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NVIDIA GeForce RTX 4000 Series — DLSS 4 Multi Frame Generation 3x/4x Research

Lately I've been diving into various projects — some of you might know my work on:

This time, I got interested in something that has been bothering me for a while:

DLSS 4 Multi Frame Generation 3x/4x on RTX 4000 series cards

image

Why this project exists

It is hard not to notice that NVIDIA increasingly uses software features as product differentiators between generations.

At the same time:

  • GPU prices have increased
  • native generational performance gains are often modest
  • software-locked features have become more important in product segmentation

For RTX 5000, one of the most visible examples is higher-order Frame Generation (3x/4x).

That raises a very natural technical question:

Is Multi Frame Generation 3x/4x on RTX 4000 truly blocked by hardware, or is at least part of the limitation enforced in software?


What this repository is about

This repository documents my research into forced DLSS 4 Multi Frame Generation 3x/4x behavior on GeForce RTX 4000 series GPUs.

The project currently focuses on three things:

  1. documenting observed runtime behavior
  2. validating frame-presentation behavior using NVIDIA Nsight Systems 2026.2.1
  3. investigating the driver-side black-image enforcement path

This is not a ready-made unlock package.

It is a public research log.


Current status in one paragraph

At this point, my working conclusion is:

Forced MFG 3x/4x on the tested RTX 4070 Ti appears to generate and present additional frames at the pipeline level, but output is obscured by a black-image enforcement path that still has not been fully neutralized.

That conclusion is based on:

  • repeatable benchmark behavior,
  • public 3DMark runs,
  • local Cyberpunk 2077 testing,
  • and direct Nsight Systems analysis of frame presentation.

Basic activation path

Activating FG 3x/4x on RTX 4000 is not especially difficult from the front-end side.

NVIDIA Profile Inspector can be used to set the Frame Generation multiplier globally, bypassing the lock in NVIDIA App.

image

The setting then appears in NVIDIA App afterwards (read-only).

image

Important update — my initial ShowEvalModeOverlay theory was wrong

I performed static analysis of nvlddmkm.sys using Ghidra, a tool developed by the National Security Agency (the NSA).

Ghidra

An earlier version of this repository suggested that the ShowEvalModeOverlay string inside nvlddmkm.sys might be directly responsible for the full-screen black output shown after enabling MFG 3x/4x on RTX 4000 series GPUs.

After further research, I can state clearly:

That assumption was incorrect.

The tested byte-level control-flow modification near that code path did not disable the black image / black screen behavior.

What it actually disabled was the NVIDIA App overlay menu functionality — specifically the in-game overlay used for:

  • recording,
  • screenshots,
  • performance statistics,
  • and related overlay UI features.

So ShowEvalModeOverlay turned out to be a false lead with respect to the black output path.

However, this was still useful research, because it revealed a few important things:

  • a precise low-level modification can alter driver behavior without breaking the driver itself
  • a carefully targeted invasive patch does not necessarily corrupt or destabilize the modified NVIDIA kernel driver
  • during this research, I also confirmed that it is possible to install newly modified kernel drivers on Windows even with Secure Boot enabled (details are intentionally not disclosed here)
image

So while that branch was not the black-screen switch, the work still uncovered valuable information about driver robustness and patch behavior.


The main issue — black image / black output enforcement

After enabling Frame Generation 3x/4x on RTX 4000 series, an unexpected behavior consistently appears:

A full-screen black image is rendered on top of the output, despite Multi Frame Generation appearing to function underneath.

Observed behavior

  • NVIDIA App reports expected FPS scaling
  • the game remains interactive
  • frame pacing remains consistent
  • audio continues normally
  • benchmarks correctly detect generated frames

This strongly suggests that the render path is not simply crashing.

Instead, the output appears to be deliberately obscured.


