NVIDIA GeForce RTX 5080 Super Performance In Cyberpunk 2077: Path Tracing & DLSS 4.0 Tested
DLSS 4, with multi-frame generation and a Transformer model, redefines performance and image quality on the RTX 5080.
Hardware by Katmin on Jun 02, 2025
Playing Cyberpunk 2077 on a high-end PC is a blast. Leveraging full-path-traced ray tracing in Cyberpunk 2077 at 4K resolution, these features promise significant frame rate improvements and enhanced image quality compared to previous generations. We tested the new DLSS 4 technologies—super-resolution, ray reconstruction, and multi-frame generation—running on NVIDIA's latest Blackwell-based GeForce RTX 5080 GPU.
The insights presented here are based on limited testing with engineering-sample hardware and pre-release drivers, offering an early glimpse of what to expect when the final products are released.
Capturing DLSS 4 Multiframe Generation
Demonstrating DLSS 4's multi-frame generation can be challenging because the RTX 5080 is capable of unlocking very high frame rates, far beyond what current capture devices and streaming platforms can faithfully represent. Capture cards typically top out at 4K 120 fps, and content delivery services are capped at 4K 60 fps.
As a result, I had to slow the captured footage to 50% speed in order to visually depict how the new multi-frame generation system presents in real-time. In actual gameplay on compatible high-refresh-rate displays (such as 4K 240 Hz panels), the experience feels far smoother, with much lower frame persistence and fewer visible artifacts than what our recorded clips suggest.
Super Resolution and Ray Reconstruction: The Transformer Model
Existing DLSS implementations have relied on convolutional neural networks (CNNs) to generate new pixels by analyzing localized context and tracking changes across successive frames. While that approach has delivered iterative quality improvements over time, it faces inherent limitations.
With DLSS 4, NVIDIA has introduced a vision Transformer model similar in concept to the architectures powering state-of-the-art AI systems. In comparison to the previous CNN-based method, this Transformer essentially doubles the number of parameters by enabling self-attention procedures that assess the relative value of each pixel across the entire frame (and across successive frames).
Because the Transformer model can weigh information over large spatial regions, you'll see greater stability, reduced ghosting, higher detail levels, and enhanced anti-aliasing. Image elements that previously smeared or ghosted under CNN-based DLSS performance mode now appear crisp and free of distracting artifacts.
For example, translucent surfaces and moving NPCs in the mid-to-long distance suffer almost no smearing when you enable the Transformer model. Ray reconstruction, essentially an advanced form of denoising for path-traced rays, also benefits from this architecture. Reflections, shadows, and fine details in illuminated surfaces retain significantly more fidelity than before.
This new Transformer-based approach is highly scalable and forward-compatible; NVIDIA plans to achieve further quality gains with future training iterations. It can also be retrofitted to older titles that already support DLSS 2 or higher, meaning you don't need to wait for new game patches to take advantage of the improved reconstruction pipeline.
DLSS 4 Multiframe Generation Introduction
One of the biggest leaps with DLSS 4 on the RTX 50-Series is the introduction of multi-frame generation options, which surpass the 2× frame generation available on the 40-Series cards. In Cyberpunk 2077, I was able to select 2×, 3×, or 4× frame generation.
The 2× mode functions similarly to what you already see on 40-Series GPUs, while 3× and 4× are exclusive to the RTX 50-Series, thanks to custom frame-pacing hardware integrated into the Blackwell architecture.
In practice, multi-frame generation works by synthesizing intermediate frames between fully rendered frames, allowing you to effectively multiply the frame rate without doubling the GPU workload.
When coupled with DLSS 4's Transformer-based super-resolution and ray reconstruction, these generated frames not only boost performance but also maintain—or even improve—visual quality compared to native rendering.
Frame-Generation 2×, 3×, and 4× Frame-Rate Improvements
During testing in Cyberpunk 2077's Blackmarket area—a particularly demanding section—the combination of Transformer-based super-resolution and 2× frame generation yielded a frame-rate multiplier of approximately 5.35× over native 4K rendering.
Stepping up to 3× frame generation increased the multiplier to around 7.25× on average. Enabling 4× frame generation, however, delivered the most dramatic uplift, with nearly a 9.3× increase compared to native rendering performance.
