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NVIDIA’s Multi Frame Generation Barely Works on 8 GB GPUs: RTX 5060/5060 Ti

Multi-Frame Generation is the main reason for the existence of the GeForce RTX 50 series graphics cards. They offer minimal gen-over-gen rasterization gains, while ray-tracing performance is mostly unchanged. Multi-frame generation is a game-changer in path-traced titles like Cyberpunk 2077, Indiana Jones and the Great Circle, and Dune: Awakening. However, the increased VRAM usage often makes it unusable on 8 GB GPUs.

Always Two, There Are: Path Tracing + Frame Generation

Path-tracing almost always requires frame generation for playable frame rates, with multi-frame generation allowing a high frame rate experience (144 FPS). Of course, there’s a catch to it:

  • The base frame rates should be over 30 FPS, or you’ll run into frame pacing and latency issues.
  • For competitive titles, 60 FPS or higher is optimal.
  • While FSR 3 requires v-sync for stable frame pacing, DLSS-based frame generation can’t be used with vertical sync.
  • You can enforce v-sync through the NVIDIA App at the cost of increased latency.
  • Most importantly, frame generation and multi-frame generation significantly increase the VRAM usage.

Most games use an additional GB of graphics memory with VRAM, which can be crippling on 8 GB GPUs already pushed to their limits with high-resolution textures and/or path-tracing. Let’s look at some recent examples.

Path Tracing VRAM Usage at 1080p

Doom: The Dark Ages

Doom: The Dark Ages uses close to 11 GB of graphics memory at 1080p using the “Ultra Nightmare” settings, which increases to 12.5 GB with path-tracing. Frame generation pushes it over 14 GB.

Doom: The Dark Ages

Reducing the texture pool only lowers it to 10 GB.

Indiana Jones & the Great Circle

Indiana Jones and the Great Circle is still fresh in our memories, one of the first AAAs to use 20 GB graphics memory at 4K with path-tracing. The VRAM usage approaches 14 GB at 1080p without path-tracing, requiring 8 GB GPU owners to reduce it to “High.”

Indiana Jones & the Great Circle

Path tracing only runs well on 16 GB GPUs, as frame generation increases the VRAM usage to 19 GB at 1440p.

DLSS Balanced

Firebreak

Remedy’s Firebreak uses over 9 GB of graphics memory with path-tracing, with frame generation pushing it past 10 GB. Upscaling can only reduce it by 500-600 MB, rendering the game’s cutting-edge visuals unplayable on 8 GB SKUs.

Firebreak

F1 25

F1 25 is the first game in the series to feature path-tracing. Codemasters has done a great job optimizing it for a range of PCs. However, the game uses over 10 GB of graphics memory without ray or path-tracing.

F1 25

Enabling either increases it to ~11 GB or more. You can imagine how well single-frame or multi-frame generation performs on 8 GB SKUs.

Dune: Awakening

Dune: Awakening is among the few recent releases suited for an 8 GB VRAM buffer at 1080p. Of course, it lacks ray and path-tracing, so it’s not a fair example.

Dune Awakening

Are 8 GB GPUs Completely Useless?

For ray-tracing and path-tracing enthusiasts, yes. Most games offset their increased performance requirements using upscaling and frame generation. However, 8 GB cards can’t afford the increased memory budget, making path-tracing and multi-frame generation impractical.

The GeForce RTX 5060 Ti 16 GB easily pushes over 100 FPS with path-tracing and multi-frame generation at 1440p. The 8 GB variant, on the other hand, averages under 30 FPS using the same settings due to its limited memory buffer.

There is one use case for 8 GB graphics cards: competitive gaming. Ray-tracing and path-tracing are irrelevant in eSports, while frame generation’s latency penalty makes it unfeasible. Hence, most eSports cafes and lounges opt for 8 GB GPUs for cost-cutting purposes.

Areej

Processors, PC gaming, and the past. I have been writing about computer hardware for over seven years with more than 5000 published articles. Started off during engineering college and haven't stopped since. Find me at HardwareTimes and PC Opset.
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