{"id":24742,"date":"2026-03-10T17:51:44","date_gmt":"2026-03-10T16:51:44","guid":{"rendered":"https:\/\/www.hwmind.it\/blog\/?p=24742"},"modified":"2026-03-10T18:03:13","modified_gmt":"2026-03-10T17:03:13","slug":"nvidia-dlss-4-5-arriva-il-31-marzo-la-nuova-multi-frame-generation","status":"publish","type":"post","link":"https:\/\/www.hwmind.it\/blog\/nvidia-dlss-4-5-arriva-il-31-marzo-la-nuova-multi-frame-generation\/","title":{"rendered":"NVIDIA DLSS 4.5: arriva il 31 marzo la nuova Multi Frame Generation"},"content":{"rendered":"<p style=\"text-align: justify;\" data-path-to-node=\"4\">L&#8217;attesa sta per finire. Dopo l&#8217;anteprima presentata al <a href=\"https:\/\/www.hwmind.it\/blog\/nvidia-ces-2026-dlss-4-5-g-sync-pulsar-e-rivoluzione-ai-per-gamer-e-creator\/\" target=\"_blank\" rel=\"noopener\"><b data-path-to-node=\"4\" data-index-in-node=\"56\">CES 2026<\/b><\/a>, NVIDIA ha confermato che il <b data-path-to-node=\"4\" data-index-in-node=\"94\">31 marzo<\/b> segner\u00e0 il debutto ufficiale di <b data-path-to-node=\"4\" data-index-in-node=\"135\">DLSS 4.5<\/b>.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"4\">Non si tratta di un semplice aggiornamento incrementale, ma di una profonda evoluzione dell&#8217;architettura Deep Learning Super Sampling, pensata per ridefinire la qualit\u00e0 dell&#8217;immagine e la fluidit\u00e0 nei titoli di prossima generazione.<\/p>\n<p data-path-to-node=\"4\"><a href=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-24750\" src=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution.jpg\" alt=\"nvidia dlss 4.5\" width=\"1280\" height=\"720\" srcset=\"https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution.jpg 1280w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution-300x169.jpg 300w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution-1024x576.jpg 1024w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution-768x432.jpg 768w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-super-resolution-390x220.jpg 390w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/a><\/p>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"6\">Il Cuore della Rivoluzione: Modello Transformer di 2a Generazione<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"7\">Il salto qualitativo di DLSS 4.5 risiede nel suo nuovo nucleo computazionale. NVIDIA ha introdotto un <b data-path-to-node=\"7\" data-index-in-node=\"102\">modello Transformer di seconda generazione<\/b>, frutto di otto anni di ricerca e addestramento su dataset ad altissima fedelt\u00e0, sensibilmente pi\u00f9 ampi rispetto al passato.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"8\">Secondo i dati tecnici rilasciati, questo nuovo modello garantisce:<\/p>\n<ul style=\"text-align: justify;\" data-path-to-node=\"9\">\n<li>\n<p data-path-to-node=\"9,0,0\"><b data-path-to-node=\"9,0,0\" data-index-in-node=\"0\">Potenza di Calcolo Superiore:<\/b> Utilizza fino a 5 volte pi\u00f9 potenza di calcolo in fase di inferenza.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"9,1,0\"><b data-path-to-node=\"9,1,0\" data-index-in-node=\"0\">Analisi Profonda della Scena:<\/b> Una lettura pi\u00f9 accurata dei vettori di movimento e dei dati provenienti dal motore grafico.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"9,2,0\"><b data-path-to-node=\"9,2,0\" data-index-in-node=\"0\">Stabilit\u00e0 Visiva:<\/b> Una ricostruzione dell&#8217;immagine pi\u00f9 solida, con una drastica riduzione degli artefatti e una migliore conservazione dei dettagli nelle scene concitate.<\/p>\n<\/li>\n<\/ul>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"11\">Inferenza in Spazio Lineare: Un Cambio di Paradigma per l&#8217;HDR<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"12\">Una delle innovazioni tecniche pi\u00f9 rilevanti di DLSS 4.5 \u00e8 il passaggio dall&#8217;elaborazione in spazio logaritmico a quella in <b data-path-to-node=\"12\" data-index-in-node=\"124\">spazio lineare<\/b>. Questo cambiamento permette una gestione molto pi\u00f9 raffinata della gamma dinamica e della fedelt\u00e0 cromatica.