PlayStation 6: Sony patents its own Frame Generation
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Sony has filed a new patent that shows how the company plans to implement Frame Generation for the PlayStation 6. What is known so far — and what a patent actually reveals.
AI MODIFIEDTVS News AI, editorially supervised, presents PlayStation 6: Sony patents its own Frame Generation.
Sony's latest patent carries a sober name – "Generation Super Sampling", patent number US-20260320740-A1 – and was published on October 16, 2026. What this means for you: The Japanese company has outlined more concretely than before how Frame Generation could work in the PlayStation 6.
What Frame Generation actually delivers
With this technique, the hardware calculates artificial intermediate frames that are inserted between the actual frames rendered by the game. The result: more frames per second without the engine having to do more work. Anyone who has ever enabled Nvidia's DLSS-based Frame Generation on a modern GPU knows the effect – smoother motion, sometimes at the cost of latency and image quality.
The clever bit: Your controller tells the console where you're aiming
DLSS has so far drawn primarily on motion vector information from the game engine for the intermediate frames. Sony's patent also describes a "mostly standard form of frame generation" – that is, the classic principle with interpolated frames – but takes a different approach at a crucial point: The prediction of how the image changes from frame to frame is also meant to incorporate input data from the controller. So if you're currently pressing left, the console already knows which direction your character will move in the next frame. According to the patent notes, this is supposed to reduce latency and so-called "hitching" – that is, brief stutters between frames.
More than just one image per frame
The patent also leaves the door open for Multi-Frame Generation – the technique that Nvidia brought to the PC at the end of 2025 with the RTX 5090. The application states verbatim: "The decoder system may be trained to predict any number of images before or after the input image." The only question is: Does a console on a TV even need that? Multi-Frame Generation is worthwhile on the PC primarily with monitors of 144 Hz or more. Even the fastest TVs currently only manage 120 Hz – so the headroom is limited. The option wouldn't hurt, though.
What else Sony has patented
Patents are research diaries, not product announcements. Sony's patent avalanche of recent months, however, reads like a blueprint for the next generation: In September, Sony filed a patent, among others, for an AI agent that monitors the system and fixes problems before you notice them. There was also an application for an NFC reader in the controller – including a tap-to-pay function. Whether any of this will ever land in a production device is an open question. IGN author Jacqueline Thomas puts it in a nutshell: "There is a chance that none of these technologies see the light of day." What's certain: The PlayStation 6 is gradually taking shape on paper – when it will arrive, Sony has not revealed so far.
What this means for you
If Sony integrates Frame Generation into the PS6 hardware, more FPS at the same chip utilization beckon – especially for demanding exclusive titles, this could make the difference between 30 and 60 fps. But the exciting question is a different one: Will you even be allowed to turn the feature off? The horror scenario would be if developers use the technique as a crutch and force it in games that would otherwise only deliver 15 to 20 fps. The fact that Sony explicitly plans controller input into the pipeline could defuse exactly this problem – smoother image build-up despite artificial intermediate frames. Whether this delivers in practice what the patent promises, however, we will only know when Sony actually shows the next console.
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