Nvidia DLSS Presets, Profiles & Overrides - What Are The Best Options?

The video explains that Nvidia’s DLSS technology is complex due to multiple versions, presets, and game-specific implementations, and recommends always using the Nvidia app’s “latest” preset for optimal performance and simplicity. It emphasizes that DLSS features like Frame Generation and ray reconstruction are managed differently, often on a per-game basis, and that relying on the latest app settings ensures users benefit from the most up-to-date optimizations.

The video discusses the complexities and nuances of Nvidia’s DLSS (Deep Learning Super Sampling) technology, especially with the recent introduction of overrides via the Nvidia app. The host emphasizes that DLSS can be confusing due to multiple versions, presets, and game-specific implementations. They recommend always using the latest preset in the Nvidia app, as this ensures you are utilizing the most up-to-date settings and optimizations, rather than manually selecting older presets or version numbers that can be misleading.

The host explains that DLSS versions, such as DLSS 3 and DLSS 4, are distinguished by their version numbers and presets. For instance, DLSS 3.0.2.1 might still be considered DLSS 3, but its specific preset (like E, J, or K) determines its features and performance. The newer DLSS Frame Generation (FG) introduced in DLSS 3 is discussed, with clarification that the FG model’s preset letters (if any) relate to different features like VRAM savings. They note that the FG model itself, especially the non-MFG version, doesn’t necessarily have preset letters and that community assumptions about these labels may be mistaken.

The conversation touches on the importance of using the Nvidia app to select presets rather than manual tweaks, as the app’s “latest” option will automatically pick the most appropriate and updated preset. The host highlights that even games released with older DLSS versions, like The Last of Us Part Two, may still ship with older presets (like E) despite having newer version numbers. They also clarify that the FG model’s presets are more about the underlying model used rather than explicit preset labels, and mixing models is generally not advantageous.

Regarding ray reconstruction, the host mentions that this feature is likely not adjustable via the Nvidia app’s overrides, as it is probably managed on a per-game basis. They note that current tweakable options include SR (Super Resolution) and FG settings, but ray reconstruction remains a game-specific parameter. They also express a desire for a more streamlined control panel that could universally apply the latest DLSS preset across all games, but acknowledge that such a feature depends on Nvidia’s driver whitelisting and profile management.

In conclusion, the host advises viewers to rely on the Nvidia app’s “latest” preset setting for simplicity and optimal results, rather than manually selecting older presets or version numbers. They suggest that this approach minimizes confusion and ensures the best image quality and performance, especially as DLSS continues to evolve with new versions and features. Overall, sticking to the latest app settings and updates is the recommended strategy for most users.