Control Resonant Ships DLSS 4.5, 380 FPS on RTX 5090 [2026]

Control Resonant’s PC version quietly crossed a line most path-traced games still avoid: full-scene physically based lighting, paired with DLSS 4.5, a build that has since reached other titles such as Call of Duty: Modern Warfare 4, which launched with it. NVIDIA first confirmed DLSS 4.5 support was coming to Control Resonant back in June 2026, and followed through when NVIDIA confirmed on its GeForce news page that Control Resonant has launched with path tracing and the complete DLSS 4.5 feature set, Super Resolution, Ray Reconstruction, Dynamic Multi Frame Generation, and Reflex, on GeForce RTX PCs, laptops, and GeForce NOW. The update went live on September 24, 2026, when Remedy Entertainment released the game with native DLSS 4.5 support at launch, and it’s already reshaping the conversation around what a “next-gen” ray tracing showcase actually requires from your graphics card.

This isn’t a minor patch. NVIDIA is framing Control Resonant as the successor to the original Control’s 2019 role as the industry’s ray tracing proving ground, and the numbers back that framing up: independent testing from Tom’s Hardware found that at 4K with the heaviest path-tracing settings, only the RTX 5090 held a 60 FPS average, and even the RTX 5080 fell short at 1440p in the same test. That’s a stark reminder of how far the gap has grown between what a modern path-traced game demands and what most GPUs on the market can deliver without AI-generated frames doing the heavy lifting.

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Control Resonant’s RTX Path Tracing Update Is Live

NVIDIA’s announcement describes the new mode as “Ray Tracing Preset: Ultra” inside the in-game settings menu, and turning it on brings physically based direct and indirect illumination, reflections, and outdoor shadows to every environment in the game. According to NVIDIA, “To ensure path-traced lighting looks its absolute best, CONTROL Resonant has launched with DLSS 4.5 Ray Reconstruction, enabling all GeForce RTX gamers to receive the definitive path-traced experience.” That’s a direct quote from the company’s official GeForce news post, and it lines up with how NVIDIA has marketed every major path tracing launch since Cyberpunk 2077’s Overdrive mode.

The practical effect for players is that enabling the Ultra ray tracing preset automatically switches on DLSS Ray Reconstruction. NVIDIA said in September 2026 that this behavior applies to every RTX GPU, not just the RTX 50 series, Ray Reconstruction kicks in automatically the moment path tracing is turned on, replacing the traditional denoiser with an AI model built to stabilize path-traced lighting and cut down on the smearing and ghosting that plagued earlier ray tracing implementations. NVIDIA also confirmed the addition of RTX Mega Geometry, a technology designed to let the GPU handle far more complex ray-traced scene geometry without the frame rate collapsing under the added draw calls.

For players who followed Control Resonant’s earlier PC requirements breakdown, which pointed to an RTX 4070 Ti for a solid 60 FPS at standard ray tracing settings, this new Ultra preset resets the bar substantially higher. This is a separate, more demanding tier that sits above what most players were running at launch.

What Changed: Path Tracing, Ray Reconstruction, and RTX Mega Geometry

Path tracing differs from the hybrid ray tracing most games have shipped with since 2018. Instead of selectively ray tracing individual effects like reflections or shadows while keeping the rest of the scene on rasterized lighting, path tracing simulates the way light actually bounces around an entire scene, calculating global illumination, reflections, and shadows through the same unified process. NVIDIA’s own explainer on the DLSS technology page describes this as a dramatically heavier computational load, which is precisely why every path-traced game since Cyberpunk 2077’s 2023 Overdrive update has needed AI upscaling and frame generation just to stay playable.

Control Resonant’s implementation adds three components on top of the base path tracing pass:

  • DLSS Super Resolution, AI upscaling that renders the game internally at a lower resolution and reconstructs a full-resolution image.
  • DLSS Ray Reconstruction, an AI denoiser trained specifically to clean up path-traced lighting noise more effectively than traditional denoising filters.
  • RTX Mega Geometry, a rendering technique meant to let path tracing handle denser, more detailed scene geometry without the usual performance penalty.

None of these three pieces are new inventions exclusive to Control Resonant. NVIDIA actually counts four DLSS 4.5 technologies as part of the game’s complete feature set, the three rendering components above plus Reflex for latency reduction, and what’s notable is that all of them are bundled together at launch, rather than patched in gradually the way Cyberpunk 2077 and Alan Wake 2 received their path tracing updates over multiple post-launch patches.

