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If DLSS makes a game look soft or leaves trails behind moving objects, first identify which artifact you are seeing, then compare settings in the same scene and motion. Try a higher-quality DLSS mode, update the game and NVIDIA software, and turn DLSS off briefly to compare against native rendering or the game’s own TAA. If the problem persists only in one title, it may come from that game’s DLSS integration rather than a setting you can change as a player.
First identify what looks wrong
“Blurry” and “ghosted” describe different problems. A soft image can be visible even when the camera is still; ghosting is a trail or lingering image associated with something that has moved. Flicker or unstable edges can also show up during motion, while noise in a ray-traced effect may have a different cause. Identify the symptom before changing settings so you can tell whether a change actually helped.
- Soft or smudged detail: Fine textures, foliage, or other small details look indistinct, including when the camera is stationary. A lower-resolution input can leave the reconstruction with less source detail, but a game’s DLSS integration can also affect texture sharpness.
- Ghost trails: A moving character, object, or effect appears to leave a faint copy or streak behind it. Compare the same object during the same movement after changing one setting.
- Flicker or unstable detail: Edges or fine patterns appear to change or shimmer as the view moves. This is distinct from a uniformly soft image and may not respond to the same change.
- Noise in a ray-traced effect: If the problem is limited to a ray-traced reflection or other effect, do not assume DLSS alone caused it. Compare the same scene with DLSS disabled before drawing that conclusion.
Write down the game and version, output resolution, DLSS mode, and whether the artifact appears while stationary, during motion, or both. A short capture can help preserve a repeatable comparison, but keep the scene, camera position, and movement consistent between tests.
It also helps to note where the artifact appears. For example, check whether the whole image looks soft or only a particular texture, whether a trail follows one moving object or many, and whether flicker is limited to thin edges or fine patterns. These observations do not identify the cause by themselves, but they make it easier to compare modes and give a developer a specific report.
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Use a controlled comparison
Change one setting at a time. If you change the DLSS mode, resolution, graphics quality, and camera movement together, you cannot tell which change affected the image. NVIDIA notes that image quality varies with resolution, settings, and the way each game implements DLSS; there is no mode that is best in every title.
- Choose a repeatable scene. Use a view where the blur or trail is easy to see. Note the output resolution and the exact movement that reveals the problem.
- Record the current settings. Note the DLSS mode and any render-scale or upscaling setting the game exposes. Keep the rest of the settings unchanged for the first comparison.
- Capture the baseline. Observe fine detail while stationary, then repeat the same camera movement or in-game action. Include the relevant area long enough to see whether a trail persists.
- Change only the DLSS mode or input scale. Compare again from the same view with the same movement. Look separately at stationary detail, moving edges, trails, flicker, and frame rate.
- Test without DLSS. Compare native rendering or the game’s TAA or other upscaler, where available. Keep output resolution and the scene constant; this indicates whether the artifact is associated with DLSS in this title.
Do not treat a comparison between different scenes as proof that a setting fixed the image: lighting, effects, motion, and scene detail can all differ.
For a useful test, start with the settings that reproduce the problem rather than changing several options to what seems like an ideal configuration. Save or write down the original DLSS mode first, then make one adjustment and repeat the same camera movement. If the result is unclear, return to the original mode and check whether the symptom returns. This simple reversal helps separate a real change from differences in the scene or your viewing conditions.
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When comparing, look at the same part of the image at the same output resolution. First check a stationary view for fine texture detail. Then move the camera or observe the same object in motion to look for trailing and edge instability. Finally, note the frame rate. A mode that improves detail but reduces performance may be a worthwhile trade for one player and not another; the point is to identify the trade-off rather than assume that a sharper screenshot settles the question.
Try a higher-quality DLSS mode
Move one step toward a higher-quality option—for example, from Performance to Balanced, or from Balanced to Quality—and repeat the same comparison. A higher-quality mode generally uses a higher-resolution game render as input, giving reconstruction more source information, but it can cost performance. The visible difference and performance impact depend on the game and its implementation.
NVIDIA’s example for custom scaling through the NVIDIA app gives these input-resolution percentages:
| Mode | Input resolution in NVIDIA’s example |
|---|---|
| Quality | 67% |
| Performance | 50% |
| Ultra Performance | 33% |
These are example values from NVIDIA’s app-override guidance, not a guarantee that every game or version uses those exact ratios. The example does not establish a value for every mode, including Balanced. Use the options your game actually exposes, and treat any app override as available only for supported titles.
If moving to a higher-quality mode noticeably improves stationary detail, the lower input scale was likely contributing to softness. If trails remain about the same across modes, changing the scale may not address the cause. Record both image quality and frame rate: the sharper option may not be the right trade-off for your system or preference.
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Think of the mode change as a diagnostic test, not a guarantee. Super Resolution reconstructs the output from a lower-resolution game render, so a higher input resolution generally gives the reconstruction more pixel information to work with. A lower input resolution leaves less source detail to infer. NVIDIA’s guidance cautions that image quality also depends on output resolution, other settings, and the individual game’s implementation, so the same mode name does not promise an identical result across titles.