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"13\">I vantaggi diretti includono:<\/p>\n<ul style=\"text-align: justify;\" data-path-to-node=\"14\">\n<li>\n<p data-path-to-node=\"14,0,0\"><b data-path-to-node=\"14,0,0\" data-index-in-node=\"0\">Conservazione HDR:<\/b> Gestione completa delle informazioni ad alta dinamica senza perdite.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"14,1,0\"><b data-path-to-node=\"14,1,0\" data-index-in-node=\"0\">Ombre Naturali:<\/b> Riduzione della compressione nelle zone d&#8217;ombra per un look pi\u00f9 realistico.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"14,2,0\"><b data-path-to-node=\"14,2,0\" data-index-in-node=\"0\">Controllo del Clipping:<\/b> Minore perdita di dettaglio nelle aree estremamente luminose.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"14,3,0\"><b data-path-to-node=\"14,3,0\" data-index-in-node=\"0\">Colori Coerenti:<\/b> Resa cromatica pi\u00f9 fedele all&#8217;output originale del motore di gioco.<\/p>\n<\/li>\n<\/ul>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"16\">Multi Frame Generation 6X: Esclusiva per le GPU RTX 5000<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"17\">Sul fronte delle prestazioni pure, la novit\u00e0 principale \u00e8 la <b data-path-to-node=\"17\" data-index-in-node=\"61\">Multi Frame Generation 6X<\/b>, una tecnologia esclusiva per le nuove schede <b data-path-to-node=\"17\" data-index-in-node=\"133\">RTX serie 5000<\/b>.<\/p>\n<p data-path-to-node=\"17\"><a href=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-24746\" src=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation.jpg\" alt=\"\" width=\"1280\" height=\"704\" srcset=\"https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation.jpg 1280w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation-300x165.jpg 300w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation-1024x563.jpg 1024w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-6x-multi-frame-generation-768x422.jpg 768w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"18\">Questo sistema \u00e8 in grado di generare fino a <b data-path-to-node=\"18\" data-index-in-node=\"45\">cinque frame sintetici<\/b> per ogni frame renderizzato nativamente. Grazie alla funzione <a href=\"https:\/\/www.nvidia.com\/en-ph\/geforce\/news\/dlss-4-5-rtx-path-tracing-game-announcements-gdc-2026\/\" target=\"_blank\" rel=\"noopener\"><b data-path-to-node=\"18\" data-index-in-node=\"130\">Dynamic Multi Frame Generation<\/b><\/a>, il moltiplicatore viene adattato in tempo reale in base al carico della GPU e al refresh rate del monitor, puntando a saturare pannelli da <b data-path-to-node=\"18\" data-index-in-node=\"301\">240 Hz e 360 Hz<\/b>. NVIDIA stima che, in 4K con Ray Tracing o Path Tracing attivo, l&#8217;incremento prestazionale possa toccare il <b data-path-to-node=\"18\" data-index-in-node=\"425\">35%<\/b>.<\/p>\n<p data-path-to-node=\"18\"><a href=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-24747\" src=\"http:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation.jpg\" alt=\"\" width=\"1280\" height=\"736\" srcset=\"https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation.jpg 1280w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation-300x173.jpg 300w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation-1024x589.jpg 1024w, https:\/\/www.hwmind.it\/blog\/wp-content\/uploads\/2026\/03\/nvidia-dlss-4-5-dynamic-multi-frame-generation-768x442.jpg 768w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/a><\/p>\n<p data-path-to-node=\"19,0\"><b data-path-to-node=\"19,0\" data-index-in-node=\"0\">Retrocompatibilit\u00e0:<\/b> DLSS 4.5 Super Resolution rimane compatibile con le generazioni precedenti (RTX 20 e 30). Tuttavia, a causa della mancanza del supporto hardware nativo al formato FP8, queste schede potrebbero riscontrare un overhead maggiore. In tali scenari, le versioni precedenti del DLSS potrebbero rappresentare un equilibrio migliore tra qualit\u00e0 e fluidit\u00e0.