NVIDIA updates DLSS 4.5: this is how AI changes the game on PC

Last update: 09/01/2026

  • DLSS 4.5 introduces a new second-generation Transformer model that significantly improves image quality across all GeForce RTX GPUs.
  • The Super Resolution feature can now be activated in more than 400 games and is compatible from the RTX 20 series up to the new RTX 50 series, with FP8 acceleration in the latter.
  • Multi Frame Generation reaches up to 6x in the RTX 50 series, with a dynamic mode designed for 240Hz and higher displays.
  • The update reduces ghosting, improves antialiasing, and makes aggressive performance modes viable even in 4K with ray tracing and path tracing.
NVIDIA DLSS 4.5

The new update NVIDIA DLSS 4.5 has become one of the main protagonists of CES 2026 and from the company's latest presentations. There are no new GPUs on the table yet, but there is a significant boost to AI upscaling and frame generation technologies that affect all GeForce RTX from the 20 series to the 50 serieswith special emphasis on high refresh rate gaming.

Far from being a simple tweak, DLSS 4.5 represents a thorough review of the AI ​​model which is responsible for reconstructing the image. The idea is clear: to ensure that aggressive performance modes, including those designed for 4K and path tracing, deliver very close quality —or higher— at native resolutionwhile also reducing common artifacts such as ghosting or shimmering that so many players had been pointing out.

DLSS 4.5 Super Resolution: a new brain for RTX

DLSS 4.5 Super Resolution

The centerpiece of this update is DLSS 4.5 Super Resolutionwhich replaces the previous model with a second generation TransformerThis new model comes after several years of work with neural networks, moving from the old CNNs (used in previous DLSS 3.x and DLSS versions) to a much more flexible and precise architecture that better analyzes each scene.

According to NVIDIA, this second-generation Transformer has been trained on a much larger and higher-quality dataset, and works with up to five times more computing load than its predecessor. Thanks to this, it is able to interpret in greater detail the geometry, lighting, movement, and scene alignmentwhich translates into a more stable and coherent reconstruction in motion.

A key technical change is that the model It now operates in linear space. instead of logarithmic. This may sound very abstract, but in practice it means that the AI ​​works with light as the game engine generates it, without applying shortcuts that "turn off" highlights and flatten shadows. The result is a More precise lighting, more faithful reflections, and a richer color rangeThis is evident in elements such as neon lights, metallic surfaces, or high-contrast scenes.

All this extra muscle is supported by the FP8 accuracy of the RTX 40 and 50 serieswhich allows this more complex model to run without a disproportionate performance cost. The model also works on older RTX cards, although without the extra efficiency offered by the more modern Tensor cores, so The quality improvement also extends to the RTX 20 and 30but with slightly less margin in gross performance.

On paper, the improvements are concentrated on three fronts: more robust temporary stability (fewer flickering and moving artifacts), ghosting reduction (those trails when moving the camera or fast-moving objects) and cleaner edges Thanks to better-integrated antialiasing within the upscaling process itself, this is especially noticeable when the game is running at very low internal resolutions, precisely where previous versions of DLSS struggled the most.

DLSS 4.5 vs. DLSS 4: What changes in practice

With the 4th generation, NVIDIA had already introduced a first Transformer model and the Multi Frame Generation to create additional frames using AI. However, the jump to DLSS 4.5 focuses on polish image quality and make the more aggressive modes more robust. In demanding titles like Black Myth: WukongAccording to the company's own data, DLSS 4.5's Performance mode is on par with—and even surpasses—the native quality in many scenarios.

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In this type of game with Full path tracing in 4KThe new combination of Super Resolution and Multi Frame Generation 6x in an RTX 5080 allows you to go, for example, from about 184 FPS with DLSS 4 and 4x generation around 246 FPS with DLSS 4.5 and 6x mode, with a relatively moderate increase in latency (from 47 to 53 ms) and an image richer in fine detail and particles.

Another case that NVIDIA is frequently showing is The Elder Scrolls IV: Oblivion RemasteredIn previous versions of DLSS, ghosting was very noticeable during fast movements or with complex elements. With the new DLSS 4.5 model, Fast-moving objects remain sharper. and the contrails practically disappearSomething that should be repeated in other games with a lot of action and particle effects.