To put those numbers in perspective, I also compared an RTX 4080 Super running DLSS 3's 2× frame generation (with the older CNN-based model) to a fully unlocked RTX 5080 with DLSS 4 and 4× frame generation.
The RTX 5080 almost doubled the frame rate in that scenario, achieving a roughly 91% performance increase over the RTX 4080 Super. Even though these figures are from an engineering sample GPU and pre-release drivers, they demonstrate just how dramatically DLSS 4 can change the performance equation at 4K with full path-traced ray tracing enabled.
DLSS 4 Multiframe Generation: Frame-Pacing and Latency
Generating multiple synthetic frames per real rendered frame can introduce challenges in both pacing and latency. The custom silicon in the Blackwell architecture is designed to ensure that generated frames are presented smoothly and consistently without creating stutter or judder.
When I examined the frame-time data, the 4× frame generation option exhibited more consistent frame times than the 2× option on DLSS 3, despite producing two additional generated frames per real frame. That results in much smoother animations during gameplay.
Latency is another consideration: with DLSS 3's 2× frame generation, you already buffer an extra frame, which adds some input lag. I measured the average latency over a roughly two-and-a-half-minute run in Cyberpunk 2077's Black Market area.
With 2× frame generation, the average latency was about 50.9 milliseconds. Switching to 3× frame generation raised that to roughly 55.5 milliseconds, and 4× frame generation averaged around 57.3 milliseconds.
In other words, using the full 4× option adds approximately 6.4 milliseconds of additional latency compared to 2× mode while offering a 71% increase in frame rate. Unless you're extremely sensitive to input lag, that trade-off feels more than worthwhile for high-refresh-rate gameplay.
DLSS 4 Features for RTX 20, 30, 40, and 50 Series GPUs
Although the fully unlocked 3× and 4× frame generation options are exclusive to the RTX 50-Series, the new Transformer model for super-resolution and ray tracing is compatible with all existing RTX GPUs, dating back to the 20-Series.
That means that even if you own a 2080 Ti or a 3080, you'll still benefit from improved image quality. However, older GPUs may struggle to achieve the same performance targets because the Transformer model's workload is more demanding than that of the previous CNN-based solution. On 40-Series and 30-Series cards, you'll still see better upscaling and ray reconstructions, but you'll be limited to 2× frame generation.
It's important to note that the 2× frame generation feature remains unchanged on the 40-Series and above. With DLSS 4, you won't lose any functionality if you jump from DLSS 3; you'll gain sharper images, better ray reconstructions, and—in the future—new frame-generation modes if you upgrade to RTX 50-Series hardware.
The custom frame-pacing hardware in Blackwell is what unlocks those 3× and 4× modes, so don't expect them to be retrofittable to older architectures.
DLSS 4 on RTX 5080: First-Look Summary
After spending five and a half hours testing DLSS 4 on an RTX 5080, I've come away convinced that this represents the next big leap in image quality. The Transformer model's super-resolution and ray reconstruction address most of the issues we've highlighted in previous DLSS implementations: ghosting and smearing have been almost entirely eliminated, and reflective details are sharper and more stable.
With full path-traced ray tracing and DLSS 4 performance mode enabled, detail levels in distant environments and moving objects are noticeably improved.
The new multi-frame generation options are equally impressive. Even under one of the most punishing graphics loads you can throw at a GPU—4K full path-traced Cyberpunk 2077 on ultra settings—the RTX 5080 achieved well over 120 fps when 4× frame generation was active.
This makes it well suited for high-refresh-rate displays, such as 4K 240 Hz panels. I'm particularly eager to see how DLSS 4 performs in titles where CPUs are the bottleneck, since frame generation has historically delivered the highest frame-rate uplifts.
In summary, although these are still early impressions based on engineering-sample hardware and non-final drivers, DLSS 4 on Blackwell is a game-changer. You can expect substantially better image fidelity across the board, plus drastically higher frame rates for smoother gameplay.
As always, final benchmarks and in-depth analysis will follow once review samples and shipping drivers are available, but for now, the future of real-time graphics upscaling and generated frames looks brighter than ever.
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