How to Enable DLSS 4.5 Dynamic Multi Frame Generation in Cyberpunk 2077 2.5 (RTX 50 vs RTX 40)
Turn on DLSS 4.5 Dynamic Multi Frame Generation in Cyberpunk 2077 2.5: driver 621.01, RTX 50 up to 6X vs RTX 40 2X, settings per GPU, overlay check, latency, fixes.
TL;DR: Cyberpunk 2077's Edgerunners 2 Update (2.5) went live on October 22, 2026 and adds native DLSS 4.5: "up to 6X Multi Frame Generation or Dynamic Multi Frame Generation, and the 2nd Generation Transformer Model" (CD PROJEKT RED patch notes). To use it: update the game to 2.5, install GeForce Game Ready Driver 621.01 (released October 21, 2026), then turn on DLSS Frame Generation in the game's Graphics settings. RTX 50 cards get Multi Frame Generation up to 6X and Dynamic MFG, which changes the multiplier on the fly to hit a target frame rate. RTX 40 cards get regular 2X DLSS Frame Generation. RTX 20/30 cards get the upgraded upscaling and Ray Reconstruction models, but no frame generation.
This is the full guide. Our Advanced Shader Delivery guide only had a short Cyberpunk 2.5 section. Here you'll find requirements, step-by-step setup, settings for each GPU tier, how to confirm it's working, what it does to latency, and fixes.
What changed in update 2.5
NVIDIA announced the update on October 21, 2026. It said Cyberpunk 2077 is "adding DLSS 4.5 Dynamic Multi Frame Generation, and upgrading its already-supported Multi Frame Generation, Ray Reconstruction and Super Resolution integrations to our second generation AI models" (NVIDIA GeForce News).
In practice, two things are different now:
- No NVIDIA app override needed for the new models. Before 2.5, you had to force the newer DLSS models through the NVIDIA app. Club386 notes that after 2.5 the game "will now run with the latest DLSS 4.5 models by default" (Club386).
- Higher multipliers are native. In March, Cyberpunk's own menu stopped at 4X. Testers had to use the NVIDIA app override to get 6X or Dynamic (PC Gamer). CD PROJEKT RED's 2.5 notes now list 6X MFG and Dynamic MFG as supported in the game.
AMD and Intel users get some changes too. FSR 3 upscaling has been removed, while FSR 2.1, FSR 4 and FSR 3.1 Frame Generation are still there, and there's a new FSR Anti-Lag 2 toggle (same patch notes).
Requirements
| Item | What you need | Source |
|---|---|---|
| Game version | Cyberpunk 2077 2.5 (Steam, GOG, Epic, live Oct 22, 2026) | CDPR support |
| Driver | GeForce Game Ready 621.01 WHQL or newer (Oct 21, 2026; Windows 10 64-bit / Windows 11) | NVIDIA driver page |
| Dynamic MFG / 6X | GeForce RTX 50 Series | NVIDIA |
| Frame Generation (2X) | GeForce RTX 40 or 50 Series | NVIDIA |
| Super Resolution / Ray Reconstruction | Any GeForce RTX (20 Series and up) | Tom's Hardware |
| NVIDIA app (optional) | Needed only to set Dynamic MFG's target or force a multiplier; NVIDIA lists driver 595.97 or newer for those overrides | NVIDIA |
| Display | A high-refresh-rate monitor (144Hz, 240Hz or higher) is where Dynamic MFG helps most | NVIDIA, Tom's Hardware |
On RTX 40 vs RTX 50: NVIDIA's October 21 post says that on RTX 40 systems "DLSS Frame Generation will further boost frame rates," and RTX 50 systems can use "DLSS Dynamic Multi Frame Generation, with up to 6X multiplication." That wording is about Modern Warfare 4, which was in the same post. NVIDIA also describes Dynamic MFG itself as "This GeForce RTX 50 Series DLSS override," and Cyberpunk follows the same split.
How to enable it: step by step
1. Update the game to 2.5
Steam, GOG Galaxy and the Epic Games Store install the update automatically. Check the version on the main menu, or confirm in your launcher that the update finished. CDPR's support page says "Update 2.5 is now live."
2. Install GeForce driver 621.01
Get it from the NVIDIA app (Drivers tab) or the NVIDIA driver page. NVIDIA's release notes call 621.01 Game Ready for "Phantom Blade Zero, Call of Duty: Modern Warfare 4, NBA 2K27, Cyberpunk 2077, and Crimson Desert Enhanced." Reboot after installing. If you've been having driver trouble, do a clean install. Our hotfix driver install/rollback guide covers the process.
