GUIDES

DLSS, FSR and XeSS: upscaling and frame generation explained

Upscaling renders fewer pixels and rebuilds the full image; frame generation shows frames the game never rendered and holds the real one back. What each preset means, which cards run what, and the latency cost.

The graphics menu offers DLSS, FSR or XeSS, a preset called Quality or Balanced and a frame generation switch, and the driver adds its own version of each. Underneath there are only two ideas, and once you can tell them apart the menu reads itself.

Two different things under similar names

Upscaling renders each frame below your output resolution and rebuilds the full-size image. NVIDIA describes DLSS Super Resolution as sampling "multiple lower-resolution images" and using "motion data and feedback from prior frames". FSR 2 and later and XeSS are temporal in the same sense. FSR 1 and NVIDIA Image Scaling are spatial: they see only the current frame.

Rendering fewer pixels shortens the GPU's part of each frame. A game whose frame time is set by the GPU can therefore deliver frames sooner; a game where the GPU was already waiting for the processor has little to shorten. GPU not at 100% shows how to tell which one you have.

Frame generation does not render more of the game. It shows extra frames between the ones the game renders, and it has a cost of its own. NVIDIA's frame generation programming guide spells it out: to show the generated frame 1.5 in the right order, "the presentation of frame 2 must be delayed", so "frame 2 is essentially held back". A generated frame is built from two frames the game has already finished, so nothing you did after the newer one was rendered can be in it.

What the preset names mean

Each preset is a ratio between output and render resolution on each axis, and one name does not mean one ratio across vendors:

PresetDLSSFSR 3XeSS 1.3 and later
Native anti-aliasing1.0x (DLAA)1.0x (Native AA)1.0x (Native Anti-Aliasing)
Ultra Quality Plusnot listednot listed1.3x
Ultra Qualitynot listednot listed1.5x
Quality1.5x1.5x1.7x
Balanced1.724x1.7x2.0x
Performance2.0x2.0x2.3x
Ultra Performance3.0x3.0x3.0x

Sources: NVIDIA's Super Resolution programming guide (version 310.6.0), AMD's FSR 3 developer page and Intel's XeSS developer guide. A ratio of 1.5x per axis renders 1/2.25 of the output's pixels, about 44 per cent; 2.0x renders a quarter. Intel raised its ratios in XeSS 1.3 (Quality was 1.5x before), so one XeSS preset can mean different things in an older and a newer game.

DLSS, as of October 2026

NVIDIA's DLSS page lists what each GeForce RTX generation runs:

DLSS 5 (September 2026) is not another upscaler: NVIDIA calls it "an optional and independent feature" that adds AI-generated lighting and material detail, on RTX 50 cards.

FSR, as of October 2026

AMD has renamed things. Per AMD's FSR page:

In games that ship FSR 3.1 or newer, AMD Software can switch in the machine-learning upscaler: with the game closed, open Gaming > Graphics and turn on AMD FSR Upscaling, plus AMD FSR Frame Generation where the game has FSR 3.1.4 or newer with frame generation.

XeSS, as of October 2026

Intel's XeSS 3 SDK has three parts. XeSS Super Resolution runs on any GPU with Shader Model 6.4 (DP4a). XeSS Frame Generation runs on Intel Arc and on other GPUs with Shader Model 6.4, needs DirectX 12, and generates at most one frame on non-Intel GPUs. Xe Low Latency (XeLL) is required alongside it: Intel's guide says frame generation "will be disabled if XeLL is not initialized and enabled".

Driver switches that work without the game

The latency side of frame generation

Because the newest rendered frame is held back, frame generation adds delay between your input and the screen. That is why every vendor pairs it with a latency reducer: NVIDIA's frame generation works with Reflex, which NVIDIA says is there "to minimize the impact of the added latency"; Intel requires XeLL; AMD recommends Anti-Lag 2 in games that support it. Minimising an impact is not removing it.

The vendors also say how fast the game should already run before frames are generated:

Frame generation in competitive games

Count rendered frames, not displayed ones. A generated frame can only show what the two rendered frames around it contain, and the newer of the two waits for it. The counter can double while the time from your click to the frame that shows its result does not get shorter: NVIDIA's guide calls that wait added latency, and Intel's says frame generation "delays presentation of the application frames". In a game where you aim and react, that time is the number that matters. What acts on it is the rendered frame rate and the queue in front of the GPU: upscaling can help the first when the GPU sets the pace, and Reflex, Anti-Lag 2 or XeLL work on the second.

How to decide on your machine

Change one thing, play the same scene before and after, and read the 1% lows rather than the average; reading the benchmark explains why.

What does not help: two upscalers at once (AMD's advice is to keep its driver upscaler off when a game's FSR is on, as both together are "double the work"), and frame generation used to rescue a frame rate below the minimums AMD and Intel give.

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