External reference that helped motivate this research

The main outside reference that pushed me to keep digging is this video from Chinese media:

  • NVIDIA GeForce RTX 4080 Laptop / Arch Linux / MFG 4x in Cyberpunk 2077: Video on Bilibili
  • NVIDIA GeForce RTX 4080 Laptop / Windows / MFG 4x in Cyberpunk 2077: Video on Bilibili

This repository intentionally uses that video only as external context / motivation, not as the core proof. My own observations suggest that what is shown there is real and directionally consistent with my local results. Still, the strongest evidence collected here comes from local testing and Nsight analysis.


Benchmark evidence

3DMark NVIDIA DLSS Feature Test

DLSS FG Mode DLSS Off DLSS On Multiplier
Frame Generation 2x 32.27 FPS 125.16 FPS 3.9x
Frame Generation 3x 32.16 FPS 224.02 FPS 7.0x
Frame Generation 4x 32.20 FPS 291.56 FPS 9.1x
DLSS 4 Frame Generation 2x DLSS 4 Frame Generation 3x DLSS 4 Frame Generation 4x
DLSS 4 Frame Generation 2x DLSS 4 Frame Generation 3x DLSS 4 Frame Generation 4x

Official 3DMark results (verified, public):
https://www.3dmark.com/compare/nd/580395/nd/580396/nd/580397

3DMark_2x_3x_4x

Cyberpunk 2077 Built-in Benchmark — Ray Tracing: Overdrive, 4K

Mode Avg FPS Min FPS Max FPS
FG 2x 75.83 69.78 82.18
FG 3x 124.49 113.24 136.96
FG 4x 164.68 149.75 180.54
DLSS 4 Frame Generation 2x DLSS 4 Frame Generation 3x DLSS 4 Frame Generation 4x
DLSS 4 Frame Generation 2x DLSS 4 Frame Generation 3x DLSS 4 Frame Generation 4x

These results alone do not prove perfect frame quality.

But they do show that:

  • the performance uplift is repeatable,
  • the scaling is internally consistent,
  • and the frame-generation path is active enough to be measured by external tooling.
image

The full 3DMark result files (.3dmark-result) are available in the Releases section.
Download them and open locally in 3DMark to inspect the frame‑time graphs and verify the results yourself.


Why I stepped back and used Nsight Systems

Once it became clear that the ShowEvalModeOverlay theory was not the answer, the most sensible move was to stop guessing what one branch in the driver might mean and instead inspect the frame pipeline directly.

So I captured three Nsight Systems traces under matching conditions:

  • CP2077-fg2x.nsys-rep
  • CP2077-fg3x.nsys-rep
  • CP2077-fg4x.nsys-rep

Capture setup

  • Application: Cyberpunk 2077
  • Mode: built-in benchmark
  • Preset: Ray Tracing: Overdrive
  • Resolution: 4K
  • Tool: NVIDIA Nsight Systems 2026.2.1
  • Capture length: 10 seconds
  • Goal: compare actual present behavior for FG 2x vs 3x vs 4x in the same repeatable scene path
image

What the Nsight analysis showed

A full standalone write-up of the Nsight analysis is intended to be shipped as a Release asset:

  • RTX4000_MFG_Nsight_Technical_Note.md

That file is meant to accompany the raw capture files:

  • CP2077-fg2x.nsys-rep
  • CP2077-fg3x.nsys-rep
  • CP2077-fg4x.nsys-rep

Short version of the findings

The main pattern found in Nsight was highly regular:

  • FG 2x grouped into 2 presents per base cycle
  • FG 3x grouped into 3 presents per base cycle
  • FG 4x grouped into 4 presents per base cycle

In the stable analysis window, the estimated base render cadence stayed in a similar range while the number of presents scaled with the selected mode:

Mode Present FPS Estimated base render cycles/s Dominant packet size
FG 2x 72.25 36.20 2
FG 3x 111.60 37.20 3
FG 4x 153.80 38.45 4

This is important because it does not look like a simple fake FPS counter uplift.