The company states that the leap is noticeable across all profiles, from Quality and Balance until Performance and Ultra PerformanceHowever, the most evident transformation occurs precisely in these last two. Where it was previously common to see a blurry image or one with marked artifacts, DLSS 4.5 achieves make the lowest internal resolution modes viable even for 4K monitors, freeing up VRAM and gaining FPS without the visual toll of other generations.

Less ghosting, a better interface, and finer antialiasing

Less ghosting in DLSS 4.5

One of the most criticized aspects of AI upscaling was the ghostingespecially when combined with frame generationDLSS 4.5 has been explicitly designed to address this problem: the new Transformer better analyzes frame consistency and adjusts pixel sampling and motion vectors to avoid wakes in fast-moving elements such as vehicle wheels, running characters, or particles flying across the screen.

The treatment of interfaces and HUD elementsUntil now, many players experienced minimaps, health bars, or scoreboards becoming blurry or displaying artifacts when enabling DLSS at low internal resolutions. With the new version, the model better differentiates between static and dynamic elements, resulting in... clearer and more readable interfaces even when the engine is rendering few base pixels.

Regarding antialiasing, DLSS 4.5 integrates this edge smoothing process directly into the reconstruction, resulting in cleaner contours and less "sawtooth" without resorting to additional filters. This is noticeable in scenes with very dense geometry—railings, trees, cables, grates—where other methods tend to produce flickering or visual noise when moving the camera.

NVIDIA insists that these improvements are not limited to a handful of showcase titles. As of today, More than 250 games already support DLSS 4 and the number of titles that can directly benefit from the new 4.5 model exceeds 400 compatible games and applications, including recent and upcoming releases such as Kingdom Come: Deliverance II, Indiana Jones and the Great Circle, Resident Evil Requiem, Pragmata or highly anticipated future remasters.

In Europe and Spain, where the installed base of RTX 20 and 30 It remains very extensive, so this update may be particularly interesting: It allows you to continue playing at 1440p or 4K in increasingly demanding titles without needing to immediately upgrade the GPU, simply by adjusting the DLSS modes to more aggressive performance profiles with less visual penalty.

Multi Frame Generation 6x and dynamic mode: the boost for the RTX 50

NVIDIA DLSS 4.5 x multi-frame-generation

DLSS 4.5 doesn't stop at upscaling. The other major aspect of the update is... Multi Frame Generation 6x, which arrives as an exclusive feature of the GeForce RTX 50 and will be activated throughout the spring of 2026. This technology continues the path of Frame Generation and Multi Frame introduced with DLSS 4, but taking the idea a step further.

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With DLSS 4.0 it was already possible to generate up to three additional frames by AI per frame rendered traditionally. DLSS 4.5 raises that limit: 6x mode allows the GPU Create up to five synthetic frames for every real frame, thus significantly increasing the frame rate perceived by the player.

The goal of this function is to take advantage of monitors of 240 Hz and higherincluding ultrawide models and esports-oriented displays. Internal NVIDIA demos show scenarios where an RTX 50 series card is capable of Maintain 4K with path tracing and frame rates close to or above 240 FPSsomething that would be difficult to achieve with traditional rendering alone without drastically compromising quality.

To mitigate the risk of abusing these "fake frames" and ending up with an unnatural experience, NVIDIA has designed the so-called Dynamic Multi Frame GenerationInstead of always forcing a fixed multiplier (2x, 3x, 4x, 5x or 6x), the system can dynamically adjust how many frames AI generates This depends on the base FPS rate and the target set by the user in the app. Therefore, if the game is already running smoothly, no extra frames are added that would only increase latency.

The idea is that the user marks, for example, 240 FPS as the target For a 240Hz monitor, the RTX 50 series itself decides when to raise or lower the Multi Frame Generation multiplier to maintain a consistently smooth feel. This approach is inspired by third-party solutions such as Lossless Scaling, which had already experimented with adaptive frame generation, but is now directly integrated into the DLSS ecosystem.