DLSS 4.5 Explained: Multi Frame Generation and the New Transformer Model

DLSS 4.5 itself was announced at CES 2026, months before Control Resonant became its flagship showcase. NVIDIA’s blog post from that announcement states that the update “introduces Dynamic Multi Frame Generation, a new 6X Multi Frame Generation mode and a second-generation transformer model for DLSS Super Resolution, so gamers can experience the latest and greatest titles with enhanced performance and visuals.” That’s a direct quote from NVIDIA’s official CES 2026 blog. NVIDIA has extended that feature set beyond owners of physical RTX hardware as well: Ultimate members on GeForce NOW using RTX 5080-powered cloud systems can access Dynamic Multi Frame Generation up to 4X while streaming the game.

The headline feature is Dynamic Multi Frame Generation, which NVIDIA says “can generate up to five additional frames per traditionally rendered frame, dynamically boosting performance and enabling 240+ frames-per-second gaming with path tracing using GeForce RTX 50 Series GPUs.” In Control Resonant specifically, reports citing NVIDIA testing put the RTX 5090 at up to 380 FPS at 1440p with Ultra settings, path tracing, DLSS 4.5, and Multi Frame Generation, although NVIDIA’s cited materials do not confirm that specific 380 FPS claim. NVIDIA itself reported up to 320 FPS at 4K and up to 480 FPS at 1080p in September 2026, and El Chapuzas separately measured the RTX 5090 at 382.2 FPS versus 90.2 FPS at 1440p with 6× MFG. Those figures mix rendered and AI-generated frames, so 380 FPS should not be read as native rendering, and they aren’t directly comparable to the rendered-frame averages independent reviewers typically publish.

A second GeForce news post specifically covering the DLSS 4.5 rollout confirms the same feature list: “NVIDIA DLSS 4.5 also introduces Dynamic Multi Frame Generation and a new 6X Multi Frame Generation mode.” Readers who want the technical history of how Ray Reconstruction evolved into this current form can check the earlier DLSS 4.5 vs. FSR 4.1 vs. PSSR 2.0 comparison, which measured a 115% frame rate gap between the two upscaling approaches before Control Resonant’s launch added a new, heavier test case.

Which GPUs Actually Support Every DLSS 4.5 Feature

Not every RTX card gets the same experience, and this is where the marketing headline of “GeForce RTX support” starts to fragment by generation. Multi Frame Generation, the feature responsible for most of the eye-catching frame rate numbers, is locked to RTX 50 series hardware. RTX 40 series cards get standard single-frame Frame Generation instead, while RTX 20 and RTX 30 series owners are limited to Super Resolution and Ray Reconstruction with no AI frame generation at all.

GPU GenerationDLSS Super ResolutionRay ReconstructionFrame GenerationMulti Frame Generation
RTX 20 seriesYesYesNoNo
RTX 30 seriesYesYesNoNo
RTX 40 seriesYesYesYes (DLSS 3-style)No
RTX 50 seriesYesYesYesYes (DLSS 4.5, up to 6X mode)

Source: NVIDIA GeForce news, Control Resonant RTX launch announcement.

This is the same generational split NVIDIA has applied to every DLSS frame generation feature since the RTX 40 series launch, and it means the “up to 380 FPS” headline number only ever applied to owners of the newest, most expensive cards in NVIDIA’s lineup. Anyone running the RTX 4090, which this site previously measured at $25.93 per frame without AI assistance turned on, gets path tracing and Ray Reconstruction, but not the multi-frame boost that makes the RTX 5090’s numbers possible.

Benchmarks: How Control Resonant Performs With Path Tracing On

Independent testing paints a considerably harder picture than NVIDIA’s own marketing slides. Tom’s Hardware ran its benchmark suite across 28 GPUs against Control Resonant’s path tracing mode in September 2026 and found it to be one of the most demanding path-traced titles released so far. According to that testing, the RTX 5090 was the only card in the entire lineup to hold a 60 FPS average at 4K in the tested configuration, and even the RTX 5080 couldn’t sustain 60 FPS at 1440p under the same heaviest settings.