It looks like a pipeline that is actually outputting additional presents in structured packets consistent with the selected multiplier.

Present events in a stable benchmark segment Output present rate vs inferred base render cadence
figure_1_present_excerpt figure_2_delta_histogram
Packet size distribution inferred from >12 ms inter-packet gaps Inter-present interval distribution in the 20-40 s analysis window
figure_3_rates figure_4_packet_sizes

What I currently believe the data supports

Based on the benchmark data and the Nsight Systems captures, my current conclusion is:

Forced MFG 3x/4x on the tested RTX 4070 Ti appears to generate and present additional frames at the pipeline level.

That is a much stronger statement than simply saying:

  • “the FPS counter goes up”
  • “3DMark reports a bigger number”
  • or “it only replays the exact same finished frame”

At the same time, I want to be precise and careful:

The current evidence supports real additional present activity, but it does not yet prove full image-quality equivalence with native RTX 5000-series MFG.


What this does NOT prove yet

The current data does not fully prove:

  • that image quality is identical to native RTX 5000-series MFG
  • that motion quality is identical in all edge cases
  • that latency behavior is identical
  • that every generated frame is equally good in perceptual terms
  • that all driver-side enforcement logic has been understood

So the honest conclusion is not:

“RTX 4000 now has perfect RTX 5000-equivalent MFG.”

The honest conclusion is:

The feature appears to be genuinely active at the frame-presentation level, while the black-image enforcement path and full quality equivalence remain open questions.


Release structure

The intended Release package for this stage of the project is:

  • raw Nsight capture files:
    • CP2077-fg2x.nsys-rep
    • CP2077-fg3x.nsys-rep
    • CP2077-fg4x.nsys-rep
  • standalone supplementary analysis:
    • RTX4000_MFG_Nsight_Technical_Note.md
    • RTX4000_MFG_Nsight_Technical_Note.pdf
  • optional figures exported from the analysis
  • optional benchmark artifacts such as .3dmark-result files

That way people can:

  1. read the short version in the README
  2. inspect the deeper technical note
  3. and verify the raw capture material independently

Releases: https://github.com/FirstEverTech/RTX4000-MFG-Unlock/releases


Current work

The main research target right now is:

finding the driver mechanism that forces the black image and preventing it from obscuring the actual generated output

This work is slow and time-consuming. Every false lead can cost many hours. But the Nsight findings are exactly why the project is still worth pursuing: they suggest that something meaningful is happening underneath the black output.


If you want to help

Useful contributions include:

  1. peer review of the analysis
  2. additional testing on other RTX 4000 cards
  3. Nsight captures from other games / scenes
  4. image-quality comparisons between forced RTX 4000 MFG and native RTX 5000 MFG
  5. independent technical discussion of driver behavior

If you reproduce similar results, feel free to open an issue or discussion with:

  • GPU model
  • driver version
  • game / scene
  • test method
  • capture files
  • observed black-output behavior

Support this project

This project is developed in my free time, and the current stage of work is extremely time-consuming. If you find this research useful and want to support further investigation into the black-image enforcement path, donations are very welcome.

PayPalBuy Me a CoffeeGitHub Sponsors

Every contribution helps cover more time spent on:

  • reverse engineering
  • controlled testing
  • Nsight analysis
  • result documentation
  • publishing raw materials for independent review

Disclaimer / legal

This repository is intended strictly for:

  • research
  • education
  • documentation
  • technical discussion

It does not distribute modified NVIDIA drivers or binaries. It does not provide a ready-to-use bypass package. It does not disclose the method used to install modified kernel drivers. It does not encourage users to weaken platform security or violate software licenses. All trademarks, product names, and technologies belong to their respective owners. Use the information responsibly and in accordance with applicable laws, licenses, and platform policies.


Author & contact

Marcin Grygiel aka FirstEver

About

Investigating DLSS 4 Multi Frame Generation 3x/4x on RTX 4000 series — benchmarks, analysis and findings.

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