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In 2024, Nvidia’s DLSS 3.8.10 cut legacy presets and reportedly halved the DLL size

Nvidia’s DLSS 3.8.10 was a November 2024 Super Resolution runtime that reportedly retained only Presets E and F and reduced the DLL from roughly 50 MB to 23.7 MB. Here’s what changed, what it means for image quality, and why most players do not need to replace their game files.
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DLSS 3.8.10 was a November 2024 runtime release, not Nvidia’s current latest DLSS version. The Super Resolution DLL shipped with GeForce Game Ready driver 566.14 reportedly retained only Preset E and Preset F, removing access to Presets A through D. Third-party examination also measured the DLL at about 23.7 MB, versus roughly 50 MB for the previous version—an approximate 52.6% reduction.

What changed in DLSS 3.8.10?

Reports published on November 13, 2024 found that Nvidia’s DLSS 3.8.10 Super Resolution runtime contained two active preset profiles: Preset E and Preset F. Presets A, B, C, and D were reportedly removed from that DLL, while Preset G was listed as unused.

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The change was associated with Nvidia’s GeForce Game Ready 566.14 driver. The preset findings and mappings came from third-party inspection and specialist reporting rather than an obvious Nvidia release note confirming every detail.

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Preset Status in the reported 3.8.10 DLL Reported mapping or use
A Removed Performance, Balanced, Quality
B Removed Ultra Performance
C Removed Performance, Balanced, Quality
D Removed Performance, Balanced, Quality
E Retained Performance, Balanced, Quality
F Retained Ultra Performance and DLAA
G Listed as unused No normal consumer use established

“Removed” means unavailable in this particular runtime, not erased from Nvidia’s entire DLSS history. It also does not mean every DLSS component or every later DLL has only two presets.

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What are DLSS presets?

DLSS presets are internal or developer-facing model and profile choices that affect how Super Resolution processes temporal information. Their behavior can influence fine detail, ghosting, motion stability, shimmer, disocclusion handling, and the way particles or transparency are reconstructed.

A preset is not the same thing as a DLSS mode. Quality, Balanced, Performance, and Ultra Performance describe the rendering scale selected by the game. DLAA uses the DLSS model for anti-aliasing at native resolution rather than upscaling. The preset determines model behavior within that implementation; the mode determines how much the image is being reconstructed.

What do Presets E and F do?

According to the reported mapping, Preset E became the standard profile for Performance, Balanced, and Quality modes. Preset F was assigned to Ultra Performance and DLAA.

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Specialist coverage described Preset E as offering improved image stability, better detail retention, and less ghosting than older alternatives in many situations. Nvidia reportedly introduced the E profile with DLSS 3.7.0 in August 2024, before the 3.8.10 cleanup.

That does not make E universally superior in every game. DLSS quality depends heavily on the game’s integration, including the accuracy of motion vectors, depth information, exposure data, and reactive masks. Camera movement, foliage, particles, animation, transparency, and the selected output resolution can all change the result.

Why did the DLL become more than 50% smaller?

The reported 3.8.10 DLL measured approximately 23.7 MB, compared with roughly 50 MB for the previous version. Using those figures:

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(50 - 23.7) / 50 × 100 ≈ 52.6%

That makes “about 52% smaller” a reasonable calculation from the reported file sizes. The exact percentage can vary depending on whether decimal or binary megabytes are used, whether the files are compressed, and which earlier build is selected for comparison.

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The most likely explanation is that Nvidia removed redundant legacy profile or model data and standardized supported modes around newer profiles. That is a strong inference from the smaller file and reduced preset selection, not a publicly documented Nvidia explanation.

A smaller DLL can reduce distribution size and potentially simplify storage, patching, and memory handling. It does not prove that DLSS renders frames faster. Upscaling performance depends on the active model, GPU architecture, internal render resolution, and the game’s implementation. No performance improvement should be inferred from the file-size reduction alone.

Does DLSS 3.8.10 improve image quality?

It may improve image quality in some games and scenes, but the change is not guaranteed. If a game uses Preset E instead of an older profile, players may see steadier fine detail or less temporal smearing. However, a newer preset cannot compensate for missing or incorrect motion vectors, poor disocclusion data, unstable exposure information, or an integration that mishandles particles and transparency.

