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NVIDIA DLSS 3.7.0 Added Preset E for Better Image Quality—But DLL Updates Aren’t Enough

NVIDIA DLSS 3.7.0 added Preset E, which can improve motion clarity and reduce ghosting in some games. Here’s why updating the DLL alone may not be enough—and how to test it safely in 2026.
Length8 min Posted Quest giverVGSources Team
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Yes, NVIDIA DLSS 3.7.0 introduced a new image-quality preset called Preset E. Independent testing associated it with less ghosting, clearer motion, and more stable fine detail in some games. However, replacing a game’s DLSS DLL does not guarantee that Preset E is active.

There is also an important date correction: DLSS 3.7.0 was released in 2024. As of 2026, NVIDIA’s newer DLSS 4.5-era transformer models and Recommended presets are the more current technology. NVIDIA’s DLSS release history provides the version context.

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What changed in DLSS 3.7.0?

DLSS 3.7.0 was primarily an SDK and runtime update rather than a completely new rendering technology. Its most notable change for image quality was the addition of Preset E, which NVIDIA described as a new preset for image-quality improvement.

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The release also covered updates affecting separate DLSS components, including:

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  • Super Resolution, which reconstructs a higher-resolution image from a lower-resolution input;
  • Frame Generation;
  • Ray Reconstruction; and
  • Alpha Upscale Support, which may require game-side integration rather than working automatically in an existing title.

These components should not be treated as interchangeable. Updating a Super Resolution DLL does not automatically update or improve Frame Generation or Ray Reconstruction.

See NVIDIA’s official DLSS release notes.

What is Preset E?

A DLSS preset changes how the reconstruction model processes spatial and temporal information. The goal is not simply to make the image sharper; the preset also affects how the image behaves across frames while the camera or objects move.

Earlier NVIDIA technical documentation explains that different presets are intended for different image-stability, motion, input-resolution, and game-content conditions. Preset E became notable because testing suggested it could offer a useful balance between still-image detail and motion stability.

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Reported benefits in particular games and scenes included:

  • less visible ghosting behind moving objects;
  • less smearing during camera movement;
  • more stable foliage, hair, wires, and fine geometry;
  • improved temporal stability; and
  • clearer moving detail.

Those are observed results, not a universal NVIDIA guarantee. The outcome depends on the game’s motion vectors, input resolution, DLSS mode, sharpening, transparencies, ray-tracing settings, and the quality of the game’s DLSS integration.

NVIDIA’s developer explanation of DLSS presets provides more context on why preset behavior varies by content and mode.

DLSS version, preset, mode, and feature are different things

Much of the confusion around DLSS 3.7.0 comes from treating several separate settings as one.

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Term Meaning
DLSS SDK version The developer-facing release, such as 3.7.0.
DLSS DLL version The runtime library a game loads. It can sometimes be replaced independently of the game.
DLSS preset The model behavior or profile being used, such as Preset E.
DLSS mode Quality, Balanced, Performance, Ultra Performance, or DLAA.
DLSS feature Super Resolution, Frame Generation, Ray Reconstruction, or DLAA.
Native integration The implementation and configuration shipped by the game developer.
NVIDIA App override A supported driver/application-level setting that can change DLSS behavior without directly editing game files.

Changing one of these does not necessarily change the others. A game may load a newer DLL while continuing to use its existing preset selection, for example.

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Does installing DLSS 3.7.0 automatically enable Preset E?

Not necessarily. Some contemporary reports suggested that Preset E became a default for certain modes in newer libraries, but community testing also found games that continued using an older or different preset after their DLL was replaced.

The active behavior can depend on:

  • the preset selected by the game’s integration;
  • the particular DLSS mode;
  • a driver or NVIDIA App profile;
  • whether the game bundles or protects its DLL;
  • whether a configuration override is supported; and
  • whether a game update has overwritten the replacement file.

Therefore, “the game now has DLL version 3.7.0” and “the game is using Preset E” are separate claims. A diagnostic overlay may help verify the active preset, but not every game exposes one. Community testing of Preset E reported cases where an explicit override was needed.

Which games can benefit?

Contemporary comparisons frequently used Cyberpunk 2077 and Horizon Forbidden West, particularly at 1440p and 4K. Other discussions mentioned Dragon’s Dogma 2, Watch Dogs: Legion, and The Outer Worlds: Spacer’s Choice Edition.

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In those comparisons, differences were most likely to appear in foliage, hair, fine geometry, and other moving detail. A still screenshot may show a sharper image, but motion testing is more important because many DLSS artifacts only become visible as the camera or objects move.

These examples are not a compatibility guarantee. Games with incomplete motion vectors, unusual transparency effects, aggressive sharpening, or weak DLSS implementations may show little improvement—or may expose different artifacts after the change.

What Preset E cannot fix

Preset E is not a universal repair for every image-quality problem. It cannot correct:

  • an input resolution that is too low for the chosen DLSS mode;
  • poor or missing motion-vector data;
  • disocclusion errors;
  • unstable particles and transparencies;
  • animation or geometry problems;
  • excessive in-game sharpening;
  • temporal artifacts caused by the engine or another anti-aliasing system;
  • Frame Generation artifacts; or
  • Ray Reconstruction artifacts.

