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:
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?
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:
- documenting observed runtime behavior
- validating frame-presentation behavior using NVIDIA Nsight Systems 2026.2.1
- investigating the driver-side black-image enforcement path
This is not a ready-made unlock package.
It is a public research log.
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.
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.
The setting then appears in NVIDIA App afterwards (read-only).
I performed static analysis of nvlddmkm.sys using Ghidra, a tool developed by the National Security Agency (the NSA).
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)
So while that branch was not the black-screen switch, the work still uncovered valuable information about driver robustness and patch behavior.
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.
- 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.
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.
| 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 |
|---|---|---|
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Official 3DMark results (verified, public):
https://www.3dmark.com/compare/nd/580395/nd/580396/nd/580397
| 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 |
|---|---|---|
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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.
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.
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-repCP2077-fg3x.nsys-repCP2077-fg4x.nsys-rep
- 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
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-repCP2077-fg3x.nsys-repCP2077-fg4x.nsys-rep
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.
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.
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.
The intended Release package for this stage of the project is:
- raw Nsight capture files:
CP2077-fg2x.nsys-repCP2077-fg3x.nsys-repCP2077-fg4x.nsys-rep
- standalone supplementary analysis:
RTX4000_MFG_Nsight_Technical_Note.mdRTX4000_MFG_Nsight_Technical_Note.pdf
- optional figures exported from the analysis
- optional benchmark artifacts such as
.3dmark-resultfiles
That way people can:
- read the short version in the README
- inspect the deeper technical note
- and verify the raw capture material independently
Releases: https://github.com/FirstEverTech/RTX4000-MFG-Unlock/releases
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.
Useful contributions include:
- peer review of the analysis
- additional testing on other RTX 4000 cards
- Nsight captures from other games / scenes
- image-quality comparisons between forced RTX 4000 MFG and native RTX 5000 MFG
- 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
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.
Every contribution helps cover more time spent on:
- reverse engineering
- controlled testing
- Nsight analysis
- result documentation
- publishing raw materials for independent review
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.
Marcin Grygiel aka FirstEver
- 🌐 Website: https://www.firstever.tech
- 💼 LinkedIn: https://www.linkedin.com/in/marcin-grygiel/
- 🔧 GitHub: https://github.com/FirstEverTech
- 📧 Contact: https://www.firstever.tech/contact