NVIDIA emphasizes that, for all of this to make sense, simply adding more frames at any cost isn't enough. The company states that it has worked specifically on reduce artifacts, avoid serious synchronization problems, and control latencyso that the experience remains playable even in competitive titles, provided that the user accepts the commitment inherent in any Frame Generation technique.

Compatibility, control via the NVIDIA App, and required drivers

NVIDIA DLSS 4.5 Update

Regarding availability, DLSS 4.5 is being rolled out in two stages. On the one hand, Super Resolution with the new Transformer is already available for all GeForce RTX GPUs via the NVIDIA App in beta version and of the last Game Ready driversOn the other hand, the functions of Multi Frame Generation 6x and dynamic mode They will arrive during the Spring 2026 and will be exclusive to the RTX 50 series.

NVIDIA's own application has gained prominence as a central hub for managing these functions. Through the options of DLSS Overridethe user can force the use of the latest model of DLSS globally or per game, or even access previous models, including the CNN legacy path, if you prefer to compare results or have detected any specific behavior in a particular title.

To enable DLSS 4.5 Super Resolution across the board, simply update to the Game Ready drivers 591.74 (and related branches), participate in the NVIDIA App beta and select the option to use the graphics in the graphics section latest model for compatible games. The company highlights that the app can automatically update previous versions of DLSS In many titles, this accelerates the adoption of improvements without waiting for specific patches from each developer.

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In the case of specific titles such as Star CitizenThe integration is more granular and allows you to choose within the game itself what Transformer model use. Other releases such as Kingdom Come: Deliverance 2, Cyberpunk 2077, Indiana Jones and the Great Circle Future projects from major publishers are also receiving specific support for the new model, making better use of its capabilities.

In the European market, where the monitor stock of 144 Hz and 240 Hz It continues to grow, and where technologies like G-Sync and VRR They are widespread in both monitors and televisions; this approach of centralized control from the app fits with the trend to Optimize the GPU + display combinationNVIDIA is also validating a range of new G-SYNC compatible monitors, including the LG Micro RGB EVO models and Samsung, although that part is outside the core of DLSS 4.5.

Impact on different RTX generations and on gamers in Spain

One of the most relevant questions for the average gamer is what they actually gain from DLSS 4.5 if they already have a graphics card that's a few years old. In this regard, the company makes it clear that Super Resolution with the new second-generation Transformer works from RTX 20 series and upThis includes many of the most popular GPUs on platforms like Steam, where models such as the RTX 2060 or the RTX 3060 are still very common in Spain and the rest of Europe.

For these types of users, DLSS 4.5 mainly means an improvement in image quality and a way to "stretch" the lifespan of the graphics cardBy being able to use more aggressive performance modes without losing as much sharpness, it's possible to play at higher resolutions or with higher graphics settings. without upgrading the VRAM or changing the graphics cardThis is especially relevant in a context of increasingly demanding games and growing requirements.

In the case of the RTX 40The benefit is multiplied by the ability to work with FP8 on the Tensor cores. The heavier AI model barely impacts performance, allowing for high FPS rates while gaining visual stability. And for those who have already made the leap to the RTX 50DLSS 4.5 combines this quality improvement with the Multi Frame Generation 6x and dynamic modeclearly thinking about 240Hz, 360Hz monitors and even higher frequencies in the future.

In markets like Spain, where many players continue to combine mid-range graphics cards with high refresh rate 1080p or 1440p monitorsThe update fits in well: you can prioritize smoothness without completely sacrificing quality, using different DLSS profiles depending on the game and screen type. For those considering a monitor upgrade before a GPU upgrade, the enhanced support for G-Sync displays and high refresh rates This could be another factor to consider.

These new developments represent a consolidation of a trend that has been observed for years: Visual quality and performance are increasingly dependent on software and AI. than the sheer brute force of the hardware. DLSS 4.5 doesn't eliminate the debate about generated frames or fidelity versus smoothness, but it offers more refined tools for each player to adjust that balance to their liking, whether on a high-end PC with a 4K 240Hz monitor or a more modest rig trying to keep up with current releases.

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