The "thick," blurry, or jittery appearance of your RivaTuner Statistics Server (RTSS) frametime graph when using Frame Generation is caused by
RTSS measuring frames at the 3D application hook level (pipeline input) rather than the actual display output level. [
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When Frame Generation is enabled, the game engine renders a traditional base frame, and then an AI/hardware interpolator injects a generated frame right after it. To RTSS, these frames look fundamentally different in timing, resulting in a rapid "sawtooth" or "jigsaw" pattern that fluctuates every single frame. Because the graph updates instantly per frame, this ultra-fast toggling between high and low values blurs together visually, creating a thick, solid-looking line