<\/p>\n<h3 style=\"text-align: justify;\" data-path-to-node=\"21\">Gestione dell&#8217;Interfaccia e Nuovi Giochi Supportati<\/h3>\n<p style=\"text-align: justify;\" data-path-to-node=\"22\">Il nuovo modello di generazione dei fotogrammi \u00e8 stato istruito per gestire meglio gli elementi 2D. Questo mitiga problemi storici come le distorsioni dell&#8217;<b data-path-to-node=\"22\" data-index-in-node=\"156\">HUD<\/b>, le sfocature sulle minimappe e le incoerenze visive negli elementi sovrapposti alla scena 3D.<\/p>\n<p style=\"text-align: justify;\" data-path-to-node=\"23\">Durante la GDC 2026, \u00e8 stata confermata una lista di titoli pronti per DLSS 4.5:<\/p>\n<table data-path-to-node=\"22\">\n<thead>\n<tr>\n<td><strong>Titolo<\/strong><\/td>\n<td><strong>Data \/ Stato<\/strong><\/td>\n<td><strong>Caratteristiche Tecniche<\/strong><\/td>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td><a href=\"https:\/\/www.hwmind.it\/blog\/tag\/007-first-light\/\" target=\"_blank\" rel=\"noopener\"><span data-path-to-node=\"22,1,0,0\"><b data-path-to-node=\"22,1,0,0\" data-index-in-node=\"0\">007 First Light<\/b><\/span><\/a><\/td>\n<td><span data-path-to-node=\"22,1,1,0\">27 maggio<\/span><\/td>\n<td><span data-path-to-node=\"22,1,2,0\">Path Tracing + DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,2,0,0\"><b data-path-to-node=\"22,2,0,0\" data-index-in-node=\"0\">Aniimo<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,2,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,2,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,3,0,0\"><b data-path-to-node=\"22,3,0,0\" data-index-in-node=\"0\">Barkour<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,3,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,3,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,4,0,0\"><b data-path-to-node=\"22,4,0,0\" data-index-in-node=\"0\">CONTROL Resonant<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,4,1,0\">Entro l&#8217;anno<\/span><\/td>\n<td><span data-path-to-node=\"22,4,2,0\">Path Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,5,0,0\"><b data-path-to-node=\"22,5,0,0\" data-index-in-node=\"0\">Cthulhu: The Cosmic Abyss<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,5,1,0\">16 aprile<\/span><\/td>\n<td><span data-path-to-node=\"22,5,2,0\">Super Resolution<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,6,0,0\"><b data-path-to-node=\"22,6,0,0\" data-index-in-node=\"0\">Directive 8020<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,6,1,0\">12 maggio<\/span><\/td>\n<td><span data-path-to-node=\"22,6,2,0\">Path Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,7,0,0\"><b data-path-to-node=\"22,7,0,0\" data-index-in-node=\"0\">Edge of Memories<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,7,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,7,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,8,0,0\"><b data-path-to-node=\"22,8,0,0\" data-index-in-node=\"0\">Endurance Motorsport Series<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,8,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,8,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,9,0,0\"><b data-path-to-node=\"22,9,0,0\" data-index-in-node=\"0\">Gray Zone Warfare<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,9,1,0\">Aggiornamento<\/span><\/td>\n<td><span data-path-to-node=\"22,9,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,10,0,0\"><b data-path-to-node=\"22,10,0,0\" data-index-in-node=\"0\">INDUSTRIA 2<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,10,1,0\">Aggiornamento<\/span><\/td>\n<td><span data-path-to-node=\"22,10,2,0\">Super Resolution<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,11,0,0\"><b data-path-to-node=\"22,11,0,0\" data-index-in-node=\"0\">Samson<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,11,1,0\">8 aprile<\/span><\/td>\n<td><span data-path-to-node=\"22,11,2,0\">Super Resolution + Ray Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,12,0,0\"><b data-path-to-node=\"22,12,0,0\" data-index-in-node=\"0\">Sea