Technical guide

No Man's Sky Cosmos PC Graphics Update: DLSS 4.5, XeSS 3, and Rendering Changes

What No Man's Sky Cosmos 7.0 and 7.03 changed on PC: DLSS 4.5, XeSS 3, terrain and cloud rendering, Frame Generation fixes, and what the patch notes do not prove.

On this page
  1. Cosmos is a rendering update as well as a content expansion
  2. DLSS 4.5 adds newer Super Resolution and Multi Frame Generation paths
  3. XeSS 3 is now part of the official rendering feature set
  4. Terrain, clouds, fog and water changed independently of upscaling
  5. Patch 7.03 specifically addresses texture shaders and DLSS Frame Generation
  6. Separate rendered frame rate from generated output frames
  7. Use the current patch before drawing conclusions about Cosmos performance

Cosmos is a rendering update as well as a content expansion

Hello Games released No Man's Sky Cosmos, Update 7.0, on September 9, 2026. The headline additions are deep-space exploration, station ownership, orbital construction and alliances, but the official patch notes also contain a substantial PC rendering update. They add Intel XeSS 3 and NVIDIA DLSS 4.5 support, overhaul planetary terrain detail, improve clouds viewed from space, add volumetric fog volumes and particles, and make several water and lighting changes.

Those additions should not be collapsed into a single performance claim. An upscaler or frame-generation option changes a different part of the rendering path from terrain tessellation, texture detail, fog, clouds or water. The patch notes establish which technologies and rendering changes exist; they do not provide a universal FPS delta for the complete Cosmos workload.

Documented PC graphics changes in the Cosmos update family
ChangeOfficially documented roleWhat it does not establish by itself
NVIDIA DLSS 4.5Adds the newer DLSS feature set, including higher Frame Generation multipliers on supported hardwareA guaranteed FPS increase on every GeForce RTX GPU or scene
Intel XeSS 3Adds XeSS 3 support as an additional machine-learning rendering optionIdentical behavior or performance across every GPU vendor
Terrain renderingOverhauls planetary terrain detail with improved tessellation, detail and texturesA fixed GPU or CPU cost across every planet
Clouds from spaceImproves cloud textures, shape detail and lighting when viewed from spaceA measured performance cost
Volumetric fogAdds volumetric fog volumes and particles around deep-space hulksThat every scene uses the same volumetric workload
Cosmos 7.03Improves texture shader performance and fixes multiple DLSS Frame Generation issuesThat every Frame Generation problem or performance report is resolved

DLSS 4.5 adds newer Super Resolution and Multi Frame Generation paths

Hello Games' 7.0 notes explicitly add NVIDIA DLSS 4.5 and describe support for 5X and 6X Frame Generation modes. NVIDIA's September 15 update says Cosmos brings its latest Super Resolution model and up to 6X Multi Frame Generation to No Man's Sky, while NVIDIA app overrides can also expose Dynamic Multi Frame Generation on supported GeForce RTX 50 Series hardware.

The multiplier label is not the same thing as native rendering performance. Multi Frame Generation inserts generated frames around conventionally rendered work; it does not mean the game simulation, CPU workload or traditionally rendered base frame rate is multiplied by the same amount. This page therefore does not turn a 5X or 6X mode into an unsupported latency, responsiveness or native-FPS claim.

XeSS 3 is now part of the official rendering feature set

The Cosmos 7.0 patch notes also add Intel Xe Super Sampling 3. That makes XeSS 3 an officially documented option in the current No Man's Sky rendering stack rather than an inferred feature based on engine support or a driver-level workaround.

The patch notes do not publish a controlled image-quality or performance comparison between XeSS 3 and DLSS 4.5, and Core Tech Tips has not independently benchmarked the update. Which option is preferable on a particular PC therefore depends on supported hardware, the modes exposed by the game, resolution and measured behavior rather than the version number alone.

Terrain, clouds, fog and water changed independently of upscaling

Cosmos overhauls planetary terrain detail with improved tessellation techniques, higher detail and enhanced textures. Hello Games also documents improved cloud rendering from space, new volumetric fog volumes and particles around deep-space hulks, improved water and foam appearance, and fixes to lighting and post-processing around the water line.

These changes matter when diagnosing a performance difference after updating. A heavier or simply different scene can change GPU, CPU, memory and streaming behavior independently of the selected upscaler. Conversely, seeing a new DLSS or XeSS option does not prove that an unrelated terrain or shader change caused a specific frame-time result.

Patch 7.03 specifically addresses texture shaders and DLSS Frame Generation

Hello Games released Cosmos 7.03 on September 16, 2026. Its PC-relevant graphics notes include improved texture compression to reduce visual artifacts, improved texture shader performance, and fixes for multiple DLSS Frame Generation issues. The same patch also fixes crashes related to geometry streaming and physics-item memory management among other stability work.

That makes 7.03 important context for anyone comparing early Cosmos behavior with the current build. A result recorded on 7.0 is not automatically representative of 7.03. At the same time, a generic patch-note statement such as “fixed a number of issues” is not evidence that every possible Frame Generation artifact, crash or pacing problem has been eliminated.

Separate rendered frame rate from generated output frames

When comparing settings, record whether Frame Generation is disabled, enabled at a fixed multiplier, or using a dynamic mode. Also record the Super Resolution or native-resolution mode separately. Otherwise two screenshots or FPS counters can describe fundamentally different rendering pipelines while appearing to be a simple performance comparison.

For the same reason, an output frame-rate counter with Multi Frame Generation enabled should not be used alone to infer input latency, simulation rate, CPU headroom or frame pacing. Those require their own measurements and test conditions. NVIDIA describes its technology as increasing displayed frame output, but vendor feature claims are not substitutes for independent game-specific latency or frame-time testing.

Use the current patch before drawing conclusions about Cosmos performance

For practical testing, first update No Man's Sky to the current Cosmos patch available for the platform and note the exact version. On PC, record GPU, driver, resolution, graphics preset, upscaling mode, Frame Generation state and the location or workload being tested. Cosmos adds enough rendering and scene changes that an unlabeled before-and-after FPS number is difficult to interpret.

The defensible conclusion from the official evidence is narrower than a settings recommendation: Cosmos materially expands the PC rendering feature set, and 7.03 already changes some shader and Frame Generation behavior after the 7.0 launch. Choosing an ideal configuration still requires measurements on the actual hardware and current game build.

Sources

Primary and technical sources

Technical details can vary by exact model, firmware, and platform. These are the sources used for the factual claims in this article.

  1. 01 Hello Games

    No Man's Sky Cosmos Update 7.0 and full patch notes
  2. 02 Hello Games

    No Man's Sky Cosmos announcement
  3. 03 Hello Games

    No Man's Sky Cosmos 7.03 patch notes
  4. 04 NVIDIA

    No Man's Sky DLSS 4.5 upgrade in the Cosmos update

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