GeForce RTX 5090 Founder’s Edition Review – Gamer’s Pricey Dream

Jan 30, 2025 at 07:00am EST
NVIDIA GeForce RTX 5090 Founder's Edition

In just a few hours, NVIDIA will officially launch its next flagship graphics card, the GeForce RTX 5090 Founder's Edition. There might well be shortages or price hikes, but that's another matter entirely. Hardcore PC gamers have been waiting for more than usual (the GeForce RTX 4090 launched in October 2022) to get a new GPU, and they're eager for it despite the high price (the graphics card's official MSRP is $1,999), as shown by the queues that have already started forming outside some stores. Should you be paying that much, though, even if you can afford it? In this article, I'll tackle that question after testing the graphics card strictly from a gamer's point of view.

First of all, some pictures of the hardware component and the package it came in. The GeForce RTX 5090's design is certainly very sleek, and I appreciate that it takes up two slots rather than three.

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If you're a regular Wccftech reader, you're probably well-informed on all the specs and features of the GeForce RTX 5090 through our hardware coverage. Still, a quick recap is in order. This is a monster GPU with 21760 CUDA Cores, 32 GB GDDR7 VRAM, 512-bit memory interface, 3352 AI TOPS for Tensor Cores operations, and 318 TFLOPS for Ray Tracing operations. With all that, it's no wonder it requires 1000W of system power, drawing up to 575W for itself.

On the productivity side, the RTX 50 Series includes hardware support for encoding and decoding the 4:2:2 pro-grade color format, as well as 9th Gen NVENC video encoders and a 6th Gen NVIDIA decoder. NVIDIA also added support for the latest DisplayPort 2.1b UHBR20 specification, which can go up to 8K@165Hz with Display Stream Compression (DSC).

GPU Engine Specs NVIDIA CUDA Cores 21760
Shader Cores Blackwell
Tensor Cores (AI) 5th Generation
3352 AI TOPS
Ray Tracing Cores 4th Generation
318 TFLOPS
Boost Clock (GHz) 2.41
Base Clock (GHz) 2.01
Memory Specs Standard Memory Config 32 GB GDDR7
Memory Interface Width 512-bit
Technology Support NVIDIA Architecture Blackwell
Ray Tracing Yes
NVIDIA DLSS DLSS 4
Super Resolution
DLAA
Ray Reconstruction
Frame Generation
Multi Frame Generation
NVIDIA Reflex Reflex 2
Low Latency Mode
Frame Warp (Coming Soon)
NVIDIA Broadcast Yes
PCI Express Gen 5 Yes
Resizable BAR Yes
NVIDIA App Yes
NVIDIA Ansel Yes
NVIDIA FreeStyle Yes
NVIDIA ShadowPlay Yes
NVIDIA Highlights Yes
NVIDIA G-SYNC Yes
Game Ready Drivers Yes
NVIDIA Studio Drivers Yes
NVIDIA Omniverse Yes
RTX Remix Yes
Microsoft DirectX 12 Ultimate Yes
NVIDIA GPU Boost Yes
NVIDIA NVLink (SLI-Ready) No
Vulkan 1.4, OpenGL 4.6 Yes
NVIDIA Encoder (NVENC) 3x Ninth Generation
NVIDIA Decoder (NVDEC) 2x Sixth Generation
AV1 Encode Yes
AV1 Decode Yes
CUDA Capability 12.8
VR Ready Yes
Display Support Maximum Digital Resolution 4K at 480Hz or 8K at 165Hz with DSC
Standard Display Connectors 3x DisplayPort, 1x HDMI
Multi Monitor up to 4
HDCP 2.3
Card Dimensions Length 304 mm
Width 137 mm
Slot 2-Slot
SFF-Ready Enthusiast GeForce Card Founders Edition - Yes
Varies by manufacturer
Thermal and Power Specs Maximum GPU Temperature (in C) 90
Total Graphics Power (W) 575
Required System Power (W) (5) 1000
Supplementary Power Connectors 4x PCIe 8-pin cables (adapter in the box) OR
1x 600 W PCIe Gen 5 cable

The GPU is the pinnacle of the brand-new Blackwell architecture, which NVIDIA says is optimized for neural rendering. Doubling down on AI, NVIDIA has created the so-called RTX Neural Shaders (part of the larger RTX Kit suite), small neural networks that can be embedded into programmable shaders. An RTX Neural Shaders SDK lets developers train their game data and shader code on an RTX AI PC and accelerate their neural representations and model weights at run-time with NVIDIA Tensor Cores.