If your game exposes a render scale or the NVIDIA app offers a custom scaling override for that title, you can test a higher input scale in the same way. Do not assume the control exists for every game, or that an override will be applied simply because the app has the setting. Confirm that the title is supported, change only that control, and compare the same scene. If the game does not expose a relevant control, use its built-in DLSS modes instead.
Update the game and NVIDIA software
Install available updates for the game and the applicable NVIDIA driver and app, then repeat the controlled test. Game updates can change how a title integrates rendering features; driver and app updates can also affect feature availability. Menu names and supported controls vary by title and software version, so follow the options presented for your game rather than assuming every player has the same override.
If you want to test an NVIDIA app DLSS override, first confirm that the game appears as a supported title and that the feature is available in your app. NVIDIA’s release notes for the cited override feature specified GeForce Game Ready or Studio driver 572.83 WHQL or newer for that release. That is a requirement tied to that release, not a universal or necessarily current driver requirement for every override or game. Check the applicable release information for your installed software.
Do not replace a game’s DLSS DLL with an unofficial file as a generic troubleshooting step. It can change the game’s behavior without establishing what caused the artifact, and it is not the controlled comparison needed to diagnose a title-specific issue.
After updating, verify the mode and resolution again before judging the result. Updates can change available menus or supported features, and an app override may be absent for an unsupported title. If you cannot find the same control described in another guide, do not assume you have missed a universal menu; availability and wording depend on the title and software version.
Compare with native rendering or the game’s TAA
Turn DLSS off and compare the same scene at the same output resolution, using native rendering if available. If the title offers TAA or another upscaler, compare that option too. The purpose is not to prove that one technique is universally superior; NVIDIA notes that preferences vary with resolution, quality settings, and game implementation.
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- Stationary detail: Are textures and fine edges clearer, or do they remain soft?
- Stability during motion: Do edges and fine patterns flicker or change as the view moves?
- Trails: Does a moving object leave a visible after-image?
- Performance: What happens to frame rate when you switch modes or turn up the input scale?
TAA and other options can have their own ghosting or flicker. If an artifact also appears with DLSS disabled, it is not evidence that DLSS alone is responsible. Conversely, if the issue appears only with DLSS in one game under a repeatable test, that is useful evidence about that game—not proof that every DLSS title has the same problem.
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Use the comparison to answer a narrower question: does the symptom change when DLSS is enabled in this particular game and scene? Native rendering, TAA, or another upscaler may produce different trade-offs, and the alternative can also show trails or unstable detail. Keep the conclusion specific to the conditions you tested. For example, report that a trail appears with a particular DLSS mode at a stated output resolution and is less visible with DLSS off, rather than declaring that DLSS always causes ghosting.
When a setting change does not fix it
Some causes sit inside the game’s rendering integration, not in a player-facing menu. NVIDIA’s Streamline SDK 2.4 identifies inaccurate motion vectors as a possible contributor to ghosting. It also identifies improper exposure as a possible cause of ghosting and flicker, missing mip-map bias as a cause of blurry or smudged textures, and placing DLSS after post-processing as a potential source of image artifacts. These are integration variables for developers; players generally cannot correct the game’s internal buffers or processing order themselves.
NVIDIA’s SDK says, “Without this, textures will look blurry, smudgy, or low resolution.” The warning refers specifically to setting mip-map bias when DLSS is enabled. It is not a general statement that every blurry DLSS image has that cause.
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NVIDIA’s 2021 DLSS 2.3 article described changes intended to use motion vectors more effectively, including improvements to object detail in motion, particle reconstruction, ghosting, and temporal stability. That is historical model context, not a guarantee about the result in every current game or DLSS implementation.
The distinction matters when deciding what to do next. A mode or render-scale change is a player-side test that may help when the input resolution is contributing to softness. A repeatable trail that remains across modes may instead point to a title-specific integration problem, but it does not establish which internal variable is responsible. Motion vectors, exposure, texture mip-map bias, and processing order are developer-side considerations—not separate toggles a player should expect to find in the graphics menu.
Similarly, flicker should not automatically be treated as the same problem as ghosting. NVIDIA’s SDK lists improper exposure as a possible contributor to both ghosting and flicker, while inaccurate motion vectors are associated with ghosting. These are possible integration factors, not a diagnosis of an individual title. A player can document when the symptom appears and compare modes; the developer can investigate the underlying implementation.
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Report a repeatable title-specific problem
If ghosting remains across DLSS modes, or soft textures persist after testing the available settings, send the game developer evidence they can reproduce. Include:
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- The game name and version, output resolution, and DLSS mode.
- Your NVIDIA driver and app versions, if applicable.
- The scene and the movement that reveals the issue.
- A short capture comparing the affected DLSS setting with DLSS off or another available upscaler.
- Whether the issue is stationary softness, motion trails, flicker, or noise limited to a particular effect.
