Super Mario Odyssey PC setup with Live Flow multi-frame generation
ItsOOGWAY · PC guides & recorded tests
Super Mario Odyssey PC setup with Live Flow multi-frame generation
Set up Super Mario Odyssey on PC, then enable Live Flow multi-frame generation. This walkthrough includes the base installation, game-version correction and the recorded MFG 2x settings.
The key checkpoint: Get the supported base game running first, then configure the separate frame-generation path and judge responsiveness as well as the displayed frame count.
Before you start
- Use Odyssey 1.0.0 base input for the recorded Power Moon setup.
- Keep frame generation distinct from the neural-rendering guide.
- Generated display frames do not establish a higher game-simulation rate.
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
Want to set up Super Mario Odyssey on PC and then try frame generation? Start with a working game, then use Live Flow for the extra output frames. This guide covers both steps, including the base-game version correction and the exact MFG settings shown in this test. Open the Power Moon Recomp page linked in the resources section.
Walkthrough 02
Download Power Moon Recomp
Go to Releases and download the Windows archive. Extract the whole archive into a folder you can write to, such as Documents. Keep every extracted file together. Open the program named Power Moon Recomp to start setup. Before you select a game, check this part.
Walkthrough 03
Use the correct game version
This build needs your own Super Mario Odyssey version 1.0.0, with no update merged in. My first extraction included an update, so I went back and prepared the base game again. If you've already updated your dump, use a fresh extraction of the original base. Don't delete your only copy. If your own dump is still packaged, open the Switch Game Extractor.
Walkthrough 04
Extract the base game
Select your base game file. When the optional update picker appears, press Cancel for base game only. That is the correction here: don't select the update. Let extraction finish before choosing the resulting folder in the launcher. If you already have the correct extracted files, you can skip this step. The folder you give the launcher must contain exefs and romfs.
Walkthrough 05
Select exefs and romfs
Select that parent folder, rather than opening exefs or choosing the archive itself. In Power Moon Recomp, click Choose game folder, browse to the extracted base, and confirm Select Folder. The launcher now prepares its own local copy and compiles the game code. Leave this setup window open and let it complete.
Walkthrough 06
One-time setup and first launch
This is the one-time preparation stage, not a frozen game. In this recording, the progress stage takes just under ten minutes. I'm speeding up that wait. Once the controller screen appears, the game has launched and we can check the controls. Start a new game and test movement, jumping and the camera.
Walkthrough 07
Verify the base game
Get this normal launch working before adding graphics tools. You can use F1 to open the port's settings and F11 for fullscreen. The download is the PC runtime; your own game files supply the game. Here's the result at the original recording speed. For extra presented frames, open Live Flow in DLSS 5 Manager.
Walkthrough 08
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 09
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 10
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 11
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 12
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 |
|---|---|
| Base game has not launched | Complete the unmodified installation before adding another layer. |
| A high counter feels less responsive | Compare input response and the actual game frame rate, not only generated display frames. |
| Overlays or capture target are wrong | Follow the recorded application-selection and MFG steps, then compare the same scene. |
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