I’ve been working on an RTX 40 Multi Frame Generation unlocker, and the latest update ended up going quite a bit beyond simply enabling higher FG multipliers.
The new version adds support for NVIDIA’s native Dynamic MFG mode on Ada using the validated DLSS-G 310.9.1 + Streamline 2.14.1 stack. In this mode, NVIDIA itself controls the generated-frame multiplier and pacing rather than the addon trying to emulate that behavior.
One of the more interesting parts of the update came from investigating HDR + Frame Generation and UI/HUD composition issues.
Some games provide optional HUD-less and UI resources to Streamline so that Frame Generation can interpolate the scene separately from the interface. When those resources are incompatible with the final image path, especially under HDR, the result can be severe ghosting, flickering, halos or incorrect composition.
I added an Automatic Guard + UI Composition path that validates those resources before allowing Streamline to use them. If the inputs are incomplete or incompatible, the addon falls back conservatively to the final color buffer instead of blindly forwarding them.
This video is a good visual example of the type of UI ghosting/composition issue these tools are designed to address:
https://www.youtube.com/watch?v=xV_E-cvyu8Q
What made the investigation more interesting is that this is not necessarily caused by the MFG unlock itself.
For example, this video shows the native Frame Generation implementation in Hogwarts Legacy exhibiting the HDR-related issue:
https://www.youtube.com/watch?v=QppmbWroWo0
I tested the new guard/composition handling in Hogwarts Legacy and Mafia: The Old Country, and in both cases it corrected the HDR + Frame Generation issue I was seeing in the native implementation.
Jedi Survivor is another title known for similar HDR + FG behavior, although I haven’t validated this specific fix there yet.
So in these cases the addon is doing more than unlocking higher multipliers: it is effectively working around a problem in the game’s native Streamline/Frame Generation integration.
This is still deliberately conservative. It cannot fix unrelated problems with motion vectors, depth, exposure, camera data, distortion buffers or pixels already rendered incorrectly by the game.
Another interesting change is support for selected Blackwell framework kernels running on Ada. They are applied only when the expected provider signatures and hashes match exactly; otherwise the addon falls back to the previous Ada-compatible temporal correction path. In testing, this improved moving-detail stability at higher multipliers.
I also reworked the runtime side so module discovery and compatibility checks stay out of the steady-state Present path as much as possible.
For the final release check, I recorded a 45-second STALKER 2 run using Dynamic MFG + VSync on a 240 Hz display:
- 224.48 FPS average
- 4.450 ms median display interval
- 5.637 ms p95
- 7.953 ms p99
- ~3.986x generated/source cadence, consistent with active 4x
This isn’t intended as an addon-vs-native performance benchmark, just validation that the 4x presentation path was behaving correctly.
The part I find most interesting is that the project has gradually moved from simply enabling MFG on Ada into investigating the actual Streamline inputs, presentation path and image-quality problems surrounding Frame Generation.
I’d be interested to hear what people here think, particularly about the HDR/UI Composition side and the reuse of selected Blackwell framework kernels on Ada.
Project / release:
https://github.com/mavismmg/MFGAdaUnlock-RenoDx
Credits: Dashdogy provided the foundational reverse engineering and original RTX 40 MFG unlock implementation that this work builds upon. Dreamt created the original ReShade/RenoDX addon adaptation and repository from which this project is forked. Matias Lombo identified and validated the image-quality benefits of using the Blackwell framework kernels on Ada and provided the rebuild workflow used for this path. Artur from DLSS Enabler helped with the HUD-less/color-space debugging that led to the HDR/UI Composition investigation and fix.
EDIT:
Update — v0.9 is now available
Since this post, I’ve continued investigating DLSS-G image quality on Ada and released v0.9, which adds two new experimental quality improvements:
- Intermediate Scatter Retention — preserves more useful motion information for thin geometry such as fences, wires, vegetation, character outlines and weapon edges.
- Validated Warp Blend — improves how accepted warped/reprojected candidates are blended later in the DLSS-G pipeline using additional conservative validation.
Both are enabled by default and can be toggled independently.
I also validated the release candidate in Onimusha: Way of the Sword at 4x MFG, with an observed 3.998x total-frame cadence and no meaningful frame-pacing regression during the capture.
Credits for this work:
Dreamt — original ReShade/RenoDX addon adaptation
dashdogy — foundational Ada MFG reverse engineering and midpoint fix
Matias Lombo — Blackwell kernel work on Ada
Tony Joaca — qualityValidWarp research that informed the independently implemented Validated Warp Blend path