Upscalers and Frame Generation: When to Use Them and When Not To
An upscaler relieves the GPU; frame generation multiplies what you see, not how you respond. A decision guide: what to use depending on your limit (CPU or GPU), with what base frame rate, and why in an MMO it pays to think before turning it on.

In short
- An upscaler (DLSS, FSR, XeSS, TSR) paints at a lower internal resolution and reconstructs the image: it relieves the GPU. It does not help when the limit is the CPU.
- Frame generation inserts extra frames: it raises the ones you see, not the ones that respond to your controls, and it adds latency. It works best from a stable base, on the order of 60 frames per second according to manufacturers.
- In CPU-limited games, such as many MMOs, frame generation can raise the displayed rate, because generated frames need no simulation; the price is latency.
- First an upscaler in Quality mode, then settings, and frame generation only if you already have a smooth base and tolerate the latency.
An upscaler paints the game at a lower internal resolution and reconstructs the image up to your display’s: it relieves the GPU. Frame generation creates extra frames between the ones the game paints: it raises what you see, not what responds to your controls, and it adds latency. They are two different tools for two different problems, and using them without knowing your limit is the cause of almost all disappointments.
This guide is about the decision: when they help and when they do not. For the detail of NVIDIA’s technology (DLSS, DLAA, Frame Generation and Reflex), you already have DLSS, frame generation and Reflex explained.
The two tools, in a table
| Upscaler | Frame generation | |
|---|---|---|
| What it does | Paints at lower resolution and reconstructs | Inserts generated frames between real ones |
| Technologies | DLSS Super Resolution, FSR, XeSS, the engine’s TSR | DLSS Frame Generation, other makers’ frame generation |
| What it raises | Real frames (if the GPU limits) | Displayed frames |
| Effect on latency | Usually lowers it (more frames) | Raises it slightly |
| Helps with a CPU limit? | Almost nothing | Raises the displayed rate, not the real one |
| Quality cost | Slight artifacts depending on mode | Artifacts in fast motion |
When to use the upscaler
The upscaler reduces the GPU’s per-pixel work. That is why it works when the limit is the GPU and not when it is the CPU. The test is CPU-bound versus GPU-bound: if lowering the resolution raises the frame rate, an upscaler works for you.
- Use it at high resolutions (1440p, 4K), with heavy shadows, lighting and volumetrics.
- Start with Quality mode. It is the one that best preserves the image. Drop to Balanced or Performance only if you are still tight.
- Prefer upscaling to lowering the output resolution: a blurry native output looks worse than a reconstruction from fewer pixels.
- Watch the sharpness: some games add a sharpening filter; if you see a halo, lower it.
- DLAA (the same DLSS model at native resolution) improves the image without gaining performance; it only makes sense if you have frames to spare.
And compatibility: DLSS requires a GeForce RTX; FSR and XeSS have compatibility that depends on the version and the card, so check what your hardware supports in the specific game. Unreal Engine 5 engines also include their own temporal upscaler, TSR, which works on any card.
When the upscaler does not help
If the limit is the CPU, lowering the internal resolution does not change the CPU’s work. In an MMO, in a crowded zone, an upscaler can leave the frame rate almost unchanged and the GPU even more idle. In that case, better to invest in lowering population and draw distance or in a CPU with more cache.
When to use frame generation
Frame generation creates frames from the ones the game has already painted. They do not respond to your controls. So:
- It raises visual smoothness, not response. With a 60-frame base, you see 120 (or more with multi-generation), but the response is still that of 60, slightly worse.
- It asks for a stable base. Manufacturers usually recommend starting from a stable base of around 60 frames per second; with a low base, the added latency is more noticeable and so are the artifacts.
- It adds latency. A low-latency technology such as NVIDIA Reflex trims it, and it is mandatory where DLSS Frame Generation is used.
- It can help with a CPU limit. Since generated frames need no simulation or draw commands, the displayed rate rises even if the CPU is the ceiling. It is a legitimate use, but it still does not improve response.