So far, NVIDIA has identified three key applications: RTX Neural Texture Compression, RTX Neural Materials, and RTX Neural Radiance Cache. However, all those will require support from the graphics APIs; Microsoft has already said that the Cooperative Vectors are coming soon to DirectX 12. The Khronos Group will undoubtedly come up with a similar solution for Vulkan. Afterward, though, it will be up to game developers to implement these features in their games. Long story short, it might be a while before we see RTX Neural Shaders applied to actual games, making it automatically not a focus of the GeForce RTX 5090 launch reviews.

The same goes for NVIDIA Reflex 2; the new Frame Warp technology promises to cut down PC latency by up to 75% (the original Reflex reduced latency by up to 50%), which sounds great, especially for Multi Frame Generation since it slightly increases latency. But Reflex 2 isn't available yet - and it won't be exclusive to RTX 50 graphics cards anyway.

What is necessarily at the front and center of every conversation surrounding the new RTX 50 GPUs is, of course, NVIDIA DLSS 4. Now, there's two parts to that: on one hand, NVIDIA has released a new, more advanced upscaling model based on vision transformer technology. So far, DLSS has been based on traditional CNN (convolutional neural network) models. According to NVIDIA, though, these models simply aren't smart enough to make the best choices, which sometimes translates into visual artifacts or ghosting. The new DLSS 4 transformer models are trained on twice the amount of parameters and, according to NVIDIA, already provide better results than CNN models, not to mention they can be further improved over the coming years, whereas CNNs have pretty much reached their maximum capabilities.

The new Ray Reconstruction model already improves image quality, while the Super Resolution model is being released as a beta.

The new models are available to every GeForce RTX user. Similarly, the new Frame Generation model, which replaces the hardware Optical Flow accelerator with a faster and more efficient AI-based model, is available on both RTX 40 and 50 GPUs.

What's exclusive to Blackwell architecture graphic cards like the GeForce RTX 5090 is DLSS Multi Frame Generation. According to NVIDIA, there's a number of hardware advancements making generating multiple frames possible. The main one is the 5th Gen Tensor Cores, which reportedly offer up to 2.5X more AI processing performance. Moreover, the new graphics cards have been enhanced with hardware Flip Metering capabilities for optimal frame pacing. Previously, Frame Generation relied on traditional CPU-based pacing, which can introduce variability that affects smoothness. With the arrival of DLSS 4, NVIDIA has updated Frame Generation and Multi Frame Generation to use Flip Metering instead of CPU-based pacing, allowing the display engine for 40 and 50 Series GPUs to precisely control display timing.

With DLSS Multi Frame Generation, NVIDIA is promising absolutely massive performance gains of up to 8x in the heaviest games, like Alan Wake 2, Black Myth: Wukong, and Cyberpunk 2077.

However, those best-case scenario frame rate uplifts are measured with the DLSS Performance Mode; in this review, I've instead put the GeForce RTX 5090 through the grinder when using the highest quality DLSS setting available in any game, DLAA or, if that's not an option, Quality Mode.  In all cases, I've enabled the maximum in-game settings without resorting to out-of-game tweaks or mods. 4K resolution has been selected in all instances.

The testing rig is:

Before starting, it's worth clarifying that all testing was conducted with the latest (not public yet) version of NVIDIA's FrameView software. There's a very good reason for that, as it is presently the only benchmarking software that accurately reports the MsBetweenDisplayChange metrics. With the aforementioned new Flip Metering, NVIDIA says that MsBetweenDisplayChange, rather than MsBetweenPresents, is the best metric to represent what the user actually sees. That's because it is reported near the end of the render pipeline after flip metering has occurred, whereas the measurement of MsBetweenPresents takes place earlier when flip metering hasn't yet paced the frames.

As advised by NVIDIA, I exported FrameView data to be visualized with FLAT (Frame Latency Analytics Tool), which was then used to create the frame time pie charts.

