RTX40MFG-Unlock: DLSS Multi Frame Generation controls for RTX 40 cards
Experimental DLSS Multi Frame Generation controls for any supported MFG title on RTX 40 series GPUs
At a glance
- What is it?
- A single-DLL mod that patches a game's DLSS Frame Generation pipeline so RTX 40 owners can pick their own MFG multiplier. It installs by renaming a proxy DLL, it only works on games that already ship DLSS Frame Generation, and the README is blunt that RTX 30 support is early and experimental.
- Who is it for?
- Adopt it if you own an RTX 40 card, play a DirectX 12 title that already ships a DLSS Frame Generation integration, and you want a fixed multiplier or a Dynamic target rather than the multiplier the game picked.
- Can I use it commercially?
- Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
- Is it still maintained?
- Yes. The repository last received commits 7 days ago.
- What is it written in?
- Mainly C++, according to GitHub's language statistics.
Answers come from the project's GitHub data, last synced on September 16, 2026, and from our analysis. They are not legal advice.
DEEP OPEN-SOURCE ANALYSIS
The multiplier ceiling RTX 40 owners hit in MFG titles
Multi Frame Generation is exposed to a game through a middleware layer, and the game decides which multiplier it asks for. On an RTX 40 card that decision is often more conservative than the hardware can present, and there is no in-game slider for it. RTX40MFG-Unlock exists to put that choice back in the user's hands: the README describes fixed multipliers up to 6x plus a Dynamic mode that can target the display refresh rate or a custom FPS value.
The audience is narrow and the README says so. The game must already have a DLSS Frame Generation integration; this is a control layer over an existing pipeline, not an injector that adds Frame Generation to games that lack it. RTX 40 has DirectX 12 and an experimental Vulkan path. RTX 30 is listed as very early, experimental and DirectX 12 only, and the README warns it may not work in some games or configurations even when the menu loads. A listed maximum is not a promise: available modes depend on the GPU, the active runtime and NVIDIA's per-game MFG override maximum, and the README states that a listed maximum does not guarantee the active Frame Generation pipeline can apply it.
One DLL, a proxy name, and a menu drawn over the game
Version 1.3.3 collapses what used to be several files into a single `RTXMFG.dll` with the menu built in, so no ReShade or external loader is involved. The mechanism is DLL proxying: you rename that file to a name Windows or the game already loads early, such as `dxgi.dll` or `version.dll`, and place it beside the actual game executable. When the game loads that name, it loads the mod instead, and the mod forwards to the real system DLL while hooking the Frame Generation path.
The menu is drawn by the mod itself and toggled with Backspace, with the hotkey changeable inside the menu. The default mode is Follow game, which leaves the game's requested multiplier alone. The other options are a fixed multiplier or Dynamic where the runtime supports it. There is also a preset selector with Game/driver, Preset A and Preset B entries, and a Limit FPS with Reflex option that the README says is a separate cap available where supported. The manual cap is unavailable while Dynamic is selected or active. Preset changes after initialization require a restart, and the README points at the status line for pending changes or restart instructions.
That status line matters more than it sounds. Several of the failure modes reported for this class of mod, including frozen presentation, are tied to state that only settles after a restart.
Installing RTX40MFG-Unlock and opening the menu once
The README's install path assumes you have already closed the game. Download the release archive, extract it, then rename the DLL to a name the game loads early and drop it beside the real executable, not the launcher. Installing under the name `RTXMFG.dll` does nothing, because games do not load that name on their own.
version.dll
dinput8.dll
winmm.dll
d3d9.dll
d3d10.dll
d3d11.dll
d3d12.dll
dxgi.dll
dsound.dll
wininet.dll
winhttp.dll
binkw64.dll
bink2w64.dll
xinput1_1.dll
xinput1_2.dll
xinput1_3.dll
xinput1_4.dll
xinput9_1_0.dll
xinputuap.dllThat is the full supported filename list from the README. The correct one depends on the game, and a supported name has to actually be loaded before Frame Generation starts. Vulkan games may not load the DirectX proxy names at all, which is one reason the Vulkan path is described as experimental. Install exactly one copy, and do not overwrite a DLL that belongs to the game or to another mod. If the name you want is already taken, pick a different one from the list.
For Bink games the README gives a two-file procedure: back up the game's original DLL, rename `binkw64.dll` to `binkw64Hooked.dll` (or `bink2w64.dll` to `bink2w64Hooked.dll`), then give RTXMFG the original filename and keep both files beside the executable. These routes require the game's original Bink DLL.
With the file in place, launch the game, enable DLSS Frame Generation where the game offers it, and press Backspace. On a fresh install the menu opens automatically on first launch when the game window is foreground, and it does not reopen automatically once it has been shown and saved. Settings live in `RTXMFG-Universal.json`.
If you are coming from v1.2, the upgrade path is not a drop-in replacement. Move `RTX40MFGCore.dll`, `RTX40MFG.asi` and `RTX40MFG-UI.addon64` to a backup outside the game's loading directories, and remove older Universal or Bridge components and any RTX 30 split files. Settings are not imported: v1.3.3 stores them in `RTXMFG-Universal.json` and older RTX40MFG or RTX30MFG preferences have to be reselected in the menu. For later single-DLL updates you replace only the installed DLL and keep its filename and your settings.
Where the mod stops being the right tool
The first limitation is structural. If a game has no DLSS Frame Generation integration, there is nothing for this mod to control, and the README does not claim otherwise. It is also not a frame-rate fix in the ordinary sense: it changes how many generated frames are presented, which is a different lever from resolution, upscaling quality or settings tweaks.