Availability also varies: NVIDIA’s Frame Generation works on GeForce RTX 40 and 50, and Multi Frame Generation is exclusive to the 50 series, as the DLSS guide explains.
What to use for your case
| Your case | What to enable | What to avoid |
|---|---|---|
| GPU-limited, 1440p or 4K | Upscaler on Quality | Lowering the output resolution |
| CPU-limited in crowded zones | Lower population and distance; optionally frame generation | Expecting the upscaler to fix it |
| Steady 60 base and a 144 Hz display | Frame generation for visual smoothness | Using it in competitive combat |
| Low frame rate (under 40) | Upscaler and settings before generation | Frame generation as a patch |
| Competitive or reflex-heavy game | Upscaler + low latency; no generation | Frame generation |
Latency in an MMO
The latency you feel is the sum of several things: ping to the server, frame time and the render and display chain. Frame generation touches the third; ping, no. For the breakdown, ping, latency and servers in an MMO. And syncing with the display, in V-Sync, G-Sync, FreeSync and frame limits.
Upscaler modes: what internal resolution they use
Upscalers such as DLSS define their modes by a scale factor on each axis of the image. These are the technology’s standard factors; each game may vary them.
| Mode | Factor per axis | At 1440p it paints at… | At 4K it paints at… |
|---|---|---|---|
| Quality | about 67 % | 1707×960 | 2560×1440 |
| Balanced | about 58 % | 1485×835 | 2227×1253 |
| Performance | 50 % | 1280×720 | 1920×1080 |
| Ultra Performance | about 33 % | 853×480 | 1280×720 |
Two practical conclusions. First: at 4K, Quality mode paints at 1440p, a very affordable resolution, which is why 4K with an upscaler is viable on a high-to-mid-range graphics card. Second: at 1080p the low modes reconstruct from very few pixels, and the result worsens quickly; on a 1080p display it is better to stay on Quality or turn it off if the GPU allows.
Artifacts worth watching for
Upscaling and generating frames have a visual cost that depends on the game: trails behind moving objects (ghosting), text or crosshairs that shimmer, flickering vegetation and, with frame generation, edges that warp during fast mouse movement. If you see them, try another mode, another upscaler version (many games and drivers let you update it) or turn the feature off in that scene. What bothers you is the criterion that rules.
How COLONIZED uses it
The development build of COLONIZED, a space survival MMO built with Unreal Engine 5 (closed alpha applications open, first waves planned for winter 2026-2027, not yet playable), integrates NVIDIA’s DLSS package for Unreal with a quality-first rule, and uses the engine’s TSR on other cards. The final game’s options have not been announced, and we have not published system requirements. Details and sources are in the DLSS guide and development measurements in the optimization guide.
Questions and answers
When is it worth using an upscaler?
When your limit is the GPU: at high resolutions, with heavy shadows and lighting. Quality mode usually gives an image almost equal to native with quite a few more frames. If your limit is the CPU, the upscaler barely raises the frame rate.
Is frame generation useful in an MMO?
It can raise the displayed rate even when the CPU limits, but it does not improve response to your controls and slightly worsens it. It works for visual smoothness from an already comfortable base; in combat, where response matters, it is more debatable.
DLSS, FSR or XeSS?
DLSS is NVIDIA's and requires a GeForce RTX; FSR is AMD's and its compatibility depends on the version; XeSS is Intel's and runs on its cards and, via a slower path, on others. Use whichever your card and the game support; if there are several, try which gives you the better image.
Does using an upscaler reduce latency?
Normally yes, because as frames rise, the time of each one drops. It does not happen with frame generation, which increases it. Technologies such as NVIDIA Reflex trim the latency of the render chain.
Sources
Third-party figures link to their source. The date is the publication date or, when there is none, the day we checked the page.
- NVIDIA DLSS technology page · NVIDIA · 2026-10-22
- NVIDIA Reflex · NVIDIA · 2026-10-22
- Temporal Super Resolution · Epic Games documentation · 2026-10-13



