The 4x Frame gen stuff seems pretty silly/excessive, definitely not something that would sell me an upgrade, but it's cool that they can pull it off at a decent quality with minimal latency cost.
The new model is much more exciting to me, it looks like there are real improvements, and especially in games like Cyberpunk that leverage DLSS so heavily I am sure those improvements multiply.
I'm especially impressed how they managed to solve for animated textures (that lack the kind of motion vector information the old model needed).
As always, these DF guys are complete sell outs. With this multi FG, the problem is not just the simple input latency. It's the input interval. You're basically getting 4 times the frame per each action you perform. Say if you have moved for 1/60 sec, your guy on the screen will move for next 4/60 sec. Which means if the base frame rate is 22, it still is effectively a 22 fps game when it comes to the control response. You're just getting 4 x the pictures. This is just crazy, and it's unbelievable to see these DF guys who's been saying how FG should've never been used in a low base frame rate games (say 30 to 60 like they did on PS5 Wukong) and now they keep their mouth shut for something like 20 to 80 LOL
That screenshot is from nVidia's keynote, not DF footage, and it's also notably not a game, so it isn't something where latency would matter a great deal.
Frame gen is not for getting your 20fps game up to 60, it's for getting your 60fps game to run at 200fps. The game still needs to run at an acceptable rate to be playable, but it helps to take advantage of the improved fluidity of high/variable rate displays.