NVIDIA is preparing to roll out DLSS 4.5, the next update to its DLSS 4 stack, and the focus this time is split between image quality improvements and smoother performance on high-refresh displays.
The headline changes land in two areas: a revised Super Resolution model and a new Dynamic Multi Frame Generation path that adapts in real time to your display’s refresh rate.
On the image quality side, DLSS 4.5 introduces what NVIDIA calls a “second-generation transformer” model for Super Resolution. According to the company, the training pipeline has been expanded to include a larger dataset and more edge cases where previous versions could struggle.
The goal is straightforward: better temporal stability and fewer visual artefacts. NVIDIA specifically points to reduced ghosting in motion, cleaner anti-aliasing, and improved frame-to-frame consistency. In a comparison slide shared ahead of the announcement, DLSS 4.5 shows noticeably less trailing and blur on moving objects than DLSS 4, particularly during fast camera pans.
If those gains hold up in real gameplay, this update could be especially noticeable in titles that already push high frame rates, where even minor artefacts are easier to spot.
The more forward-looking change is Dynamic Multi Frame Generation. Unlike previous implementations that relied on fixed multipliers, this new system is designed to scale dynamically.
Depending on settings and available performance headroom, users may see anywhere from 3x to 6x the number of generated frames. NVIDIA’s pitch here is smoother gameplay on modern high-refresh monitors, including 240Hz panels, without forcing a single performance mode on every system.
Through the NVIDIA App, users can set a target FPS up to their display’s maximum refresh rate. The system then adjusts the number of frames it generates on the fly to hit that target. In theory, this should result in more consistent motion and fewer dips, even as game workloads change moment to moment.
Dynamic Multi Frame Generation is not launching immediately, but NVIDIA has made it clear that this feature is central to its longer-term DLSS roadmap.
DLSS 4.5 will support all RTX GPUs, including the [RTX 20, 30, 40, and the RTX 50 series](https://stock-checker.com/products/computing/). Day-one support is planned, and the update will be delivered through the NVIDIA App.
However, the most aggressive version of the new frame generation tech has a catch. Dynamic 6x Frame Generation is slated to launch in spring 2026 and will be exclusive to RTX 50 series GPUs. Earlier RTX cards will still benefit from DLSS 4.5 and dynamic scaling, just not the highest multiplier.
NVIDIA says more details are coming soon, including demos and videos comparing the new DLSS 4.5 transformer model against previous versions. Those materials should give a clearer picture of how much the visual improvements matter in real-world gameplay.
The official DLSS 4.5 announcement is scheduled for tomorrow. If the early claims hold up, this update looks less like a minor revision and more like a meaningful step toward making high-refresh PC gaming smoother without sacrificing image quality.
The headline changes land in two areas: a revised Super Resolution model and a new Dynamic Multi Frame Generation path that adapts in real time to your display’s refresh rate.
A new Super Resolution model aimed at stability
On the image quality side, DLSS 4.5 introduces what NVIDIA calls a “second-generation transformer” model for Super Resolution. According to the company, the training pipeline has been expanded to include a larger dataset and more edge cases where previous versions could struggle.
The goal is straightforward: better temporal stability and fewer visual artefacts. NVIDIA specifically points to reduced ghosting in motion, cleaner anti-aliasing, and improved frame-to-frame consistency. In a comparison slide shared ahead of the announcement, DLSS 4.5 shows noticeably less trailing and blur on moving objects than DLSS 4, particularly during fast camera pans.
If those gains hold up in real gameplay, this update could be especially noticeable in titles that already push high frame rates, where even minor artefacts are easier to spot.
Dynamic Multi Frame Generation adapts to your refresh rate
The more forward-looking change is Dynamic Multi Frame Generation. Unlike previous implementations that relied on fixed multipliers, this new system is designed to scale dynamically.
Depending on settings and available performance headroom, users may see anywhere from 3x to 6x the number of generated frames. NVIDIA’s pitch here is smoother gameplay on modern high-refresh monitors, including 240Hz panels, without forcing a single performance mode on every system.
Through the NVIDIA App, users can set a target FPS up to their display’s maximum refresh rate. The system then adjusts the number of frames it generates on the fly to hit that target. In theory, this should result in more consistent motion and fewer dips, even as game workloads change moment to moment.
Dynamic Multi Frame Generation is not launching immediately, but NVIDIA has made it clear that this feature is central to its longer-term DLSS roadmap.
Broad support, with one key limitation
DLSS 4.5 will support all RTX GPUs, including the [RTX 20, 30, 40, and the RTX 50 series](https://stock-checker.com/products/computing/). Day-one support is planned, and the update will be delivered through the NVIDIA App.
However, the most aggressive version of the new frame generation tech has a catch. Dynamic 6x Frame Generation is slated to launch in spring 2026 and will be exclusive to RTX 50 series GPUs. Earlier RTX cards will still benefit from DLSS 4.5 and dynamic scaling, just not the highest multiplier.
What comes next
NVIDIA says more details are coming soon, including demos and videos comparing the new DLSS 4.5 transformer model against previous versions. Those materials should give a clearer picture of how much the visual improvements matter in real-world gameplay.
The official DLSS 4.5 announcement is scheduled for tomorrow. If the early claims hold up, this update looks less like a minor revision and more like a meaningful step toward making high-refresh PC gaming smoother without sacrificing image quality.