The second is the proxy mechanism itself. You are renaming a DLL into a load slot the game expects to belong to something else, and the README's own troubleshooting list points at the usual causes when the menu never appears: the wrong executable folder, a proxy name the game does not load, or leftover split components from an older install. Anti-cheat behaviour is not discussed in the README, and I would not assume it is safe in any multiplayer title that inspects its own module list; the documentation simply does not cover it.
The third is stability. The v1.3.3 notes say the mod UI was rebuilt to resolve game crashes caused by the previous UI, and list fixes for MFG getting stuck at 2x plus related freezing, flickering and black screens. That is a useful changelog and also an honest signal about the class of bug this project deals with. The README still says artifacts, freezes, black screens and crashes remain possible, and compatibility varies by game. Dynamic MFG is unavailable on Vulkan. The latest Indiana Jones Vulkan fix was, at the time of writing, still awaiting an in-game retest, so that specific path is unverified.
RTX 30 owners should read the warning literally. Support is described as very early, experimental and DirectX 12 only, and the README says it may not work in some games or configurations even when the menu loads. Treating it as equivalent to the RTX 40 path is a misreading.
How this differs from DLSS Swapper and from ReShade-based mods
DLSS Swapper solves a neighbouring problem: it swaps the DLSS and Frame Generation DLL versions a game ships with, so you can move a title onto a newer DLSS-G build. It changes which library runs. RTX40MFG-Unlock changes what that library is asked to do at runtime, through a menu that sets the multiplier, the preset and an optional Reflex-linked FPS cap. The two are complementary rather than competing, and the release history supports that reading: v1.2.1 is titled DLSS-G 310.9.1 support, which is about tracking a specific DLSS-G build.
ReShade-style addon distributions are the other common shape for this kind of mod, and the v1.3.3 change is explicitly a move away from it. Earlier versions shipped `RTX40MFGCore.dll`, `RTX40MFG.asi` and `RTX40MFG-UI.addon64`; the current release is one DLL with the menu built in, and the README states that no separate ReShade or external loader installation is needed. If you were using an addon64-based build, the upgrade section is the part to read before touching files.
A third point of comparison is the game's own Frame Generation toggle. That toggle is the on/off switch; this mod sits downstream of it and assumes it is already on. The README's install step says to enable DLSS Frame Generation where available before opening the menu.
Maintenance, licence and what an upgrade actually costs
The repository is not archived, and the last push was on 2026-09-13, the same day v1.3.3 was tagged. The three recent releases all landed in September 2026, and v1.3.3 is a UI rebuild rather than a small patch, which is why the upgrade instructions are more involved than the install instructions. The practical maintenance cost for a user is that each new DLSS-G build can require a new release: v1.2.1 is explicitly a DLSS-G 310.9.1 support release, so the project tracks an external component it does not control.
Original project code is under the MIT License, which permits commercial and private use, modification and redistribution provided the copyright notice and permission notice are included. Third-party components retain their own licences and notices, and those are the ones worth reading if you plan to redistribute a build rather than install one. The README also links to a Ko-fi page for donations. Nothing here is legal advice; if you intend to ship a modified build, read `LICENSE` and the third-party notices in the repository.
Uninstall is deliberately boring. Close the game, delete the renamed DLL, and restore any original DLL you renamed to a `Hooked` filename. Keep `RTXMFG-Universal.json` if you want your settings back. Source builds are documented in `BUILD.md`, and the repository layout shows `source/`, `bin/` and `tests/` at the top level.
Editorial conclusion
Adopt it if you own an RTX 40 card, play a DirectX 12 title that already ships a DLSS Frame Generation integration, and you want a fixed multiplier or a Dynamic target rather than the multiplier the game picked. Skip it if your game has no Frame Generation integration at all, if you are on RTX 30 and expect the same behaviour as RTX 40, or if you need a support commitment: the README says RTX 30 is very early, experimental and DirectX 12 only, and that artifacts, freezes, black screens and crashes remain possible. Before you rename anything, confirm the game executable folder, pick a proxy name the game actually loads before Frame Generation starts, and check the status line for restart instructions after changing a preset.
Frequently asked questions
Is the RTX 40 series discontinued?
The documentation does not address the product status of the RTX 40 series. It only describes RTX40MFG-Unlock as providing DLSS Multi Frame Generation controls for RTX 40 series GPUs, with experimental RTX 30 support.
When did the RTX 40 series come out?
The README and release notes do not give a launch date for the RTX 40 series. They only state that the mod targets RTX 40 series GPUs on Windows x64 and lists RTX 30 support as very early and experimental.
Which DLL filename should I use for RTX40MFG-Unlock?
The README lists supported names including version.dll, dinput8.dll, winmm.dll, dxgi.dll and the DirectX d3d9 through d3d12 names, and says the correct one depends on the game. A supported name must actually be loaded before Frame Generation starts, and Vulkan games may not load the DirectX proxy names.
Does RTX40MFG-Unlock work on RTX 30 series cards?
The README describes RTX 30 support as very early, experimental and DirectX 12 only, and warns it may not work in some games or configurations even when the menu loads. It is not presented as equivalent to the RTX 40 path.
How do I uninstall RTX40MFG-Unlock?
Close the game and remove the renamed RTXMFG DLL, then restore any original DLL you renamed to a Hooked filename. Keep RTXMFG-Universal.json if you want to retain your settings.
Where does RTX40MFG-Unlock save its settings?
Version 1.3.3 saves settings in RTXMFG-Universal.json, and the README notes that older RTX40MFG or RTX30MFG settings are not imported automatically, so preferences have to be reselected in the menu.
Community notes