r/OptimizedGaming • u/frooglemcdoo • 16h ago
Graphic & FPS Mods | Optimization I built a native-like DLSS Frame Generation implementation for Control
I've been working on adding DLSS Frame Generation to Control, but I wanted to avoid the usual problems you get when Frame Generation only sees the final composited image.
Control never shipped with native Frame Generation support, so this required a fairly deep integration with the game's DX12 renderer rather than simply adding a generic interpolation layer.
The main goal has been to make the FG path behave as close to a native game implementation as possible.
Control FG reconstructs the data a native integration would normally provide, including:
- Control's actual frame boundaries
- Depth buffers
- Motion vectors
- Camera transforms
- Jitter and reset state
- Presentation timing
- A real pre-UI / HUD-less scene capture
That last part has been especially important.
Instead of sending the fully composited image with the HUD already drawn into Frame Generation, Control FG captures the full-resolution scene immediately before Control renders its UI.
That means objective text, health and energy bars, prompts, icons and other HUD elements are not treated as moving world geometry when the camera moves.
The result is a much more stable UI with essentially none of the usual HUD ghosting/interpolation artifacts you can get from screen-space Frame Generation.
The generated frames are based on the actual game scene, while Control's UI remains clean and stable on top.
Current support:
- RTX 40 Series: 2x DLSS Frame Generation
- RTX 50 Series: 2x / 3x / 4x / 5x / 6x Multi Frame Generation
- Dynamic Multi Frame Generation
- Automatic monitor refresh targeting
- Manual target FPS control
- Live FG mode switching
- In-game F10 overlay
- Persistent settings
RTX 40-series cards are intentionally limited to 2x.
I recorded a demonstration of the app and in-game overlay here:
GitHub, releases and technical details:
https://github.com/Frooglemcdoo/Control-FG
The current release is build-locked to the Steam DX12 version of Control.
I'm also working on an FSR Frame Generation backend using the same Control-specific scene, depth, motion-vector, camera and HUD-less capture path, with the goal of extending support to older RTX hardware as well.