DLSS 4.5 support: separate the features

CONTROL Resonant’s official NVIDIA documentation identifies DLSS 4.5, including Ray Reconstruction and Dynamic Multi Frame Generation. A search for “CONTROL Resonant DLSS 5” does not establish native DLSS 5 support. Do not treat a mod comparison or a changed DLL as a stock-game feature.

A feature name does not mean every RTX card gets every option
FeatureWhat it changesHardware boundary
Super ResolutionReconstructs the displayed image from a lower internal render resolution.GeForce RTX; compare the available DLSS and DLSS Legacy choices on your card.
DLAAAnti-aliasing at native resolution rather than an upscaling performance mode.GeForce RTX; use only when you can afford the rendering workload.
Ray ReconstructionReplaces conventional RT denoisers.GeForce RTX; selecting Ultra RT enables it automatically in this game.
Frame GenerationAdds generated frames; the FPS counter includes them.RTX 40 and 50 Series for NVIDIA frame generation.
Dynamic / up to 6× MFGChanges the number of generated frames to meet a target.RTX 50 Series; not a 6× promise for RTX 20, 30 or 40.

On older RTX hardware, a newer AI model can cost more GPU time. NVIDIA specifically notes the extra cost of Super Resolution Models M and L on RTX 20/30 GPUs, which lack native FP8 support. Compare the game’s DLSS Legacy option rather than assuming the newest model must be faster.

A practical setup order

  1. Install the current game update and an appropriate Game Ready driver. Record your GPU, output resolution and settings before changing anything.
  2. Open Options → Graphics. Keep Display Resolution at your screen’s intended output. Start with the available DLSS upscaler and a Quality render-resolution mode; use Balanced if the same combat route is too slow.
  3. Keep frame generation off while judging the underlying frame rate and response. Start with Ray Tracing Preset off or a lower tier, then add effects if there is room.
  4. Repeat the same route and turn the camera through the same scene. Judge both motion clarity and dodge response. Change one setting at a time.
  5. Add the supported frame-generation mode only after the underlying experience feels responsive. If turning or dodging feels worse, reduce the multiplier and the rendering workload.

This is a testing sequence, not a universal “best preset.” Lower resolution, RT tiers and texture settings affect different problems. A large FPS figure with generated frames cannot establish the responsiveness of an equally high native frame rate.

Original testing checklist. Keep a reproducible route so a change answers one question.

How to turn on path tracing

In the PC graphics menu, select Ray Tracing Preset: Ultra. NVIDIA identifies that preset as the path-tracing setting and says it automatically activates DLSS Ray Reconstruction on GeForce RTX GPUs. Setting the ordinary Graphics Preset to Ultra alone is not the same operation.

Path tracing changes how light reaches surfaces and bounces through a scene, including indirect illumination and reflections. Compare an office floor, glass and a partly shadowed exterior while moving, rather than only looking at a still bright scene. The visual gain has a rendering cost; Ultra is an optional quality target, not a condition for playing.

If Ultra is too expensive, step down the RT preset before reducing every ordinary graphics setting. For finer control, compare Direct Lighting, Indirect Lighting and Transparency individually. Wccftech’s launch test identifies Ultra Indirect Lighting as a particularly heavy option and uses High in its optimized RT profile.

Read benchmark numbers with their conditions

Reinhard Von Musel / Wccftech comparison, 0:10 ▶. Compare the ground reflections and building edges in motion. The displayed FPS readings belong to the recording, not your PC.
An external test illustrates the cost; it is not a prediction for your PC
Published testMaximum RT/PTOptimized RT/PT
Wccftech · i7-12700H + RTX 4060 Laptop · 1080p · DLSS Quality · RR off26 average FPS46 average FPS

Both results come from the reviewer’s test configuration, with Ray Reconstruction disabled and Transparency High. These settings differ from NVIDIA’s documented RTX Ultra preset with automatic Ray Reconstruction; do not treat them as the same configuration. Their 8 GB laptop GPU can exaggerate the gap when maximum settings overcommit memory. The optimized profile changes several settings at once, so this is not an isolated measurement of switching path tracing off. It also does not verify performance on the current 1.4.0 patch.

Missing options, poor response or unstable performance

  • Missing DLSS or MFG: check the GPU generation first. Do not copy RTX 50 options to an unsupported card. FSR is a separate choice, not proof of NVIDIA feature support.
  • Display Resolution is unavailable under Post Processing Resolution: Remedy’s support article names Post Processing Resolution as the setting and Display Resolution as one of its two values. That Display Resolution value is disabled with DLSS Ray Reconstruction; the alternative value is Render Resolution.
  • Dynamic MFG overrides: NVIDIA’s app instructions use Graphics → DLSS Override - Frame Generation Mode → Dynamic. Its published instructions say Dynamic mode is incompatible with frame-rate limiters and V-Sync; do not combine conflicting advice from a generic FPS-cap guide.
  • Stutters or a sudden drop after changing RT: preserve your previous settings and use the RT performance troubleshooting guide. A crash fix does not by itself prove an FPS-switching issue was fixed.

Watch the relevant demonstration

CONTROL Resonant — DLSS Ray Reconstruction comparisonReinhard Von Musel · published in Wccftech’s test · YouTube

Select a time to play it here.

Watch on YouTube ↗

Start the comparison · 0:00 ▶ · Compare the moving scene · 0:10 ▶

This external recording compares Ray Reconstruction. It is not a benchmark performed by this site; check the video’s stated settings before applying its results.

Sources and version scope

Read sources and image credits

Checked October 9, 2026. Support refers to the released PC game and the official documentation available on that date. Menu labels and available features can vary with GPU, controller and later updates. No game benchmark was run by this site.