The first game to be checked out couldn't be anything other than Cyberpunk 2077. CD Projekt RED has constantly paved the way forward for NVIDIA technology, first by delivering several ray tracing options at launch, then by adding DLSS Frame Generation (3.0), Ray Reconstruction (3.5), path tracing, and so on. Now, it's time to see how it fares with the new NVIDIA DLSS 4, which the game was the first to implement thanks to Update 2.21.

 

The transformer model costs little in Cyberpunk 2077. Its performance is 94% that of the previous CNN model, so when you have frames to spare, it is well worth keeping. And you do, thanks to the incredible power of the GeForce RTX 5090. With literally everything set to max, path tracing on, and DLSS set to DLAA (native 4K resolution), we're at 120 frames per second.

Cyberpunk 2077 Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) FGx4 (CNN Model)
126
83
DLSS (DLAA) FGx4 (Transformer Model)
119
79
DLSS (DLAA) FGx3 (Transformer Model)
91
61
DLSS (DLAA) FGx2 (Transformer Model)
61
43

Moving onto frame times, FLAT shows 6.10% of stuttering time, 6.08% of 'variable FPS', and 87.82% of consistent FPS. More importantly, the game felt smooth as butter.

Cyberpunk 2077 Frame Time Pie Chart

When it comes to latency, the new transformer model registers a negligible penalty compared to the CNN model. Overall, the latency is roughly the same when you use Frame Generation in Cyberpunk 2077.

Cyberpunk 2077 Latency Analysis
AVG PC Latency (ms, lower is better)
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (DLAA) FGx4 (CNN Model)
68
DLSS (DLAA) FGx4 (Transformer Model)
70
DLSS (DLAA) FGx3 (Transformer Model)
69
DLSS (DLAA) FGx2 (Transformer Model)
66

Like CD Projekt RED, Remedy was an early proponent of ray tracing, dating back to the release of Control. With Alan Wake 2, they've stepped it up, providing full-blown path tracing with their proprietary Northlight engine.

On the new GeForce RTX 5090 Founder's Edition, the game looks and runs absolutely great. It should be noted that the tested build features multiple improvements over the public build. There's a new Ultra ray tracing preset (which is not currently selectable when using AMD or Intel GPUs), which adds fully ray traced refractions, fully ray traced transparent reflections, and enhances the quality of the fully ray traced indirect lighting. Moreover, this build already includes RTX Mega Geometry, which NVIDIA says helps reduce CPU, GPU, and VRAM usage when ray tracing is enabled and also improves its quality because all raytracing details are now updated with every frame, reducing artifacts.

Even when enabling the new DLSS transformer model in 4K Quality Mode, the average frame rate stayed well above 150 FPS, keeping 92% of the performance registered with the CNN model. However, I do have to say that even the new DLSS model does not completely remove some ghosting trails that can be seen when quickly moving the camera, such as in the embedded video.

Alan Wake 2 Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) FGx4 (CNN Model)
169
85
DLSS (DLAA) FGx4 (Transformer Model)
156
79
DLSS (DLAA) FGx3 (Transformer Model)
119
65
DLSS (DLAA) FGx2 (Transformer Model)
82
48

There is a tiny bit more stuttering than in Cyberpunk 2077 (8% instead of 6%), but the in-game experience is still very smooth, thanks to the updated Flip Metering.

Alan Wake 2 Frame Time Pie Chart

Once again, the latency does increase a little when switching NVIDIA DLSS 4 to the transformer model, but not to a degree that could be actually felt when playing.

Alan Wake 2 Latency Analysis
AVG PC Latency (ms, lower is better)
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (DLAA) FGx4 (CNN Model)
72
DLSS (DLAA) FGx4 (Transformer Model)
78
DLSS (DLAA) FGx3 (Transformer Model)
76
DLSS (DLAA) FGx2 (Transformer Model)
72

Out of all the games that NVIDIA made available to press members when reviewing the GeForce RTX 5090 Founder's Edition, Marvel Rivals is by far the least taxing. Sure, it is powered by Unreal Engine 5, but it is an arena-based shooter designed for fluidity.