A clear comparison helps distinguish an issue that follows DLSS in one title from an artifact that also appears in the game’s other rendering modes. NVIDIA’s integration guidance can identify plausible developer-side causes, but it cannot diagnose a specific game without title-specific evidence.
Make the comparison easy to interpret: keep the same output resolution and scene, use the same movement, and show the two rendering options clearly. If the symptom only appears during movement, include enough of that movement to show the trail rather than only a still frame. State which mode produced each capture and whether the issue was present while the camera was still. Include the software versions you recorded, but avoid claiming that a particular SDK issue is the cause unless the game developer confirms it.
If the symptom appears only in one title, report it to that game’s developer with the title-specific details. If the same sort of artifact appears in another game, keep the cases separate: different games can implement DLSS differently, and one comparison does not prove the same underlying cause across multiple titles.
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Start with game settings, supported app or driver updates, and a controlled comparison. The evidence for these symptoms points to the render mode, software support, or a game’s integration; it does not establish that buying a different monitor, replacing a display cable, or adding capture hardware fixes DLSS artifacts. A capture is useful as diagnostic evidence, but capture hardware is not itself a DLSS repair.
That means you do not need to start by buying a GPU, display, cable, or capture card to investigate a blurry or ghosted image. First find out whether the issue changes with a higher-quality mode, a supported input-scale override, an update, or DLSS disabled. A hardware purchase is not supported as a general fix for a title-specific rendering artifact, and no exact upgrade can be recommended without knowing the game, system, and symptom.
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- Record the game and version, output resolution, current DLSS mode, and the driver and app versions.
- Decide whether the symptom is stationary softness, a trail during motion, flicker, or noise limited to a ray-traced effect.
- Repeat the same scene and camera movement, changing one setting at a time.
- Try the next higher-quality DLSS mode and note both detail and frame rate.
- Update the game and applicable NVIDIA software; verify any app override is supported for the title.
- Compare the same scene with DLSS off, native rendering, TAA, or another option if available.
- If the issue remains specific to one game, send the developer a short, labeled comparison and the settings and versions used.
This sequence is designed to separate a setting-dependent change from a symptom that persists across options. It cannot reveal a game’s internal implementation from a player-side test alone, but it gives you a repeatable way to decide whether to change a mode, keep your preferred trade-off, or report a likely title-specific issue.
Frequently Asked Questions
Why does DLSS look blurry?
DLSS Super Resolution reconstructs the output image from a lower-resolution game render, so a lower input resolution gives it less source information. A higher-quality mode may improve detail, but image quality also depends on output resolution, settings, and the game’s implementation. Soft or smudged textures that persist across modes can also be related to the game’s integration.
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Compare a higher-quality DLSS mode and DLSS-off rendering in the same scene with the same movement. If trails remain across DLSS modes but not with DLSS disabled, document the title, resolution, mode, software versions, and a short comparison capture for the game developer. In NVIDIA Streamline SDK 2.4, inaccurate motion vectors and improper exposure are listed as possible integration contributors; players generally cannot correct those internal values themselves.
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Which DLSS mode should I use?
There is no universally best mode. Test the modes your game offers in the same scene and compare stationary detail, motion stability, trails, flicker, and frame rate. A higher-quality mode generally uses a higher-resolution input and can improve detail, but it may cost performance, and results vary by game.
Is DLSS Quality always 67% input resolution?
No. NVIDIA’s app-override example gives Quality as 67%, Performance as 50%, and Ultra Performance as 33% input resolution. These are example values for that guidance, not guaranteed ratios for every game or software version. Use the modes and controls actually supported by your title.
Can I fix blurry textures by changing a setting in the NVIDIA app?
You can test a supported DLSS override or higher input scale if the title is listed and the feature is available in your app. Support and menus vary. NVIDIA’s release notes for the cited override feature specified GeForce Game Ready or Studio driver 572.83 WHQL or newer for that release; check the applicable requirements for your installed software. A missing mip-map bias is a developer-side integration issue, not a player-facing app adjustment.
Should I replace the game’s DLSS DLL to fix ghosting?
No. Replacing a game DLL with an unofficial file is not a general fix and does not establish the cause of the artifact. Start with supported game and software updates and controlled comparisons; report persistent title-specific symptoms to the developer.
Does TAA avoid ghosting if DLSS causes it?
Not necessarily. TAA and other options can also produce ghosting or flicker. Compare them in the same scene and treat the result as specific to that title and setting, rather than assuming one technique is always better.
Should I buy a new monitor, cable, or capture card?
The troubleshooting guidance does not support those purchases as fixes for DLSS blur or ghosting. A short capture can help document the symptom, but capture hardware is not itself a DLSS repair. Test settings, supported software updates, and alternative rendering modes first.
The Bottom Line
For blurry or ghosted DLSS images, identify the artifact and compare one change at a time in the same scene. Try a higher-quality mode, update the game and supported NVIDIA software, and test native rendering or TAA. If the issue remains specific to one title, capture a repeatable comparison and report it to the developer; the underlying cause may be in the game’s integration rather than a player-accessible setting.
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