Super Mario Odyssey Live Flow: MFG 2x without confusing the neural pass slider
ItsOOGWAY · PC guides & recorded tests
Super Mario Odyssey Live Flow: MFG 2x without confusing the neural pass slider
Enable frame generation for Super Mario Odyssey on PC with DLSS 5 Manager Live Flow. Follow the recorded MFG 2x setup and check motion and responsiveness.
The key checkpoint: Use the external MFG route separately from neural processing and the port’s experimental interpolation. A 60 fps capture cannot show every high-refresh output frame.
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
This guide is for a working Super Mario Odyssey PC installation. I'll show where to enable Live Flow multi-frame generation, the two-times settings used here and how to compare the result. This is separate from the neural-rendering pass slider. For extra presented frames, open Live Flow in DLSS 5 Manager.
Walkthrough 02
Open Live Flow
Keep the game running in its normal window. This is an external frame-generation route. The base game's simulation speed stays the same, so we're checking motion and responsiveness rather than treating a larger output counter as a faster game simulation. In Live Flow, find Multi Frame Generation and turn MFG on.
Walkthrough 03
Enable the recorded MFG settings
In this recording the generator is DLSS MFG, the mode is 2x, Game Type is Auto, and the preset is Quality, preset B. Wait for the status line to start updating before returning to the game. Keep DLSS neural rendering off here if you only want to test frame generation. Return to the game and move the camera through the same area.
Walkthrough 04
Check motion and responsiveness
If controls feel delayed or the image trails, switch MFG off and compare before changing another setting. Generated frames can smooth the output, but they don't replace a good starting frame rate. This recording is exported at sixty frames per second, so it cannot show every frame of a higher refresh-rate display. Keep these controls separate.
Walkthrough 05
Avoid mixing up the controls
The neural add-on's pass slider changes rendering work. Live Flow's two-times mode changes frame generation. Power Moon Recomp also has its own experimental interpolation option on supported high-refresh displays. Test one route at a time so you know which change you are actually judging. That's the route shown in this recording.
Walkthrough 06
Finish and community
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
| Situation | Next useful check |
|---|---|
| A different result or interface appears | Check the exact build, last successful checkpoint and original resource documentation. Keep a working configuration before experimenting. |
| Motion looks worse or controls feel delayed | Disable the extra processing and compare the same scene at the same resolution. Test one route at a time. |
| Only a high output counter looks convincing | The delivered video is 60 fps and the clips are not a controlled comparative benchmark. Check actual responsiveness and image stability on your display. |
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