With the new beastly GPU made by NVIDIA, users can reach ridiculous average FPS results even with the game maxed out (including Lumen GI) and DLAA enabled. We're talking over 300 frames, though admittedly, I was strolling in the Practice Range map during the test to achieve consistency. It might be a little lower during more chaotic multiplayer matches, but the experience is nonetheless top-notch and can fully take advantage of the latest high refresh rate displays.

Here, the transformer model stays at 96% of the average FPS registered by the CNN model.

Marvel Rivals Frame Rate Analysis
AVG FPS
1% Low FPS
0
70
140
210
280
350
420
0
70
140
210
280
350
420
DLSS (DLAA) FGx4 (CNN Model)
318
224
DLSS (DLAA) FGx4 (Transformer Model)
308
222
DLSS (DLAA) FGx3 (Transformer Model)
253
194
DLSS (DLAA) FGx2 (Transformer Model)
177
139

Only 4% of the frame time is reported under stuttering, 4% under FPS variability, and nearly 92% falls under the average FPS label.

Marvel Rivals Frame Time Pie Chart

With such high frame rates, it's no wonder to see low latency. Here, CNN and transformer models are essentially tied.

Marvel Rivals Latency Analysis
AVG PC Latency (ms, lower is better)
0
5
10
15
20
25
30
0
5
10
15
20
25
30
DLSS (DLAA) FGx4 (CNN Model)
27
DLSS (DLAA) FGx4 (Transformer Model)
27
DLSS (DLAA) FGx3 (Transformer Model)
25
DLSS (DLAA) FGx2 (Transformer Model)
24

BioWare's Dragon Age: The Veilguard, powered by the Frostbite engine, ran fairly well at launch with NVIDIA DLSS Super Resolution and Frame Generation. However, the ray tracing effects were a bit heavy even on an RTX 4090, and Super Resolution had to be dropped down a few notches to make things smoother.

The GeForce RTX 5090 Founder's Edition levels up the whole experience. With DLAA enabled, ray tracing enabled, and the new DLSS 4 Multi Frame Generation set to x4, the game broke 250 average frames per second when roaming through Tevinter's Old Town map in an impressive performance display.

Unfortunately, since Dragon Age: The Veilguard was tested with the NVIDIA app Override functionality (the game itself hasn't been updated yet with the new features), I couldn't compare the old CNN model with the new transformer one.

Dragon Age The Veilguard Frame Rate Analysis
AVG FPS
1% Low FPS
0
50
100
150
200
250
300
0
50
100
150
200
250
300
DLSS (DLAA) FGx4 (Transformer Model)
253
158
DLSS (DLAA) FGx3 (Transformer Model)
199
135
DLSS (DLAA) FGx2 (Transformer Model)
138
102

The improved frame pacing also diminishes the stuttering instances. The data shows only 6.56% stuttering time, 3.42% variable FPS, and 90% stable FPS.

Dragon Age: The Veilguard Frame Time Pie Chart

NVIDIA DLSS 4 Multi Frame Generation does increase latency a little when set to x4 compared to x3 or x2, but the amount is practically imperceptible, whereas the average frame rate benefits of using x4 are vast.

Dragon Age The Veilguard Latency Analysis
AVG PC Latency (ms, lower is better)
0
7
14
21
28
35
42
0
7
14
21
28
35
42
DLSS (DLAA) FGx4 (Transformer Model)
37
DLSS (DLAA) FGx3 (Transformer Model)
35
DLSS (DLAA) FGx2 (Transformer Model)
34

Star Wars Outlaws by Ubisoft Massive is one of the most visually impressive games you could play at this point in time. It's an excellent showcase of the Snowdrop engine and delivers a fantastic rendition of Star Wars.

While not path traced, the game offers multiple ray tracing options, the most expensive of which is RTX Direct Illumination. When I played the game with my RTX 4090 back at launch, I had to disable RTXDI and turn DLSS down to Performance mode. The RTX 5090, however, allowed me to activate DLAA, re-enable RTXDI, and just enjoy Star Wars Outlaws in its peak visual splendor at over a hundred average frames per second.