3. Set DLSS in the game
Open Settings > Graphics and go to the DLSS/Frame Generation options:
- Set the upscaler to DLSS Super Resolution and pick a quality mode (see the tier table below).
- Turn on DLSS Frame Generation.
- RTX 50: pick a fixed multiplier (2X up to 6X) or the dynamic option that 2.5 adds. RTX 40: frame generation is the standard 2X mode.
- Turn DLSS Ray Reconstruction on if you're using path tracing or ray tracing.
We couldn't confirm CDPR's exact label text for the new dynamic option from an official source, so look for it with the frame generation settings rather than going by a specific name.
4. (RTX 50, optional) Set the Dynamic target in the NVIDIA app
NVIDIA's documented way to control Dynamic MFG is in the NVIDIA app. Go to Graphics (globally or for Cyberpunk 2077 only), open "DLSS Override - Frame Generation Mode", select "Dynamic", then choose "Max refresh rate" or "Custom" and type in a target (NVIDIA). Tom's Hardware notes you can optionally cap the maximum multiplier, and PC Gamer notes frame gen "needs to be activated" in the game for any override to work.
NVIDIA says: "Dynamic mode is currently not compatible with frame rate limiters and V-Sync." Turn off the in-game FPS cap and V-Sync while you use it.
5. Turn on Reflex
When frame generation is on, NVIDIA Reflex is turned on with it. PC Gamer notes that using frame gen "enables Reflex," which also helps frame pacing. Leave it on.
Recommended settings by GPU tier
These are starting points based on the hands-on tests cited below. Adjust them for your own monitor and how much latency you're comfortable with.
| GPU | Starting point | Why |
|---|---|---|
| RTX 5090 / 5080 | 4K, path tracing (RT Overdrive), DLSS Performance, Dynamic MFG targeting your refresh rate | Tom's Hardware measured about 60 FPS before frame gen on an RTX 5080 in this setup, which is a solid base |
| RTX 5070 Ti / 5070 | 1440p (or 4K with DLSS Ultra Performance), path tracing or RT Ultra, Dynamic MFG at 144–240 Hz | Digital Foundry ran a 5070 at 1440p, RT Overdrive, DLSS Balanced, 144Hz target, and "the technology worked" |
| RTX 5060 class | 1080p/1440p, ray tracing rather than path tracing, Dynamic MFG with a lower target | PC Gamer warns you can't use DMFG on a card like the RTX 5060 "and expect your games to now happily run at 4K with path tracing" |
| RTX 4090 / 4080 | 4K or 1440p, DLSS Performance/Balanced, Frame Generation (2X), Ray Reconstruction on | RTX 40 gets regular frame gen, not MFG |
| RTX 4070 / 4060 class | 1440p/1080p, RT Ultra or lower, DLSS Balanced/Performance, Frame Generation on only if base FPS is about 50–60+ | Frame gen can't make up for a low base frame rate |
| RTX 20 / 30 | DLSS Super Resolution (new model) and Ray Reconstruction; no NVIDIA frame gen | Tom's Hardware notes the new upscaler runs on cards back to the RTX 20 series "if you're willing to tolerate a performance hit" |
General rule: get a good base frame rate first, then add frame generation. Tom's Hardware puts it this way: MFG "can only work off the baseline experience a given graphics card can offer." On a 240Hz screen, 6X can mean the game is really running at only 40 FPS. Digital Foundry points out that hitting 240 FPS at 2X means a 120 FPS base and much lower latency.
What to expect: RTX 50 vs RTX 40 numbers
NVIDIA hasn't published Cyberpunk-specific FPS figures for the 2.5 update. The independent numbers below come from Tom's Hardware's March 2026 tests of the same game, using the NVIDIA app override, which the 2.5 patch now makes native.
| Multiplier | RTX 5080 avg FPS (4K, DLSS Perf, PT) | RTX 5070 latency (4K, DLSS Ultra Perf, PT) |
|---|---|---|
| Off | 60.0 | 35.0 ms |
| 2X | 103.1 | 46.6 ms |
| 4X | 178.8 | 53.2 ms |
| 6X | 247.7 | 52.6 ms |
Source: Tom's Hardware, FrameView measurements.
