Remastered Frame Generation - Spider Man

The GPU analyzes two sequential frames (Frame A and Frame B) and uses an Optical Flow Accelerator and AI to generate an entirely new "in-between" frame (Frame A->AI). This new frame is inserted between the traditionally rendered ones.

Ensure you are on Game Ready Driver 526.47 or higher. Nvidia specifically optimized this driver for Marvel’s Spider-Man Remastered . spider man remastered frame generation

In Spider-Man Remastered , this is particularly effective when swinging. The complex geometry of New York skyscrapers rushing past the camera creates complex motion patterns. DLSS 3 handles this beautifully, creating intermediate frames that look almost indistinguishable from natively rendered ones. The GPU analyzes two sequential frames (Frame A

The game forces to be enabled when FG is active. This reduces the render queue depth to zero, ensuring that the "real" Frame B is sampled as late as possible. However, the paper identifies a 47ms gap between input sampling and the display of the interpolated frame (Frame A.5), creating a tangible disconnect between controller input (web zip) and screen feedback. Reflex reduces the render queue

NVIDIA Reflex must be ON (or On + Boost). Frame Generation queues a fake frame, which naturally adds latency. Reflex reduces the render queue, offsetting this penalty. If you turn Frame Gen on but Reflex off, the game will feel "floaty."

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