Star Wars Outlaws Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) FGx4 (Transformer Model)
103
83
DLSS (DLAA) FGx3 (Transformer Model)
78
65
DLSS (DLAA) FGx2 (Transformer Model)
53
46

Out of all the games, Star Wars Outlaws performed the best when measuring frame times. Stuttering was practically non-existent at just 2.43%, with 93% stable FPS and 4.5% variable FPS. It really felt incredible when playing it without all the hitches that I first experienced just a few months ago.

Star Wars Outlaws Frame Pie Chart

On the flip side, Star Wars Outlaws recorded the worst latency of all at over 80 milliseconds. The controls still felt quite responsive, though, enough for a single player game that doesn't rely on reflex that much.

Star Wars Outlaws Latency Analysis
AVG PC Latency (ms, lower is better)
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (DLAA) FGx4 (Transformer Model)
81
DLSS (DLAA) FGx3 (Transformer Model)
80
DLSS (DLAA) FGx2 (Transformer Model)
77

The best-selling game of 2023, Hogwarts Legacy, is getting a fairly significant tech update. Not only is it adding support for DLSS Multi Frame Generation and the new DLSS 4 transformer models, but the game's iffy default ray tracing (which various mods tried to improve, as you might recall) is being enhanced by the addition of Ray Reconstruction. Moreover, all ray traced reflections are now rendered at a higher fidelity, resulting in more detailed visuals, and the reflections have also been enabled on water bodies, including the Black Lake.

Needless to say, the game has never looked this good. It also runs at very high frame rates, at least when looking at the average FPS. However, the difference between average FPS and 1% Low FPS is huge, particularly for the x4 MFG mode.

Hogwarts Legacy Frame Rate Analysis
AVG FPS
1% Low FPS
0
50
100
150
200
250
300
0
50
100
150
200
250
300
DLSS (Quality Mode) FGx4 (Transformer Model)
212
76
DLSS (Quality Mode) FGx3 (Transformer Model)
162
65
DLSS (Quality Mode) FGx2 (Transformer Model)
110
50

In practice, this means there's more stuttering in this game than in any other we've tested for this review. This is confirmed by the FLAT pie chart below - 13% of the frame time is reported under stuttering.

Now, it should be noted that Hogwarts Legacy, just like many Unreal Engine 4 games released at that time, has always been prone to heavy stutters, particularly when roaming within the school itself. This is valid to this day with any configuration, and not even the combination of GeForce RTX 5090 and DLSS Multi Frame Generation can fix that issue. It needs to be resolved from the developer's side. I certainly hope they'll do it for the rumored Definitive Edition.

This wasn't the only issue I encountered with Hogwarts Legacy, which also exhibited noticeable ghosting around the main character's head. The transformer model is an improvement, to be sure, but there's definitely room for further refinements.

When it comes to measured latency, Hogwarts Legacy's latency is around 70ms, which is a similar value to Cyberpunk 2077 and Alan Wake 2.

Hogwarts Legacy Latency Analysis
AVG PC Latency (ms, lower is better)
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (Quality Mode) FGx4 (Transformer Model)
72
DLSS (Quality Mode) FGx3 (Transformer Model)
69
DLSS (Quality Mode) FGx2 (Transformer Model)
67

Those were the games that were updated to support the new NVIDIA DLSS 4 Multi Frame Generation ahead of the official launch. However, I still tested the GeForce RTX 5090 with a few of the most taxing PC games available, starting with Game Science's Black Myth: Wukong.

The stunning Unreal Engine 5 powered action RPG features full-fledged path tracing and is really heavy on any PC. With the benchmark tool, handily available via Steam as a separate app, the new flagship GPU shows its prowess, reaching nearly a hundred frames per second with just the regular Frame Generation. Once the game is updated to support Multi Frame Generation, I can easily see it running at over 200 frames per second on this beast of a GPU.

Black Myth Wukong Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (Quality Mode) FGx2 (CNN Model)
96
70
Black Myth Wukong Benchmark Latency Analysis
AVG PC Latency (ms)
0
8
16
24
32
40
48
0
8
16
24
32
40
48
DLSS (Quality Mode) FGx2 (CNN Model)
46

While a bit older, Dying Light 2 Stay Human features several ray tracing options (shadows, ambient occlusion, reflections, global illumination, and flashlight). With DLSS set to Quality and everything maxed out, the GeForce RTX 5090 crushed the benchmark with over 210 average frames per second.

