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NVIDIA DLSS 4 Multi Frame Generation Comes to Prologue Go Wayback and Project Motor Racing

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NVIDIA is quietly turning 2025 into a big year for AI powered PC graphics, and the latest proof is the arrival of DLSS 4 with Multi Frame Generation in two very different titles: the survival roguelike Prologue: Go Wayback! and the racing sim Project Motor Racing. Both games are now part of the growing ecosystem that leans on DLSS Super Resolution, classic Frame Generation and, on the newest GeForce RTX 50 Series GPUs, DLSS 4 Multi Frame Generation to push frame rates far beyond what raw rasterization alone can normally deliver.

For anyone just catching up, DLSS (Deep Learning Super Sampling) started life as an AI upscaler: it renders the game at a lower internal resolution, then reconstructs a sharper image using a neural network.
NVIDIA DLSS 4 Multi Frame Generation Comes to Prologue Go Wayback and Project Motor Racing
Over time, NVIDIA layered on new features. DLSS Super Resolution focuses on upscaling and image quality, DLAA uses the same tech purely as an anti aliasing method at native resolution, and Frame Generation inserts AI predicted frames between real ones to dramatically lift FPS. DLSS 4 takes that idea further with Multi Frame Generation, using information from multiple past frames and motion vectors to synthesize new frames more intelligently on RTX 50 Series cards, while RTX 40 Series owners still benefit from DLSS 3 Frame Generation and everyone else can lean on DLSS Super Resolution.

Prologue: Go Wayback! and the dream of a living wilderness

Prologue: Go Wayback! is the latest project from Brendan Greene and his team at PLAYERUNKNOWN Productions, the same creative mind who helped define the battle royale genre with PUBG. Instead of another arena shooter, this Early Access title focuses on a single player, open world survival experience set in a procedurally generated wilderness roughly 64 square kilometers in size every time you start a new run. Your goal is deceptively simple: brave the storms, navigate the rugged terrain and reach a distant Weather Tower, writing your own journey along the way.

The sheer scale of this sandbox, the dynamic weather systems and the emergent gameplay loop put a heavy load on both CPU and GPU, especially when dense forests, volumetric effects and physics simulations all pile up on screen. That is where DLSS support becomes more than a marketing bullet point. On a GeForce RTX 50 Series GPU, enabling DLSS 4 Multi Frame Generation can transform uneven performance into a consistently high refresh experience, keeping the world feeling responsive even when the simulation gets intense. RTX 40 Series users can still tap DLSS Frame Generation, while older RTX owners benefit from DLSS Super Resolution, which is based on NVIDIA’s newest transformer AI model.

Of course, not every player is instantly sold on AI generated frames. Some users worry about ghosting around fast moving foliage or blurred motion when the game pushes very aggressive frame multipliers; DLSS has carried that criticism for years. In practice, the latest implementation allows you to dial things back: using Quality mode for the Super Resolution pass, pairing it with NVIDIA Reflex to keep system latency under control, or even skipping Frame Generation entirely and running DLAA for pristine image quality if your GPU can handle it. The point is that Prologue: Go Wayback! exposes those tools so you can choose between raw sharpness, absolute smoothness, or something in the middle rather than being locked into one approach.

Importantly, this game is just the second step in a longer road map for PLAYERUNKNOWN Productions. The studio has already lined up a year of content updates before the 1.0 launch, and the technology and design lessons from Prologue are feeding into Artemis, an ambitious massively multiplayer sandbox project that is still years away. Getting DLSS 4 support in now is part of building the technical foundation for that future, where rendering vast dynamic worlds at high frame rates will be table stakes rather than a bonus feature.

Project Motor Racing: sim racing meets AI frames

On the opposite end of the genre spectrum sits Project Motor Racing, developed by Straight4 Studios and published by GIANTS Software. Rather than open ended exploration, this is a focused racing simulation with 28 tracks spanning multiple eras and over 70 carefully reproduced cars across 13 racing classes. The game offers a traditional single player career mode as well as multiplayer racing, including events where four different classes share the track and fight for their own class wins simultaneously.