What the testers found:
- The 2X column is roughly what an RTX 40 card can do. RTX 40 is limited to 2X, so its smoothness ceiling is lower than RTX 50 at 4X–6X, though the latency cost is similar or lower.
- Going from 4X to 6X cost almost no extra latency in Tom's RTX 5070 test (53.2 vs 52.6 ms). The biggest jump came from turning frame gen on at all.
- Multiplier switches are smooth. Tom's Hardware saw no hitches when Dynamic MFG shifted, and PC Gamer called the switch "practically instantaneous."
- Artifacts: Tom's Hardware saw "a bit of ghosting or raggedness at the bottom edge of the screen in motion" in Cyberpunk.
- Real-world frame rate vs target: iLLGaming averaged 172.21 FPS on an RTX 5090 with a 165 FPS target (4K, path tracing, DLSS Quality). Its native baseline was 55.25 FPS (iLLGaming).
How to verify it's working
- NVIDIA app overlay: press Alt+Z and turn on the most detailed statistics view. Tom's Hardware says it confirms whether DLSS MFG, upscaling and Ray Reconstruction are active, and you can watch the multiplier change.
- FrameView: NVIDIA's FrameView logs average FPS and PC latency (PCL). Tom's Hardware, PC Gamer and others used it in these tests.
- Quick sanity test: Digital Foundry suggests switching DLSS between Quality and Performance. Heavier GPU load (Quality) should push the dynamic multiplier up, and lighter load should bring it down. If it never moves, see troubleshooting below.
- Check the NVIDIA app's game list: Tom's Hardware notes the app shows whether each game is compatible with the global Dynamic override.
Latency notes
- Frame generation always adds some input lag. PC Gamer measured PCL rising to "around 50 or so milliseconds" when Dynamic MFG ran at 5X on an RTX 5090 at 4K with path tracing.
- Dynamic mode can lower average latency compared with a fixed high multiplier, because it drops to 2X when the GPU has headroom. PC Gamer saw this in Hogwarts Legacy, and Digital Foundry explains why.
- Cyberpunk is a single-player game, so 45–55 ms is fine for most players. If aiming feels sluggish, lower the target or cap the multiplier.
Troubleshooting
| Problem | Fix |
|---|---|
| No Frame Generation option | Confirm the game is on 2.5 and the driver is 621.01; RTX 20/30 cards have no DLSS frame gen |
| RTX 40: no 3X–6X or Dynamic | Expected. Those are RTX 50 only |
| Dynamic seems stuck at 6X | Digital Foundry saw the multiplier "stuck to 6x" in Cyberpunk. Alt-Tabbing out and back reset it to 4X |
| Tearing on a G-Sync monitor | DF saw Dynamic overshoot a 240 FPS target (up to 280 FPS). Set a Custom target below your refresh rate |
| Micro-stutter when panning slowly | DF fixed it by using a fixed multiplier with V-Sync enabled in NVIDIA Control Panel instead of Dynamic |
| Override does nothing | Turn frame gen on in the game first; turn off V-Sync and FPS limiters (NVIDIA lists both as incompatible) |
| Choppy despite high FPS | Base frame rate is too low. Lower the DLSS mode or the ray tracing level |
| Crashes after the driver update | Clean-install or roll back the driver (guide) |
Related on Terapep
- Advanced Shader Delivery on PC: requirements and setup (same 621.01 driver, MW4)
- DLSS Preset C vs Preset B with Frame Generation
- DLSS 5 Supported Games List (2026)
- DLSS 5 October update: faster model, RTX 40
- How to enable FSR 4.1 on RX 6000 (Adrenalin 26.10.1) for AMD users
Sources
- NVIDIA: Modern Warfare 4 launches and Cyberpunk 2077 upgrades to DLSS 4.5 (Oct 21, 2026)
- NVIDIA: DLSS 4.5 Dynamic Multi Frame Generation in the NVIDIA app
- NVIDIA: GeForce Game Ready Driver 621.01
- CD PROJEKT RED: Edgerunners 2 Update (2.5) patch notes (Steam)
- CD PROJEKT RED Support: Update 2.5
- Tom's Hardware: Dynamic MFG hands-on
- PC Gamer: Dynamic MFG hands-on
- Digital Foundry: DLSS Dynamic Multi-Frame Gen has potential
- Club386: Cyberpunk 2077 update 2.5 DLSS 4.5
Caution: the hands-on figures above were measured before 2.5 using the NVIDIA app override; your results in the patched game may differ.
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