those benchmarks, ray tracing and all the other graphics settings are maxed out to keep the base frame rate as low as possible. I mean, I don't blame the company for wanting to show such a massive jump, but that's not really the best way to use this feature.

Multi-frame generation shines when the game is already running well enough that the DLSS algorithm has a solid foundation to work with. When your average FPS is high, the gaps that need to be filled between each frame are smaller and more predictable, which makes it much easier for the algorithm to generate convincing "fake" frames. More importantly, when your base frame rate is high, latency is good enough that you won't get that disconnected feeling that comes with enabling frame generation when your base FPS is below 60.

But that still isn't enough for competitive games

Single-player titles are far more forgiving when it comes to raw responsiveness

When you have a high base frame rate, the latency hit that multi-frame generation introduces because of the processing delay isn't a deal-breaker in single-player games. You can still move around and aim comfortably without feeling disconnected from your inputs. But I can't say the same for fast-paced shooters like Battlefield 6 and Call of Duty: Black Ops 7. Even small delays become noticeable when you rely on split-second reactions, precise tracking, or quick flick shots.

When every millisecond of latency matters, multi-frame generation quickly becomes a problem that you want to avoid altogether, even if your native FPS is over 100 on a 360Hz monitor. And let's not forget that competitive titles usually involve fast, unpredictable movements, which can be tricky for the algorithm to predict accurately. As a result, you may still see motion artifacts occasionally, which can be pretty distracting when you're tracking fast-moving targets in the distance.

MFG shines when you don't really need it

As you've learned by now, Nvidia's multi-frame generation works best in single-player titles when your base frame rate is already high enough for a smooth experience, assuming you have an ultra-high refresh rate monitor. But the thing is, you don't really need 200+FPS to enjoy a single-player game; even 100FPS is more than adequate. And the moment I start playing a multiplayer title, the weaknesses become more obvious because of the added latency and occasional artifacts. That is exactly what makes multi-frame generation a strange feature to categorize. If anything, it's a nice bonus rather than a necessity.