Racing games are extremely sensitive to frame rate and latency: tiny inputs at high speed can be the difference between a perfect apex and a race ending spin. That is why DLSS support matters here as much as in a sprawling open world. On GeForce RTX 50 Series GPUs, DLSS 4 Multi Frame Generation can push frame rates to levels that better match high refresh rate monitors, while RTX 40 Series cards rely on DLSS Frame Generation to get a similar uplift. Everyone else can enable DLSS Super Resolution to boost performance while holding onto a sharp, clean image of the track, distant braking markers and cockpit instruments.

Still, some sim purists are understandably cautious. AI generated frames can introduce subtle artifacts on fast moving wheels, trackside fences or mirrors, and there is always a debate about whether interpolated frames feel as trustworthy as fully rendered ones during intense wheel to wheel battles. The ideal strategy in Project Motor Racing is to experiment: start with DLSS Super Resolution in Quality mode, then add Frame Generation if you need more FPS and see how it interacts with your wheel, pedal or controller setup. For many players, the tradeoff will be worth it; others may prefer slightly lower FPS with purely native frames. The point is that DLSS gives the choice instead of forcing one compromise.

Whiskerwood, Tides of Annihilation and the growing DLSS catalogue

NVIDIA’s latest announcements are not limited to those two headline games. Earlier this month, the cozy yet darkly humorous city builder Whiskerwood arrived on Steam Early Access from Minakata Dynamics and Hooded Horse. The twist: you are not managing humans in a typical metropolis, but mice laboring under feline overlords. Both the free demo and the full game support DLSS Super Resolution and DLAA, which makes sense for a builder where crisp UI elements and clean, readable animations are more important than brute force FPS chasing.

Looking ahead, the action adventure title Tides of Annihilation, showcased again during the recent Xbox Partner Preview, will include DLSS 4 Multi Frame Generation right from launch. That means RTX 50 Series owners can expect day one support for AI frame generation, while players on older RTX hardware still benefit from NVIDIA’s upscaling stack. It is another sign that big releases are treating DLSS as a standard part of their PC feature set rather than an optional afterthought.

Rewards, criticism and the reality of DLSS 4

NVIDIA is also tying its ecosystem together with small perks. GeForce users can currently claim a free Battlefield 6 Marksman SVK 8.6 DMR weapon skin through the NVIDIA app via GeForce Rewards. The process is simple: open the app, head to the Redeem section in the navigation panel, and follow the steps while supplies last. It is a minor cosmetic bonus, but it shows how closely the company is knitting together its software, services and partner games.

None of this erases the long running criticism that follows the brand. Some PC players mock what they see as a never ending march of bigger DLSS numbers and multipliers, joking about x16 frame generation and accusing the company of selling “fake” frames instead of real performance. Others still remember power connector controversies and driver hiccups and roll their eyes at any new feature banner. Those frustrations are part of the conversation around DLSS 4 as well.

The reality is more nuanced. DLSS 4 Multi Frame Generation is not magical, and it will not turn a low end GPU into a performance monster. It does, however, give developers more headroom to push visual ambition without completely sacrificing fluidity, and gives players granular options. In Prologue: Go Wayback!, that can mean exploring a bigger, more reactive wilderness without your frame rate falling off a cliff when the weather turns ugly. In Project Motor Racing, it can mean smoother motion on a 144 Hz or 240 Hz display during crowded race starts. If you dislike the artifacts or feel, you can disable Frame Generation and still keep DLSS Super Resolution or DLAA. If you love the extra smoothness, you can keep it on and enjoy the ride.

What is clear is that DLSS 4 support is now hitting everything from survival roguelikes and hardcore racers to city builders and big budget action adventures. Whether you are a believer in AI driven graphics or a sceptic who checks every pixel for ghosting, the PC landscape is shifting toward these technologies. For better or worse, DLSS is becoming part of the default toolkit for modern PC gaming, and titles like Prologue: Go Wayback! and Project Motor Racing are early examples of how developers are choosing to use it.

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