Multi Frame Generation 5x and 6x Available on Radeon and RTX 4000 GPUs Thanks to This Tool
If on one hand, after the erroneous release of the FSR 4 SDK, modders have demonstrated the technology's compatibility with architectures prior to RDNA 4, the situation on the NVIDIA front is not so different. With the latest version, the developers of DLSS Enabler have circumvented the limitations imposed indiscriminately by GPU manufacturers.
With the update to version 4.5.0.0, the software introduces support for Multi-Frame Generation modes x5 and x6, expanding upon what was already seen with previous implementations 2x and 3x. This is a significant technical extension that enables the generation of multiple frames on both Radeon video cards – which do not have an official counterpart – as well as on NVIDIA cards based on architectures prior to Blackwell.
To function properly, the new version requires updated Streamline 2.11 files within the game. In some cases, users must also manually activate the new modes, as they are not always selectable through the integrated menu.
A crucial aspect concerns the actual functioning of the technology. DLSS Enabler does not enable true DLSS Multi-Frame Generation on incompatible GPUs. Paradoxically, the software leverages the FSR path for frame generation through the OptiScaler compatibility layer. And yes, it sounds quite strange to know that modders have enabled Multi Frame Generation through AMD's tools even before AMD itself did.
The latest versions have introduced important technical improvements, including the transition from FSR 3.0 to FSR 3.1, and the integration of optimizations based on DP4A, which enhance the efficiency of the code related to multiple frame generation. Essentially, the software performs a translation of instructions, emulating the behavior of NVIDIA’s unimplemented technologies by leveraging AMD's.
There is, therefore, a substantial difference between native DLSS Multi-Frame Generation, which remains exclusive to GeForce RTX 50 GPUs, and alternative solutions that continue to rely on different paths and latency compensation systems. This situation highlights a precise strategy on the part of manufacturers. NVIDIA and Intel provide official support for Multi-Frame Generation, while AMD limits some advanced technologies to more recent architectures, as in the case of FSR 4 INT8 reserved for RDNA 4.
In the meantime, tools like DLSS Enabler demonstrate that many of these limitations are more commercial than technical. This does not mean that there are no hardware differences clearly, but simply that there are no physical barriers to the implementation of these technologies, with the distinction being confined to the performance achieved.
However, it should be noted that DLSS Enabler modifies game files. This means that, in multiplayer, there is a risk of encountering undesirable consequences, whereas official solutions guarantee full compatibility with security systems.