TechSpot’s published system requirements back that up from a different angle: reaching 4K at 60 FPS with path tracing and High settings requires an RTX 5080 paired with DLSS set to Performance mode, meaning even that card needs aggressive upscaling to hit a console-standard frame rate. Regional outlet PurePC’s testing placed the RTX 5070 Ti below the recommended bar for 4K path tracing entirely, instead pointing to the RTX 5080 as the practical minimum for 3840×2160 at High settings, while the RTX 5070 was reported as sufficient only for 1440p at Medium settings.

RTX 5090 and RTX 5080 at 4K

The RTX 5090 remains the only card that reviewers consistently describe as capable of full 4K path tracing without leaning entirely on generated frames to reach smoothness. That mirrors what this site found when testing the Witcher 3 Remastered’s own path tracing implementation, where the RTX 5090 landed at 59 FPS rather than a clean 60, a reminder that even the flagship card is often sitting right at the edge of the target frame rate in the heaviest ray tracing workloads, not comfortably above it.

RTX 4090 and RTX 4080 Without Multi Frame Generation

NVIDIA confirms the RTX 4090 and RTX 4080 both support path tracing, Ray Reconstruction, and standard DLSS Frame Generation, but neither can access Dynamic Multi Frame Generation. The available 2026 reporting doesn’t include a standardized path-tracing on/off benchmark for either card specifically in Control Resonant, but based on the generational gap Tom’s Hardware documented between the RTX 5090 and RTX 5080, it’s reasonable to expect last-generation flagships will need DLSS Performance-mode upscaling just to approach 60 FPS at 1440p with Ultra path tracing enabled.

GPUWhat’s confirmed for path tracingSource
RTX 5090Up to 380 FPS at 1440p (reported figure citing NVIDIA testing); only card holding 60 FPS average at 4K in independent testingReports citing NVIDIA; Tom’s Hardware
RTX 5080Required for 4K/60 with High settings and DLSS Performance mode; fell below 60 FPS at 1440p in the heaviest testTechSpot; Tom’s Hardware
RTX 5070 TiBelow recommended level for 4K path tracing; RTX 5080 cited as the practical step-upPurePC
RTX 5070Sufficient for 1440p at Medium settings, not high-refresh or 4K path tracingPurePC
RTX 4090Supports path tracing, Ray Reconstruction, standard Frame Generation; no Multi Frame GenerationNVIDIA
RTX 4080Supports path tracing, Ray Reconstruction, standard Frame Generation; no Multi Frame GenerationNVIDIA

NVIDIA’s figures use AI-generated frames counted alongside rendered frames, while independent outlets like Tom’s Hardware typically report rendered-frame averages. Readers comparing these numbers should treat them as two different measurement methods rather than a single consistent benchmark.

How Measured Multi Frame Generation Results Compare With the Headline Claims

El Chapuzas measured the RTX 5090 at 328.1 FPS versus 74.2 FPS at 4K with 6× MFG in September 2026. At 1440p, it measured the RTX 5090 at 382.2 FPS versus 90.2 FPS with 6× MFG. The same outlet measured the RTX 5080 at 220.1 FPS versus 49.8 FPS at 4K with 6× MFG, and the RTX 5070 Ti at 242.8 FPS versus 53.1 FPS at 1440p with 6× MFG. Each pair of numbers shows how much the frame generation setting changes the result on the same card.

NVIDIA reported RTX 5090 performance of up to 320 FPS at 4K and up to 480 FPS at 1080p in Control Resonant in September 2026, and TechRadar reported RTX 5090 performance of up to 320 FPS at 4K with DLSS 4.5 in the same month. Another benchmark reports 382 FPS under a particular RTX 5090 configuration. Reports citing NVIDIA testing state that an RTX 5090 can reach up to 380 FPS at 1440p with Ultra settings, path tracing, DLSS 4.5, and Multi Frame Generation, yet NVIDIA’s cited materials do not confirm the specific claim of 380 FPS on RTX 5090 for CONTROL Resonant.

For readers, the practical takeaway is to treat these numbers as generated-frame performance rather than native rendering, since the 380 FPS figure depends on DLSS 4.5 and Multi Frame Generation. When comparing your own results with any published number, check which Multi Frame Generation mode is enabled before drawing conclusions.