Dying Light 2 Stay Human Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
50
100
150
200
250
300
0
50
100
150
200
250
300
DLSS (Quality Mode) FGx2 (CNN Model)
213
84
Dying Light 2 Stay Human Benchmark Latency Analysis
AVG PC Latency (ms)
0
6
12
18
24
30
36
0
6
12
18
24
30
36
DLSS (Quality Mode) b FGx2 (CNN Model)
32

Another good old benchmark is IO Interactive's HITMAN World of Assassination (formerly known as HITMAN 3), powered by the latest version of the Glacier engine and enhanced with ray traced sun shadows and reflections. I picked Dartmoor, the physics-heavy benchmark level, which again reported very, very high average FPS, although the 1% Low FPS was a bit lower than I expected.

HITMAN World of Assassination Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (Quality Mode) FGx2 (CNN Model)
163
61
HITMAN World of Assassination Benchmark Latency Analysis
AVG PC Latency (ms)
0
6
12
18
24
30
36
0
6
12
18
24
30
36
DLSS FGx2 (CNN Model)
33

The acclaimed Unreal Engine 4-based roguelike third-person shooter Returnal features a really detailed benchmark, which, again, reported well over 200 average frames per second when run on the GeForce RTX 5090 Founder's Edition, even with ray traced moon shadows and reflections.

Returnal Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
50
100
150
200
250
300
0
50
100
150
200
250
300
DLSS (Quality Mode) FGx2 (CNN Model)
207
120
Returnal Benchmark Latency Analysis
AVG PC Latency (ms)
0
4
8
12
16
20
24
0
4
8
12
16
20
24
DLSS (Quality Mode) FGx2 (CNN Model)
22

Arguably the first heavily ray-traced game, Metro Exodus Enhanced Edition is still a noteworthy benchmarking test. The new NVIDIA flagship graphics card surpassed 130 average frames per second, and even the 1% Low FPS was nearly 100 frames per second—all this without needing Frame Generation, which isn't supported.

Metro Exodus Enhanced Edition Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (Quality Mode) (CNN Model)
132
94

The open world action RPG made with the Luminous Engine isn't known to be well-optimized, which shows in our results. There's a vast difference between the average frames per second and the 1% Low FPS.

Forspoken Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (Quality Mode) (CNN Model)
137
43

This is another game powered by the Snowdrop engine, although not quite as impressive as Star Wars Outlaws. Still, even without DLSS Frame Generation (not supported), the RTX 5090 averages 106 FPS with all the bells and whistles turned on and the highest in-game DLSS Super Resolution setting (Ultra Quality).

Avatar Frontiers of Pandora Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (Ultra Quality Mode) (CNN Model)
106
72

The latest Assassin's Creed on the market also lacks DLSS Frame Generation, but it's not at all a problem for this GPU, even with DLAA active.

Assassin's Creed Mirage Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) (CNN Model)
132
90

Horizon Zero Dawn Remastered incorporated some of the technical improvements added in Forbidden West. Even with just the old x2 Frame Generation and DLAA enabled, this graphics card averages nearly 200 frames per second.

Horizon Zero Dawn Remastered Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) FGx2 (CNN Model)
193
124
Horizon Zero Dawn Remastered Benchmark Latency Analysis
AVG PC Latency (ms)
0
5
10
15
20
25
30
0
5
10
15
20
25
30
DLSS (DLAA) FGx2 (CNN Model)
26

Turn 10's Forza Motorsport offers a worst-case scenario benchmark where all 24 cars are packed together at the start of a race, with heavy rain pouring. Even so, with DLAA enabled and all ray tracing settings activated (full reflections, ambient occlusion, and the RTGI that was added with a post-launch update), the GeForce RTX 5090 averaged nearly 80 frames per second.

Forza Motorsport Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
20
40
60
80
100
120
0
20
40
60
80
100
120
DLSS (DLAA) (CNN Model)
79
67
Forza Motorsport Benchmark Latency Analysis
AVG PC Latency (ms)
0
9
18
27
36
45
54
0
9
18
27
36
45
54
DLSS (DLAA) (CNN Model)
48

Here's another Unreal Engine 5 game, The Talos Principle 2 by Croteam. This one does exhibit a fair bit of stuttering, as evidenced by the gulf between average and 1% low FPS, though these are game-related issues.

