NVIDIA Preset C gives Frame Generation more headroom, with an image-quality trade-off

Concept illustration of a graphics card with graphic blocks flowing from an irregular grid into larger shapes.
AI-generated concept illustration / Mais FPS. It does not depict the actual model or demonstrate performance.

The new mode enters beta for RTX 40 and 50 GPUs. NVIDIA claims up to a 35% gain on the RTX 5060, with some visual compromises.

AI-generated concept illustration / Mais FPS. It does not depict the actual model or demonstrate performance.

Another choice for existing DLSS users

NVIDIA released Preset C on October 13, a performance mode for DLSS Frame Generation. Available through the NVIDIA App beta in supported games, it covers GeForce RTX 40 and 50 GPUs, along with RTX Spark laptops. In its official announcement, the company claims up to 35% higher performance on an RTX 5060 and acknowledges minor image-quality compromises.

The update is particularly interesting for players already using frame generation who would like smoother motion without working through every graphics setting. There is now another choice to make within the generation process itself. The most appealing result would be an improvement in motion with a visual compromise that goes unnoticed during play.

The NVIDIA App release notes add an important detail: the mode is especially beneficial at higher multipliers. The announcement’s 35% claim, however, comes without the game, resolution, multiplier used or before-and-after frame rates. It is a result reported by the manufacturer, with too little context to estimate the gain on a reader’s own PC.

GeForce RTX 5090 graphics card displayed diagonally against a black and green background.
GeForce RTX 5090 in an official contextual image. This image does not demonstrate Preset C or compare its results. Credit: NVIDIA. Official source

Where the savings come from

Preset C simplifies the optical-flow stage used in frame generation. According to NVIDIA’s technical explanation, the AI model that handles elements such as the interface and ray-traced effects is replaced by a lighter algorithm. The model that uses motion and depth data supplied by the game remains part of the process.

That change makes image quality in motion central to any assessment. A higher counter can grab your attention immediately; a loss of interface clarity during the action would be just as noticeable. NVIDIA’s description does not quantify the visual loss or establish how noticeable it is in each game. Preset C’s appeal rests on that balance, which remains open to evaluation during the beta.

Preset C also serves a different purpose from DLSS 5’s 3D-Guided Neural Rendering, which deals with scene lighting and materials. They appeared in the same round of announcements, but they are separate features. The availability of this Frame Generation mode on RTX 40 GPUs does not automatically extend official Neural Rendering support to those cards.

Available through the app

Start with an updated NVIDIA App. The announcement directs users to enable beta or experimental features under Settings > About and install the offered update. Then, under Graphics, select a supported game’s profile and go to Driver Settings > DLSS Override — Model Presets > Custom > Frame Generation > Preset C. Apply the change.

The available options still depend on the GPU: among GeForce cards, Multi Frame Generation remains an RTX 50 feature, as NVIDIA’s DLSS documentation explains. The new preset changes the model being used; it does not give an RTX 40 card every mode available on the next generation.

To decide whether Preset C should stay enabled, the most useful comparison is the same gameplay sequence, with the previous configuration as a reference and the other settings unchanged. Watch the HUD during camera movement and assess the picture in action. That is where the improvement in smoothness needs to justify any visual loss.

Sources

  1. NVIDIA: Frame Generation Performance Mode announcement (2026-10-13)
  2. NVIDIA: Preset C explanation in the weekly DLSS update (2026-10-13)
  3. NVIDIA App: release notes (2026-10-14)
  4. NVIDIA App: official page (2026-10-14)
  5. NVIDIA Developer: DLSS technologies (2026-10-14)
  6. NVIDIA: how DLSS 5 Neural Rendering works (2026-09-01)

Join the conversation

O seu endereço de e-mail não será publicado. Campos obrigatórios são marcados com *

Este site utiliza o Akismet para reduzir spam. Saiba como seus dados em comentários são processados.