of Remnants<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,12,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,12,2,0\">Super Resolution + Path Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,13,0,0\"><b data-path-to-node=\"22,13,0,0\" data-index-in-node=\"0\">StarRupture<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,13,1,0\">Aggiornamento<\/span><\/td>\n<td><span data-path-to-node=\"22,13,2,0\">DLSS 4.5 + Ray Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,14,0,0\"><b data-path-to-node=\"22,14,0,0\" data-index-in-node=\"0\">STAR WARS: Galactic Racer<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,14,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,14,2,0\">DLSS 4.5 + Ray Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,15,0,0\"><b data-path-to-node=\"22,15,0,0\" data-index-in-node=\"0\">The Mound: Omen of Cthulhu<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,15,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,15,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,16,0,0\"><b data-path-to-node=\"22,16,0,0\" data-index-in-node=\"0\">The Vernyhorn<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,16,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,16,2,0\">DLSS 4.5 + Ray Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,17,0,0\"><b data-path-to-node=\"22,17,0,0\" data-index-in-node=\"0\">Tides of Annihilation<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,17,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,17,2,0\">DLSS 4.5 + Path Tracing<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,18,0,0\"><b data-path-to-node=\"22,18,0,0\" data-index-in-node=\"0\">WARDOGS<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,18,1,0\">Al lancio<\/span><\/td>\n<td><span data-path-to-node=\"22,18,2,0\">DLSS 4.5<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,19,0,0\"><b data-path-to-node=\"22,19,0,0\" data-index-in-node=\"0\">War Thunder<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,19,1,0\">Aggiornamento<\/span><\/td>\n<td><span data-path-to-node=\"22,19,2,0\">Super Resolution<\/span><\/td>\n<\/tr>\n<tr>\n<td><span data-path-to-node=\"22,20,0,0\"><b data-path-to-node=\"22,20,0,0\" data-index-in-node=\"0\">Where Winds Meet<\/b><\/span><\/td>\n<td><span data-path-to-node=\"22,20,1,0\">Aggiornamento<\/span><\/td>\n<td><span data-path-to-node=\"22,20,2,0\">Super Resolution<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p data-path-to-node=\"24\"><span style=\"text-align: justify; font-size: 16px; font-weight: 400;\">DLSS 4.5 rappresenta un punto di svolta tecnologico. L&#8217;unione tra il nuovo modello Transformer, l&#8217;inferenza lineare e la potenza della <\/span><strong style=\"text-align: justify; font-size: 16px;\">Multi Frame Generation 6X<\/strong><span style=\"text-align: justify; font-size: 16px; font-weight: 400;\"> promette di elevare lo standard visivo del gaming su PC, offrendo agli utenti RTX strumenti senza precedenti per godere del massimo dettaglio grafico.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>L&#8217;attesa sta per finire. Dopo l&#8217;anteprima presentata al CES 2026, NVIDIA ha confermato che il 31 marzo segner\u00e0 il debutto ufficiale di DLSS 4.5. Non si tratta di un semplice aggiornamento incrementale, ma di una profonda evoluzione dell&#8217;architettura Deep Learning Super Sampling, pensata per ridefinire la qualit\u00e0 dell&#8217;immagine e la fluidit\u00e0 nei titoli di prossima &hellip;<\/p>\n","protected":false},"author":1,"featured_media":24750,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[1138,1304,1232,9],"class_list":["post-24742","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-dlss","tag-dlss-4-5","tag-multi-frame-generation-mfg","tag-nvidia"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>NVIDIA DLSS 4.5: arriva il 31 marzo la nuova Multi Frame Generation<\/title>\n<meta name=\"description\" content=\"Scopri la rivoluzione di NVIDIA DLSS 4.5: modello Transformer di 2a 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