The GeForce RTX 50 Series Bundle

NVIDIA also announced a Control Resonant GeForce RTX 50 Series bundle in August 2026, covering select graphics cards, gaming laptops, and prebuilt PCs. The confirmed detail is that qualifying products include a copy of the game, though the full list of qualifying SKUs, regional availability, and exact promotion end date weren’t specified in the same detail across every market NVIDIA operates in. No separate price was announced for the path tracing or DLSS 4.5 features themselves; they’re part of the PC version’s baseline feature set rather than a paid add-on, which matters for players deciding whether to budget for a new power supply alongside a GPU upgrade if they’re chasing the RTX 5090’s numbers specifically.

Why Control Resonant Is So Demanding

Part of what makes Control Resonant’s path tracing mode heavier than most is the scope of what it’s rendering. NVIDIA’s description explicitly calls out outdoor shadows and RTX Mega Geometry support, both of which point to a wider render distance and denser scene complexity than the enclosed, corridor-heavy interiors that defined most of the original 2019 Control. Path tracing scales in cost with both scene complexity and light bounce count, so an environment with more open sightlines and destructible geometry, a hallmark of the Control series’ signature Brutalist architecture, puts considerably more strain on the GPU than a tighter indoor scene.

That also explains why hotfixes to the base game, like the combat balance patch covered in Control Resonant’s 1.3.3 update, haven’t touched the rendering pipeline. The RTX path tracing work is a separate technical track from gameplay patching, running on its own release cadence tied to NVIDIA’s driver and DLSS SDK updates rather than the game’s regular content patches.

Historical Context: From Control’s Original RTX Showcase to Resonant

The original Control launched in August 2019 as one of the first games built around NVIDIA’s then-new RTX ray tracing hardware, using ray-traced reflections and diffuse lighting to sell the case for dedicated ray tracing cores. That game became a standard GPU review benchmark for the better part of five years. Control Resonant inheriting that same role for path tracing, rather than hybrid ray tracing, follows the same playbook NVIDIA used with Cyberpunk 2077 in 2023 and Alan Wake 2 later that year: pick a visually dense, lighting-heavy game and use it to demonstrate what the newest GPU generation can do that the previous one couldn’t.

What’s different this time is the DLSS 4.5 layer sitting on top. Where Cyberpunk 2077’s Overdrive mode debuted alongside DLSS 3.5’s original Ray Reconstruction, and Alan Wake 2 leaned on Frame Generation, Control Resonant is a major showcase title for the combination of Ray Reconstruction, Dynamic Multi Frame Generation, and the second-generation Super Resolution transformer model all shipping together on day one rather than arriving in stages, and other games have followed: Call of Duty: Modern Warfare 4 launched with DLSS 4.5, while Cyberpunk 2077 received its DLSS 4.5 upgrade on October 22, 2026.

How Control Resonant Compares to Cyberpunk 2077, Alan Wake 2, and Indiana Jones

Control Resonant now sits alongside a small group of games that use path tracing rather than selective ray tracing for their top visual setting. Cyberpunk 2077’s RT Overdrive mode still uses path tracing for global illumination, reflections, shadows, and lighting, and continues to benefit from newer DLSS updates years after its original 2023 release. Alan Wake 2 leans on similarly demanding ray-traced lighting and reflections at its highest settings, with DLSS Super Resolution, Ray Reconstruction, and Frame Generation doing most of the work to keep it playable at high resolutions. Indiana Jones and the Great Circle also uses extensive ray-traced lighting alongside hardware-accelerated effects, though its approach differs in scope from full path tracing.

GamePath tracing approachDLSS support
Control ResonantPath-traced direct/indirect illumination, reflections, outdoor shadows, RTX Mega GeometryDLSS 4.5: Super Resolution, Ray Reconstruction, Multi Frame Generation
Cyberpunk 2077 (RT Overdrive)Path-traced global illumination, reflections, shadows, lightingDLSS 3 and later; ongoing updates since 2023
Alan Wake 2Heavy ray-traced lighting and reflections at highest settingsSuper Resolution, Ray Reconstruction, Frame Generation
Indiana Jones and the Great CircleExtensive ray-traced lighting and hardware-accelerated effectsDLSS suite, scope differs from full path tracing

What separates Control Resonant from that group isn’t the presence of path tracing itself, since all four games now qualify. It’s the fact that Control Resonant launched with the newest available DLSS generation already fully integrated, rather than receiving it as a post-launch upgrade the way Cyberpunk 2077 and Alan Wake 2 both did.

