Interactive comparison

DLSS Lab

Tune the knobs on two live panels and watch the speed multipliers move — Super Resolution, Frame Generation and Reflex, modeled on NVIDIA's published DLSS numbers.

Global setup

Same rig and scene for both panels — this is the baseline everything multiplies against.

A · LEFT
–
FPS · – ms
×1.0 vs native
PC latency
– ms
Super Res
Frame Gen
Reflex
Low latency
B · RIGHT
–
FPS · – ms
×1.0 vs native
PC latency
– ms
Super Res
Frame Gen
Reflex
Low latency

Head to head

Live multiplier between the two panels, plus a rolling FPS trace.

B is ×1.0 faster than A
–
A · LEFTB · RIGHT

How the numbers work

An honest model, not a benchmark. Every multiplier below is tunable above — that's the point.

KnobSettingEffect on FPS
Super ResolutionQuality / Balanced / Performance / Ultra Perf×1.45 / ×1.65 / ×1.95 / ×2.40
Frame Generation2× / 3× / 4××1.9 / ×2.7 / ×3.4
ReflexOnNo FPS change — cuts PC latency ~35%
Combo exampleUltra Perf + 4× FG×2.40 × ×3.40 ≈ ×8.2 vs native

Base frame rates are modeled per GPU at 4K with full ray tracing (RTX 5070 ≈ 26, 5080 ≈ 34, 5090 ≈ 45 native FPS), scaled for output resolution and scene load, with ±3% run-to-run jitter. Super Resolution uplifts and multi-frame-generation multipliers follow the ranges in NVIDIA's DLSS 4 announcements (up to 8× combined). The "game footage" is a procedurally animated scene — but the resolution scaling is real: each panel renders internally at its DLSS render resolution (Quality 67%, Balanced 58%, Performance 50%, Ultra Performance 33%) and upscales, so you can see the actual sharpness trade-off. Frame Generation's FPS effect is modeled, not rendered.

v2026.10.02-20.35