Ray Reconstruction should be tested separately from Super Resolution. It changes the reconstruction of ray-traced lighting, whereas Preset E concerns DLSS image reconstruction behavior. A user should not assume that a visible improvement in one feature applies automatically to the other.

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How to try Preset E safely

1. Start with the official game update

  1. Check the game’s patch notes or launcher for a DLSS update.
  2. Install the current NVIDIA driver.
  3. Leave the game’s native DLSS configuration unchanged at first.
  4. Compare the same scene before and after the official update.
  5. Record the DLSS mode, resolution, Frame Generation state, Ray Reconstruction state, and sharpening setting.

This is the safest route because the developer’s tested DLL and integration remain intact.

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2. Use an NVIDIA App override where supported

On supported NVIDIA App builds, the general path is:

  1. Open NVIDIA App.
  2. Go to Graphics.
  3. Select the game under program settings.
  4. Open the available DLSS override controls.
  5. Choose the available Super Resolution model or preset.
  6. Revert to Use the 3D application setting if the game becomes unstable.

Labels vary between NVIDIA App versions. Older documentation refers to DLSS Override – Super Resolution and “Latest,” while newer NVIDIA material uses Model Presets and Recommended. Do not assume every game or driver exposes the same options. NVIDIA’s DLSS override documentation explains the supported approach.

Where available, NVIDIA App custom scaling can range from 33% to 100%. NVIDIA’s commonly documented examples are approximately 67% for Quality, 50% for Performance, and 33% for Ultra Performance. Changing the input scale can have a larger visual effect than changing a preset.

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3. Replace the DLL only if you can restore it

Advanced users can use utilities such as DLSS Swapper to manage and restore alternate DLSS libraries. Before making a change:

  • back up the original DLL;
  • record its version;
  • change one variable at a time;
  • keep the game’s original files available;
  • verify the game files if troubleshooting becomes necessary; and
  • confirm that the replacement belongs to the correct DLSS feature.

Super Resolution, Frame Generation, and Ray Reconstruction use different runtime components. One feature’s DLL must not be treated as a replacement for another.

Anti-cheat, DRM, and update risks

Manual DLL replacement is not guaranteed to be safe in competitive or anti-cheat-protected games. A modified or unexpected file may cause a launch failure, trigger an integrity check, or violate a game’s rules. Do not use a replacement DLL in an online title unless the developer and relevant anti-cheat policy clearly permit it.

Game updates can also restore the original DLL, reset configuration files, or change the supported DLSS integration. Treat manual overrides as temporary experiments rather than permanent upgrades.

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Troubleshooting

The game still looks the same

Check whether the game actually loaded the replacement DLL, whether Preset E is active, and whether the visible artifact comes from Frame Generation, Ray Reconstruction, sharpening, TAA, or the game engine instead.

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The image is sharper but less stable

Try a higher-quality DLSS mode, reduce sharpening, and test moving foliage or fine geometry rather than relying on a single still frame. The title may have motion-vector limitations that Preset E cannot solve.

The game crashes after the change

  1. Restore the backed-up DLL.
  2. Disable the NVIDIA App or other override.
  3. Verify the game files through its launcher.
  4. Test without Frame Generation or Ray Reconstruction.
  5. Check the game’s anti-cheat and DRM requirements.

Preset E is unavailable

The title may not support the required integration, the NVIDIA App or driver may not expose the option, or you may be looking at the wrong DLSS feature. Preset controls for Super Resolution do not imply controls for Frame Generation or Ray Reconstruction.

Is Preset E still worth using in 2026?

For an older game that ships with an outdated DLSS integration, Preset E can still be worth testing—especially if moving foliage, hair, or fine geometry shows obvious smearing or ghosting.

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For a game supported by newer NVIDIA transformer models, test the current native or NVIDIA App Recommended option first. NVIDIA’s later DLSS 4.5 material describes newer transformer models and model presets including K, L, and M. Read NVIDIA’s DLSS 4.5 overview.

Preset E also does not replace the need to choose an appropriate DLSS mode. Quality generally preserves more input detail than Balanced or Performance, while DLAA may produce a cleaner image in some scenes at the cost of the performance benefit provided by upscaling. A sharper preset cannot compensate for an input resolution that is simply too low.

How to compare it properly

Use the same game version, GPU, driver, resolution, camera position, lighting settings, DLSS mode, sharpening, and Frame Generation state. Capture both still images and short motion clips. Record:

  • the active DLL version;
  • the active preset, if the game exposes it;
  • frame rate and frame-time data;
  • Ray Reconstruction and Frame Generation status; and
  • any changes made through NVIDIA App or a third-party utility.

Compare difficult areas such as foliage, fences, hair, particles, and distant geometry while moving the camera. A change that looks impressive in a paused screenshot may be less useful during gameplay, and a small still-image difference may correspond to a meaningful reduction in motion smearing.

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Verdict

DLSS 3.7.0’s Preset E was a meaningful image-quality update, and testing showed why it attracted attention: some games gained clearer motion and more stable fine detail with fewer visible reconstruction artifacts. But it was never a universal one-click upgrade.

Update the game officially when possible, use NVIDIA App controls where supported, and treat DLL replacement as an advanced reversible experiment. Most importantly, verify the active preset rather than assuming that a newer DLL changed the game’s behavior. In 2026, also compare Preset E against the newer Recommended transformer models before deciding that the older preset is the best option.

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