FSR 3.1 Multi Frame Generation Arrives Through Experimental Mod With Optiscaler Support

Screen space ray tracing integration delivers improved occlusion and lighting with limited performance impact in supported games.

General by Shinji Okazaki on  Feb 01, 2026

An experimental project presents FSR 3.1 multiframe generation as a configurable rendering pipeline instead of a closed system. The purpose is to show how frame generation works, give users more control, and fix interpolation artifacts before they enter the pipeline, rather than relying on post-processing.

The project can generate frames three and four times, adaptively generate frames, handle semi-transparent HUD elements in a particular way, swap upscalers at runtime, and ray trace in screen space. It is free, open to the public, and still under construction.

FSR 3.1, Multi Frame Generation, Arrives Through Experimental Mod, With Optiscaler Support, NoobFeed

The patch works well on Nvidia GPUs right now, and it's easy to install. However, the mod's main goal is to make things more accessible, not to replace official vendor solutions. Support for AMD and Intel GPUs is currently in development, but it works in practice. The results depend on the game and the driver version.

Tools and Files Needed

The LSS Enabler lets you download the mod from Nexus Mods. There are several versions of the installer, each with a different level of stability. The 3.03 beta installer with the updated Optiscaler didn't work well during testing. The best way to do this is to install LSS Enabler 3.02 first, and then use the LSS Enabler 4.0.0.4 tech preview files to update it. There are problems with the tech preview, but the main functions should work as they should.

The mod comes with Optiscaler, so you don't need to install it separately.

How to Install

The first step is to find the folder where the game will be installed after you download the necessary files. The installation process for Cyberpunk 2077 is the same as for Optiscaler mods. The right path is the bin/x64 folder in the game.

To avoid problems, you should delete any existing Optiscaler or comparable files before installing. You need to agree to the terms, go to the correct bin/x64 location, and choose the correct DLL injection technique to run the LSS Enabler installer.

In spite of the fact that version.dll is considered to be the most convenient choice for compatibility, it does not function properly in certain games. The installation of winmm.dll for Cyberpunk 2077 produces results that are more dependable. When installing an AMD GPU, check to see that both AMD and Intel GPUs are supported. This feature should not be activated on GPUs manufactured by NVIDIA.

LSS Enabler 3.02 is now active, but the following step is very important.

Updating to version 4.0.0.4 of LSS Enabler

You need to manually apply the LSS Enabler 4.0.0.4 tech preview files to enable multiframe generation. The update zip is opened, and the DLL file needs to be renamed to match the chosen injection method, such as winmm.dll. The renamed file is then moved to the same bin/x64 folder, where it can replace any existing files.

At this point, there may be problems when you start the game. A common problem is an XGI DLL file that doesn't work with another one. In most cases, the problem goes away when you delete the file that is causing it.

Because the mod is still in the experimental stage, the game may repeatedly fail to start. It's normal for the game to crash when you try to start it up, and you may have to try several times before you can get in.

Things to think about when it comes to drivers and stability

The driver version is a major factor in its stability. Testing shows that some newer drivers cause greater problems, whereas older driver versions work more reliably. Even if everything is set up correctly, you may have to try launching the game several times until it loads.

If the game keeps crashing, you can get it to work by turning off Nvidia signature checks with the LSS Enabler tools. This step is not required and depends on the type of fault found.

Allowing Frame Generation and Optiscaler

The mod includes the Optiscaler menu, which you can open by pressing the Insert key once the game starts. If you can't see the multiframe generation options, you have to manually route frame generation through Optiscaler.

To do this, go to the Optiscaler menu and select FSRFG under NUMS DLSSG. This will turn on frame generation. After this stage, you can choose from different ways to generate a multiframe.

The LSS Enabler control menu opens when you press a second key combination. The menu gives you access to adaptive frame generation, VSync, FPS limitations, screen space ray tracing, and status overlays, even though keyboard layouts are different.

Ray Tracing in Screen Space and Its Effect on Visuals

One of the most interesting aspects of it is screen-space ray tracing. Enabling this option immediately changes lighting, occlusion, and reflections, with very little impact on performance. Ambient occlusion looks much better, especially on floors, walls, and cars.

When screen space ray tracing is enabled, the picture becomes clearer without sacrificing performance. For example, turning on the feature might cut performance from about 197 fps to 177 fps, which isn't a big deal given the change in appearance. The quality of occlusion has improved the most.

The function can be used on its own or with the game's built-in ray tracing options. In many cases, turning off ray tracing in the game and using only the mod's screen-space ray tracing makes the graphics look better while using less processing power.

Behavior of Resolution Scaling and Upscaling

The game still uses its native FSR process, but Optiscaler changes how scaling works. Balanced or performance resolution modes work normally, and multiframe creation operates on top of the upscaled output.

You can also switch to newer upscalers with Optiscaler. If you have the right DLL files, you can turn on FSR 4.0.2 on supported GPUs, such as the RX 7000 and RX 6000 series. This enables FSR4 to work with multiframe generation, making it more compatible with older GPUs.

FSR 3.1, Multi Frame Generation, Arrives Through Experimental Mod, With Optiscaler Support, NoobFeed

Quality of Multiframe Generation

Four times frame generation gives the maximum frame rate, but it also introduces visible motion artifacts. Because the FSR algorithm doesn't use machine learning, it's not surprising that fast-moving objects, such as wheels, exhibit significant distortion. Four times generation makes artifacts more obvious than lossless scaling does.

Three times frame generation reduces artifacts and stabilizes motion. But when you use ray tracing in the game, camera movement can cause stuttering. When you use the mod's screen-space ray tracing exclusively, three times generation stays rather smooth.

As the frame multiplication factor increases, the overall image quality decreases. Multiframe creation is useful, but it doesn't work in all situations.

Frame Limiting and Adaptive Frame Generation

Adaptive frame generation is part of the program, but it doesn't always work the same way. When you go between auto and fixed multipliers, things don't work right, and the visuals don't match up. In actuality, adaptive mode makes the experience worse and should not be used.

The frame rate limitation functions as it should. The workload of the GPU is reduced, and the delay is decreased, when a frame cap is set. By way of illustration, limiting output to 136 fps results in a smoother frame pacing and a reduced input latency without causing any serious issues.

Frame pacing seems constant under a set limit; this feature is helpful even without adaptive frame creation.

Final Thoughts

Most of the testing was done for Cyberpunk 2077, which is a game in which the mod is successful with several setup attempts. The results of other games are inconsistent. There are some games that only function partially, while others either do not start at all or have significant issues.

It is not safe to use every day because it is unstable, crashes often, and behaves in strange ways. The mod, on the other hand, shows that FSR multiframe generation, screen-space ray tracing, and sophisticated upscaling can all work together across a wide range of hardware.

The project shows what might happen when frame creation is treated as a variable rendering process rather than a fixed feature. Even if it's not perfect, it gives you access to functionality that older GPUs didn't have. It gives you an idea of how rendering might work in the future.

Also, check our other AMD articles below:

Shinji Okazaki

Editor, NoobFeed

Latest Articles

No Data.