Super Mario Odyssey: base rendering, neural passes and generated frames explained

ItsOOGWAY · PC guides & recorded tests

Super Mario Odyssey: base rendering, neural passes and generated frames explained

Super Mario Odyssey PC comparison: base game, DLSS 5 neural rendering and Live Flow frame generation. See which controls affect image processing, which add output frames, and how to compare them sensibly.

The key checkpoint: The neural pass slider and Live Flow 2x control change different things. The recorded shots explain workflows, not a controlled same-scene FPS benchmark.

Before you start

  • Keep a backup of saves and a known working base installation. Use your own legally obtained game files.
  • This page follows the matching recorded video, not a new benchmark or a guarantee for other PCs.
  • DLSS 5 Manager is an independent community project; this is not official NVIDIA integration in the game.
  • The recording uses Power Moon Recomp 0.2.0 with the 1.0.0 base game and no updates.
  • The shown Live Flow profile is DLSS MFG, 2x, Auto game type and Quality preset B. Higher output does not establish faster simulation.

Documentation check, 6 November 2026: the Manager repository identifies itself as an independent community project and links its third-party notices. This article preserves the recorded controls and versions; compare current release notes before updating.

Resources from this video

Links, downloads & documentation

Every original URL from the video description is collected here, including recorded releases, setup discussions and related videos. Use the version-specific notes when following a recorded build.

Watch the complete video

Open this video on YouTube ↗. Screenshots below link to their exact recorded moments.

Walkthrough 01

Super Mario Odyssey on PC

Video reference 0:00 ↗

Here are three ways to play Mario Odyssey on PC: the base game, a DLSS 5 neural-rendering add-on, and external frame generation. Let's compare what they change, and which controls to use, without confusing neural passes with generated frames. Start with the base game.

Walkthrough 02

The base game

Video reference 0:20 ↗

This is Power Moon Recomp running the opening area without the later Manager setup. For a straightforward installation, this is the first result to aim for: movement, camera control and a save that resumes. The port's game logic runs at sixty updates per second; higher displayed output uses a separate interpolation or generation path. Next is the neural-rendering route.

The base game — recorded frame
0:28 in the video · The base game. Select the screenshot to open this point in the original video.

Walkthrough 03

DLSS neural rendering

Video reference 0:56 ↗

The Manager installs the add-on, and Home opens its controls. Enabled, Upscaled, Auto Balance and one pass are the starting choices shown here. Use this route when you want to experiment with the image. Raising the pass slider adds neural evaluations, not new gameplay frames. Now compare Live Flow.

DLSS neural rendering — recorded frame
1:04 in the video · DLSS neural rendering. Select the screenshot to open this point in the original video.

Walkthrough 04

Live Flow frame generation

Video reference 1:34 ↗

Its MFG control is a different feature from the neural-pass slider. The recorded mode is 2x, with Auto game type and Quality preset B. The panel shows source-to-output estimates, but these shots are not a controlled same-scene benchmark. Use them to understand the workflow, not to promise the same number on every PC. My order would be simple.

Live Flow frame generation — recorded frame
1:42 in the video · Live Flow frame generation. Select the screenshot to open this point in the original video.

Walkthrough 05

Which route should you use?

Video reference 2:02 ↗

First get the base game working and back up the save. Then test neural rendering if the picture is your priority. Test frame generation separately if smoother output is the goal. Use the same scene, resolution and camera movement each time. Keep the combination that feels best to play, rather than choosing only by a counter. That's the route shown in this recording.

Which route should you use? — recorded frame
2:10 in the video · Which route should you use?. Select the screenshot to open this point in the original video.

Walkthrough 06

Finish and community

Video reference 2:38 ↗

For build testing, setup help and comparing results with other PC players, join my Discord from the description. Share the port version, your graphics card and the exact step you're on, and keep your save backed up before trying another build.

If your result differs

SituationNext useful check
A different result or interface appearsCheck the exact build, last successful checkpoint and original resource documentation. Keep a working configuration before experimenting.
Motion looks worse or controls feel delayedDisable the extra processing and compare the same scene at the same resolution. Test one route at a time.
Only a high output counter looks convincingThe delivered video is 60 fps and the clips are not a controlled comparative benchmark. Check actual responsiveness and image stability on your display.

Recorded versions, test limits & credits

This companion follows the matching ItsOOGWAY video. Screenshots are genuine frames resized for reading. A selected option, a single FPS reading or an early gameplay scene does not establish complete-game compatibility.

Original setup notes and credits
Super Mario Odyssey PC comparison: base game, DLSS 5 neural rendering and Live Flow frame generation. See which controls affect image processing, which add output frames, and how to compare them sensibly. Recorded with Power Moon Recomp 0.2.0 on an RTX 4070 SUPER. The port requires your own extracted Super Mario Odyssey 1.0.0 base game with no updates: exefs and romfs inside the selected parent folder. DLSS 5 here refers to the demonstrated community Manager/ReShade neural-rendering route, not an official Odyssey graphics option. Live Flow is an external frame-generation route; the demonstrated mode is 2x. Neural pass count is a separate image-processing setting. This is a workflow and visual comparison, not a controlled same-scene FPS benchmark. CHAPTERS DOWNLOADS AND REFERENCES COMMUNITY Use your own legally obtained game files. No game, firmware or keys are included in the project download. Back up saves before changing an existing installation. Recorded at 1440p60 and exported as a 4K60 MP4. The 60fps recording cannot display every generated frame of a higher-refresh output, and no universal performance result is promised. Music: Cybernetic Ride, supplied by the creator. Thumbnail: Nintendo Super Mario Odyssey promotional artwork with original typography/layout. #SuperMarioOdyssey #SuperMarioOdysseyPC #PowerMoonRecomp RELATED GUIDES
Original video chapters
  • 0:00 Super Mario Odyssey on PC
  • 0:20 The base game
  • 0:56 DLSS neural rendering
  • 1:34 Live Flow frame generation
  • 2:02 Which route should you use?
  • 2:38 Finish and community

Project developers and game rights holders are credited in the original notes above and the linked sources. Related setup, credit and licence URLs remain in the resources section.

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