Market Impact: What This Means for GPU Sales and the Upgrade Cycle

Games that require an RTX 5090 to hit a clean 4K/60 average with the top visual preset function as a direct sales argument for NVIDIA’s flagship card. That pattern isn’t new, and it tends to widen the gap between what a GPU can technically run and what it can run at the settings marketing screenshots showcase. For most PC gamers, that gap is exactly where the “recommended” and “minimum” spec labels diverge from lived experience, and reviewers consistently flag it whenever a game’s ultra preset outpaces the hardware most buyers actually own.

There’s also a supply-side angle. Control Resonant’s path tracing mode arrives as GDDR7 memory availability has tightened across the RTX 50 lineup, a squeeze this site covered in detail regarding Micron’s exit from 2GB GDDR7 production. Demanding new path tracing showcases tend to spike short-term demand for the highest-tier cards precisely when supply is already constrained, which historically pushes street prices for RTX 5090 and RTX 5080 units further above MSRP in the weeks following a major showcase title’s launch.

Industry Reaction and Expert Perspective

NVIDIA’s own framing of the update leaves little ambiguity about intent. The company states plainly that “On GeForce RTX PCs and laptops, and GeForce NOW, you can enhance CONTROL Resonant with more immersive and realistic path-traced lighting, accelerated and enhanced by the complete suite of DLSS 4.5 technologies, including Ray Reconstruction and Dynamic Multi Frame Generation,” positioning the game explicitly as a technology vehicle rather than treating the graphics update as incidental to the release. That quote, published directly on NVIDIA’s GeForce news portal, frames Control Resonant’s RTX support the same way the company positioned Cyberpunk 2077’s Overdrive mode and Alan Wake 2’s ray tracing suite before it.

Independent hardware reviewers have been more measured. Tom’s Hardware’s 28-GPU test run treats Control Resonant’s path tracing mode as a stress test rather than a purely aspirational feature, and its finding that even the RTX 5080 falls short of 60 FPS at 1440p in the heaviest configuration underscores a gap between NVIDIA’s headline frame rate claims and what most players will see without leaning on aggressive upscaling and multiple generated frames per rendered frame.

The Competitive Picture: AMD FSR and Intel XeSS

Control Resonant’s path tracing implementation is built specifically around NVIDIA’s RTX hardware and DLSS software stack, and the available announcements don’t confirm equivalent path tracing support tuned for AMD FSR or Intel XeSS in this release. That’s consistent with how NVIDIA has handled its previous flagship ray tracing showcases, where AMD and Intel GPU owners have typically had access to the base ray tracing effects but not the vendor-specific extras like Ray Reconstruction or Multi Frame Generation, which remain proprietary to NVIDIA’s DLSS pipeline. Players comparing upscaler quality more broadly can reference the site’s earlier DLSS 4.5 vs. FSR 4.1 vs. PSSR 2.0 breakdown, which found a 115% frame rate gap between the two approaches in prior testing, before Control Resonant added an even more demanding path-traced test case to that comparison.

What Analysts and Reviewers Are Predicting Next

Based on the pattern established by Cyberpunk 2077, Alan Wake 2, and now Control Resonant, a few trends look likely to continue over the next several months:

  • More games will treat DLSS 4.5 as a launch-day feature rather than a post-release patch, following Control Resonant’s precedent of shipping the full stack on day one.
  • RTX 5090 demand will likely tighten further in the weeks after a major path tracing showcase, echoing the pattern already seen around previous flagship-card benchmark titles.
  • Reviewers will keep separating NVIDIA’s marketing frame rate figures from rendered-frame averages, a distinction Tom’s Hardware and other outlets have been increasingly explicit about since Multi Frame Generation entered the picture.
  • Mid-range RTX 50 buyers will face a widening gap between what “path tracing support” means on paper and what’s actually playable at their card’s tier, since RTX 5070 and RTX 5070 Ti owners are already being steered toward 1440p Medium rather than 4K settings.
  • AMD and Intel will face renewed pressure to demonstrate comparable path tracing performance on FSR and XeSS as more flagship titles adopt NVIDIA’s full DLSS 4.5 pipeline as the default reference implementation.