Image quality is the result of at least five factors:

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  1. Preset selection: the model behavior used by the runtime.
  2. DLSS mode: Quality, Balanced, Performance, Ultra Performance, or DLAA.
  3. Game integration: motion vectors, depth, exposure, and reactive-mask data.
  4. Runtime version: the specific nvngx_dlss.dll used by the game.
  5. Resolution and hardware: a result that looks good at 4K may not look the same at 1080p or at a lower internal resolution.

There is therefore no universal “E is better” rule. The practical result can vary by title, scene, display resolution, and the artifacts a player finds most distracting.

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Will ordinary players notice?

Usually, no immediate action is required. Most players do not interact directly with DLSS DLL versions or preset values, and the file becoming smaller does not itself change the rendered image.

A visible difference requires the game to use a runtime with the relevant model or preset behavior. Players may notice changes when:

  • they compare two DLL versions in the same game;
  • they use an enthusiast utility such as DLSSTweaks to expose hidden options;
  • the developer updates the game’s bundled DLSS runtime;
  • they are particularly sensitive to ghosting, foliage shimmer, particles, or fine moving detail;
  • the game previously used a legacy preset and now uses E or F.

Does every game automatically use DLSS 3.8.10?

No. A newer DLSS DLL included with a driver does not necessarily replace the copy installed with every game. Many PC games ship their own nvngx_dlss.dll, and the developer controls when that file is updated.

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This is why a player can install a newer Nvidia driver while a particular game continues using an older DLSS runtime. The driver version, the game’s bundled DLL, and the DLSS SDK used during integration are related but separate pieces of software.

Should you manually replace a game’s DLSS DLL?

For offline experimentation, experienced enthusiasts sometimes replace a game’s Super Resolution DLL after making a backup. It is not a universal upgrade path, and it is a poor choice for casual troubleshooting or protected online games.

Nvidia’s DLSS research page explains that replacement research DLLs may be compatible with some DLSS 2.x SDK applications without rebuilding, but warns that anti-cheat or DRM systems may require allow-listing. Nvidia also states that its research DLLs do not support signed Windows Store applications. This is compatibility information, not an endorsement of modifying commercial online games.

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If you experiment with an offline title, use this cautious process:

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  1. Find the game’s existing nvngx_dlss.dll.
  2. Back up the original file somewhere outside the game directory.
  3. Use only a replacement from a reputable source and verify that it is the Super Resolution DLL.
  4. Do not confuse Super Resolution with the separate Frame Generation or Ray Reconstruction libraries.
  5. Test the replacement in an offline or non-competitive game.
  6. Restore the original if the game crashes, loses its DLSS option, refuses to start, or fails an integrity check.

Do not use DLL replacement to bypass anti-cheat protections. A game may reject the file, restore its original version, or make troubleshooting harder because the installation no longer matches the developer-tested configuration.

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DLSS 3.8.10 is not the same as the current DLSS ecosystem

Several version labels are easy to conflate:

  • DLSS 3.8.10: the historical Super Resolution runtime discussed in the 2024 report.
  • GeForce driver 566.14: the driver package associated with that report.
  • DLSS SDK versions: developer software releases with their own numbering and feature history.
  • Frame Generation: a separate DLSS component and DLL.
  • Ray Reconstruction: another separate component with separate model and preset behavior.
  • Game or enthusiast overrides: settings that may alter which profile a compatible title requests.

Nvidia’s public DLSS release history lists later SDK releases in the 310.x series, including DLSS SDK 310.6.0. That chronology matters: 3.8.10 was a notable 2024 runtime release, but it should not be described as Nvidia’s latest overall DLSS software in 2026.

What the change means

For Nvidia RTX players, the practical effect is limited unless a game actually uses the 3.8.10 runtime or the player deliberately compares or overrides presets. The smaller DLL primarily represents a packaging and profile-cleanup change, not evidence of a frame-rate boost.

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For developers, the reported cleanup points toward fewer legacy profiles to maintain and more consistent defaults across common DLSS modes. For modders and image-quality testers, it reduces the number of choices available in that specific DLL and may remove profiles that produced preferable results in an individual title.

The safest conclusion is therefore narrow: DLSS 3.8.10 reportedly consolidated Super Resolution around Presets E and F and reduced the runtime’s file size by roughly 52.6%. It may deliver better temporal behavior in some cases, but neither universal image-quality gains nor automatic game-wide adoption follows from that change.

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