CES

Nvidia: DLSS 4.5 improves upscaling and frame generation

At CES 2026, Nvidia hasn't announced any new graphics cards. A new version of DLSS, which is also available for older graphics cards, compensates for this.

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4 min. read

Nvidia announced a new version of DLSS at CES 2026, version number 4.5, which is said to significantly improve the AI model based on a Transformer model. Both the upscaling component and the frame generation part have been revised. DLSS 4.5 Upscaling is available in all Nvidia graphics cards from the 2000 series onwards, while the new frame generation features require a 4000 or 5000 series GPU.

Compared to DLSS 4, upscaling in DLSS 4.5 is said to offer more stability and show fewer artifacts, especially during movement. An example video shows how a sword is quickly swiped across the screen in “Oblivion Remastered” with DLSS4, leaving visible trails. These motion artifacts can be observed in many games and often appear particularly strong in combination with activated motion blur. The comparison with DLSS 4.5 shows that this problem has been resolved or at least improved in the new version of the Transformer model.

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The disadvantage: The upscaling component of DLSS 4.5 requires slightly more performance than DLSS 4. In return, users can try to use more aggressive upscaling options, i.e., render at a lower base resolution. This could compensate for the performance losses. Nvidia promises that DLSS in performance mode will correspond to native image quality, while even the previously hardly usable ultra-performance mode could become a real alternative, at least on 4K monitors, even though the image is only rendered at 720p. Whether this is true remains to be seen in tests.

While the upscaling part of DLSS is used by many players in almost every current game, frame generation is still a matter of taste. The technology calculates one or more “fake frames” between two “real” frames. This increases the fluidity of movement but also increases input latency. In practice, a game looks smoother but doesn't feel smoother. Furthermore, the generated images can show artifacts, which are worse at lower source frame rates.

In DLSS 4.5, Nvidia has improved the consistency of user interface elements with Frame Generation activated. A crosshair superimposed on the game action should therefore show less smearing than before. Also new is the possibility to multiply the frame rate by six using “fake frames” – previously, four-times frame generation was the maximum.

A new function that dynamically adjusts the number of generated frames to the game action is particularly practical. Depending on the source frame rate, double, triple, or even sextuple frames are interpolated to fully utilize a monitor's refresh rate. This can be useful for reliably achieving a stable frame rate. On the other hand, the feature theoretically ensures that unnecessary frames are generated less often, thereby pushing down the actual source frame rate.

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For example, if you play on a 240 Hz monitor with 6x Frame Generation, you can achieve a maximum of 40 “real frames” (in practice, only 37, because Nvidia Reflex sets the refresh rate to 224 in this scenario when Frame Generation is activated) – even if the PC would fundamentally be capable of achieving more. In easily renderable scenes, dynamic frame generation could now switch to, for example, 4x frame generation to render 60 (or rather 56) real frames before AI frames are inserted.

All new features of DLSS 4.5 can already be tried out by downloading the beta version of the Nvidia app and the new graphics driver. To participate in the beta, go to “Settings,” select the “About” tab, and check the box for beta participation. After the update, you can test the new features by setting the DLSS override in the app's graphics tab to “Latest,” either globally or for individual games. The latest version of DLSS should then be automatically activated the next time you start a game.

heise online is a media partner of CES 2026

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This article was originally published in German. It was translated with technical assistance and editorially reviewed before publication.