Practical Advice: Should You Enable Path Tracing Today

For anyone running an RTX 5090, enabling the Ultra ray tracing preset with the full DLSS 4.5 suite is the clear way to see Control Resonant at its best, based on NVIDIA’s own figures and the fact that it’s the only card independent testers found holding 60 FPS at 4K. RTX 5080 owners should expect to pair Ultra path tracing with DLSS set to Performance mode rather than Quality mode to hit a steady 4K/60, per TechSpot’s published requirements. Owners of RTX 4090 and RTX 4080 cards can still access path tracing and Ray Reconstruction, but without Multi Frame Generation, so dropping to 1440p or leaning on DLSS Balanced or Performance modes is the more realistic path to smooth frame rates. RTX 5070 and RTX 5070 Ti owners are better served sticking to Medium settings at 1440p rather than chasing 4K path tracing, based on PurePC’s testing.

Before enabling any of these features, players should confirm they’re running the latest GeForce driver, since DLSS 4.5’s Multi Frame Generation and second-generation transformer model both require current driver support to function correctly. A quick way to check your installed driver version from a command line:

nvidia-smi --query-gpu=name,driver_version --format=csv

If that command returns a driver version older than the one listed on NVIDIA’s GeForce driver download page, updating before launching Control Resonant’s Ultra ray tracing preset is worth doing first, since outdated drivers are a common cause of Multi Frame Generation failing to appear as an option in a game’s graphics menu.

Frequently Asked Questions

When did Control Resonant get RTX path tracing and DLSS 4.5 support?

NVIDIA’s GeForce news announcement confirms the update shipped alongside the game on September 24, 2026.

Do I need an RTX 50 series GPU to use DLSS 4.5 in Control Resonant?

No, but the experience differs by generation. RTX 20 and RTX 30 series cards get DLSS Super Resolution and Ray Reconstruction only. RTX 40 series cards add standard Frame Generation. Only RTX 50 series cards get Dynamic Multi Frame Generation, including the 6X mode.

What frame rate can the RTX 5090 hit with path tracing on in Control Resonant?

Reports citing NVIDIA testing cite up to 380 FPS at 1440p, and NVIDIA reported up to 320 FPS at 4K and up to 480 FPS at 1080p in September 2026, all using the full DLSS 4.5 stack including generated frames. Independent testing from Tom’s Hardware found the RTX 5090 was the only GPU able to hold a 60 FPS average at 4K in its most demanding tested configuration.

Can the RTX 4090 run Control Resonant’s path tracing mode?

Yes. The RTX 4090 supports path tracing, DLSS Ray Reconstruction, and standard DLSS Frame Generation, but it cannot access Dynamic Multi Frame Generation, which NVIDIA restricts to RTX 50 series hardware.

Is the DLSS 4.5 update a paid feature or a bundled purchase?

No separate charge was announced for the path tracing or DLSS 4.5 features. They’re part of the PC version’s standard feature set. NVIDIA separately announced a Control Resonant GeForce RTX 50 Series bundle covering select graphics cards, laptops, and prebuilt PCs that include a copy of the game.

How does Control Resonant’s path tracing compare to Cyberpunk 2077’s Overdrive mode?

Both use path tracing for global illumination, reflections, and shadows. The key difference is timing: Cyberpunk 2077 received its path tracing and later DLSS updates as post-launch patches over roughly two years, while Control Resonant launched with the complete DLSS 4.5 suite already integrated.

What GPU do I need for 4K/60 with path tracing in Control Resonant?

According to TechSpot’s published requirements, hitting 4K at 60 FPS with path tracing and High settings requires an RTX 5080 with DLSS set to Performance mode. Tom’s Hardware’s independent testing found only the RTX 5090 consistently held 60 FPS at 4K under the heaviest tested settings.

Does Control Resonant support AMD FSR or Intel XeSS for path tracing?

The available announcements describe the path tracing update as built around NVIDIA’s RTX hardware and DLSS 4.5 stack, without confirming equivalent vendor-specific path tracing extras for AMD FSR or Intel XeSS in this release.

Elias Virtanen

Elias Virtanen

Cybersecurity Analyst

Elias Virtanen is the Cybersecurity Analyst at Tech Insider, bringing hands-on expertise from his background in penetration testing and security consulting. He previously worked as a security researcher at F-Secure in Helsinki, where he focused on threat intelligence and vulnerability disclosure. Elias covers ransomware trends, zero-trust architecture, and the evolving regulatory landscape including NIS2 and the EU Cyber Resilience Act. He holds a CISSP certification and an MSc in Information Security from Aalto University.

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