Nvidia’s DLSS 4.5 Preset L offers improved image stability and quality at 4K ultra performance mode, particularly reducing aliasing and flickering on vegetation, but struggles with increased ray tracing noise and is less effective on older GPUs or lower resolutions like 1440p. While it represents a step forward over Preset M, compatibility issues with in-game denoisers and visual artifacts mean users are generally better off using performance or balanced presets until further improvements are made.
The video reviews Nvidia’s DLSS 4.5 Preset L, which is designed for ultra performance mode upscaling, contrasting it with Preset M that targets performance mode. Preset L operates with a much lower internal resolution (e.g., 720p for 4K output) compared to Preset M (1080p for 4K output), making its task more challenging due to fewer input pixels. This results in higher GPU costs, with Preset L being significantly slower on older GPUs like the RTX 3070. Nvidia recommends using Preset L on newer hardware for ultra performance mode, while Preset M suits performance mode better. Users, however, can manually switch between presets regardless of mode.
In terms of image quality, Preset L and M perform similarly in many areas, such as particle rendering and thin wire elements, with no major improvements in these respects when using Preset L. However, Preset L shows clear advantages in stabilizing aliasing and flickering issues on vegetation in games like Horizon Forbidden West and Silent Hill 2, eliminating the pixel popping and aliasing flicker seen with Preset M. Despite these improvements, both presets share a common problem with increased ray tracing noise and reflections compared to previous DLSS versions, which seems linked to interactions with in-game denoisers.
Interestingly, the reviewer discovered that disabling the in-game ray tracing denoiser can yield better visual results with Preset M and L, reducing noise and improving reflection clarity. This suggests that DLSS itself can sometimes outperform native game denoisers, but also highlights that Preset M and L currently have compatibility issues with standard denoising processes, which complicates their plug-and-play usability in many titles. The reviewer emphasizes that ideally, DLSS presets should work seamlessly without requiring developers to adjust post-release.
When tested at 4K ultra performance mode, Preset L maintains decent image quality despite the aggressive 9x upscaling, though it results in softer images and less detailed edges compared to performance mode. Some games, like Horizon Forbidden West, apply forced sharpening that can introduce artifacts, but generally, Preset L performs well at this resolution except in ray-traced scenes where noise and boiling effects remain problematic. At 1440p, however, ultra performance mode with Preset L becomes less viable due to extremely low internal resolutions (around 480p), resulting in more visible ghosting, aliasing, and compatibility issues with game effects like ambient occlusion and water reflections.
In conclusion, Preset L offers some improvements over Preset M, particularly in image stability on vegetation and overall image quality at 4K ultra performance mode on modern GPUs. Nevertheless, it struggles with ray tracing noise and is less suitable for older GPUs or lower resolutions like 1440p due to various visual artifacts and game engine incompatibilities. The reviewer recommends sticking to performance or balanced modes with presets like K or M for better stability and compatibility, while encouraging users to experiment with Preset L if desired. Overall, Preset L is a step forward but still has limitations that Nvidia and developers need to address.