The Talos Principle 2 Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
40
80
120
160
200
240
0
40
80
120
160
200
240
DLSS (DLAA) FGx2 (CNN Model)
126
44
The Talos Principle 2 Benchmark Latency Analysis
AVG PC Latency (ms)
0
7
14
21
28
35
42
0
7
14
21
28
35
42
DLSS (DLAA) FGx2 (CNN Model)
38

For the final gaming test, I picked Marvel's Guardians of the Galaxy by Eidos Montréal. The game runs on the studio's proprietary Dawn engine. Even with ray-traced reflections and transparent reflections enabled, it performs flawlessly.

Marvel's Guardians of the Galaxy Benchmark Frame Rate Analysis
AVG FPS
1% Low FPS
0
50
100
150
200
250
300
0
50
100
150
200
250
300
DLSS (Quality Mode) (CNN Model)
219
134

NVIDIA also shared an updated build of benchmarking software 3DMark with DLSS 4 Multi Frame Generation, so I ran the DLSS Feature Test, too. This is based on the Port Royal ray tracing benchmark with the addition of DLSS support.

I tested the CNN model at x4 Multi Frame Generation and the new transformer models at x4, x3, and x2; in all cases, DLAA was selected. The CNN model was faster, but just barely.

Overall Thoughts on the NVIDIA GeForce RTX 5090 Founder's Edition

The numbers speak plainly—the new GeForce flagship graphics card practically ate everything I threw at it for breakfast without even breaking a sweat.

It's so powerful that it allows users to push the image quality to the absolute highest level, even in the latest PC games, while retaining very high frame rates. Owners of high refresh rate displays will be delighted to finally find a GPU that can deliver an experience to match 200+Hz screens without having to turn every graphics setting way down.

Of course, much of this is enabled by the enhanced AI capabilities that power DLSS 4 Multi Frame Generation. The role played by Tensor Cores within the new Blackwell architecture has never been more critical, and NVIDIA's choice in this regard is vindicated by the fact that AMD is finally pursuing the same road with AMD FSR 4, which is also going to be AI-based and exclusive to the new Radeon GPUs, just like DLSS is for GeForce RTX cards. AI calculations are going to be increasingly important going forward, and NVIDIA has earned for itself a competitive advantage that's going to be hard to match for competitors. The GeForce RTX 5090 is fully ready for the upcoming RTX Neural Shaders, which could have a big impact on the gaming industry in the future. Once again, NVIDIA is setting itself up for success thanks to a clear vision. Overall, DLSS 4 Multi Frame Generation is yet another big win in all tested games, although I must say I don't see much point in the x3 mode when x4 delivers much higher frame rate boosts with barely any higher latency.

I'm slightly less convinced about the new transformer models. While the Ray Reconstruction one is definitely a win-win already, the Super Resolution model is still in beta and couldn't quite eliminate all ghosting/artifacts in some titles. Moreover, it does require quite a bit of performance in some cases, so I think allowing users the option to manually select CNN over transformer models definitely makes sense, at least for now.

Subjectively, if I had to single out anything of my early experience playing PC games with the GeForce RTX 5090 Founder's Edition, it would be the unprecedented smoothness. The previous RTX generation already enabled high frame rates in most games, of course, but stuttering was almost always there, tarnishing an otherwise great experience. While often a problem caused by game software, NVIDIA acknowledged that the previous Frame Generation method relied on CPU-based frame pacing, which also played a role in those pesky stutters. The new hardware-enhanced Flip Metering largely solves those issues (unless the game has big problems of its own, like Hogwarts Legacy), and it's really a major improvement in how the games actually feel. As a bonus, the graphics card is relatively quiet even under load and definitely quieter - by subjective impression at least - than the RTX 4090.

Granted, all of this assumes you can shell out enough cash to purchase to actually purchase the GPU. Make no mistake: this is as enthusiast as a product can get for PC gamers. I would recommend at least waiting until there's better availability so that retailers will be forced to get closer to the MSRP.

The testing was conducted on a review unit sent by NVIDIA.

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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