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DLDSR is not a universal 60-FPS limiter. In some games, enabling or selecting a DLDSR resolution causes the display mode to switch to 60 Hz, or causes the game to render at 60 FPS while the monitor remains at a high refresh rate. Those are different problems and require different fixes.

Start by checking both the monitor’s active refresh rate and the game’s frame rate. If the issue began after a driver update, switching NVIDIA scaling from Display to GPU and rebooting is the most important first fix.

First determine whether the problem is 60 Hz or 60 FPS

Refresh rate is measured in hertz (Hz); rendered performance is measured in frames per second (FPS). A game can be limited to 60 FPS while the monitor remains at 144 Hz, or the monitor can actually switch to 60 Hz even when the game has no frame-rate cap.

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What you observe Likely problem
Windows or the monitor’s on-screen display reports 60 Hz Display-mode, timing, scaling, VRR, or fullscreen problem
The monitor remains at 120/144/165/240 Hz but the game stays at exactly 60 FPS V-Sync, a frame limiter, or an engine-level cap
Higher refresh options disappear only at a DLDSR resolution Resolution-specific timing, bandwidth, EDID, or scaling limitation

Check the active mode in Windows Settings → System → Display → Advanced display, or use the monitor’s OSD. NVIDIA’s refresh-rate controls are under NVIDIA Control Panel → Display → Change resolution. Then compare that result with the game’s FPS counter.

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Why DLDSR can trigger the behavior

DLDSR renders the game above the monitor’s native resolution and downsamples the image back to the display. It is a driver-level feature associated with supported GeForce RTX hardware and Tensor Cores. Because it exposes a different resolution to Windows and the game, the driver or game may select a different display timing.

That timing may expose fewer refresh rates than the monitor’s native resolution. For example, a display could support 165 Hz at 2560×1440 but offer only 60 or 120 Hz at a DLDSR-created 3840×2160 mode. Connection bandwidth, EDID information, DSC, scaling behavior, aspect ratio, and the game’s fullscreen implementation can all affect the available modes. NVIDIA’s DLDSR description and support reference do not guarantee that every virtual resolution will expose every refresh rate in every title.

The official NVIDIA fix: use GPU scaling

NVIDIA documented a related issue beginning with Game Ready Driver 560.70, where some monitors exposed only the timings reported by their EDID at particular resolutions when scaling was performed by the display. NVIDIA’s recommended workaround is:

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  1. Open NVIDIA Control Panel.
  2. Select Adjust desktop size and position.
  3. Under Perform scaling on, choose GPU instead of Display.
  4. Click Apply.
  5. Reboot Windows.
  6. Retest the game and DLDSR resolution.

See NVIDIA’s support article for the 560.70 refresh-rate issue. This is the strongest official fix for the related class of problem, but it is not proof that every DLDSR-related 60-Hz symptom has the same cause.

Step-by-step troubleshooting

1. Test native resolution

Return the game to the monitor’s native resolution and select its normal high refresh rate. If native resolution works but DLDSR does not, the monitor is probably capable of high refresh and the problem is tied to the virtual mode, its timing, or the game’s handling of that mode.

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2. Check the exact DLDSR mode

In NVIDIA Control Panel → Change resolution, select the DLDSR resolution and check whether the desired refresh rate is available for that exact mode. If only 60 Hz appears, the game may not be able to use a higher rate through that timing. Test another DLDSR multiplier or use native resolution.

3. Set the desktop to the DLDSR resolution before launching

As a community-reported workaround, select the DLDSR resolution and desired refresh rate in NVIDIA Control Panel, apply it to the Windows desktop, and then launch the game. Some older titles inherit the desktop timing correctly this way. The drawback is that Windows text and applications may appear unusually small. Reports of this behavior are documented in the Guru3D discussion.

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4. Compare fullscreen modes

Test exclusive fullscreen and borderless fullscreen separately. Exclusive fullscreen is more likely to request a new display mode, while borderless usually inherits the desktop mode and can avoid some mode-switching bugs. Some older games expose their refresh-rate options only at startup.

5. Remove ordinary 60-FPS limits

If the monitor still reports a high refresh rate, temporarily check:

  • In-game V-Sync and FPS limits.
  • NVIDIA Control Panel → Manage 3D settings → Max Frame Rate.
  • NVIDIA App per-game settings.
  • RivaTuner Statistics Server or another external limiter.
  • Half-refresh V-Sync, which can produce 60 FPS on a 120-Hz display.
  • Engine-specific 60-FPS limits and recording or overlay software.

NVIDIA’s FrameView documentation treats frame-rate caps and monitor refresh rate as separate variables.

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6. Isolate the display setup

Temporarily test with one monitor. Disable VRR/G-SYNC, HDR, and DSC one at a time, then retest. These features are not universally incompatible with DLDSR, but they can complicate mode negotiation. Also test another connection, particularly DisplayPort if both the monitor and graphics card support the required resolution and refresh combination.

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7. Reset the game’s display configuration

Some games save a 60-Hz mode in a configuration file even after the driver exposes better options. Use the game’s reset-display option or rename its configuration file so the game recreates it. Back up the file first, and do not delete save data unnecessarily.

Which games are most vulnerable?

There is no definitive DLDSR compatibility list, but the problem is reported more often with:

  • DirectX 9 games and older DirectX 10/11 engines.
  • Titles with simplistic exclusive-fullscreen handling.
  • Games that choose their display mode only at startup.
  • Older Unity or proprietary engines.
  • Games with hard-coded 60-FPS assumptions.
  • Titles that handle non-native aspect ratios or virtual resolutions poorly.

Community reports have mentioned games including Dishonored, Prey, Alice: Madness Returns, Fallout 4, Skyrim Special Edition, and the Resident Evil remakes. These are reported examples, not proof of a universal defect in each game. Ultrawide users should also be cautious: a 16:9 DLDSR mode on a 21:9 display may expose different timings or scaling behavior. See the NVIDIA Developer Forum discussion.

Should you roll back the driver?

A rollback is reasonable when the issue started immediately after an update, affects several games, and native resolution works while DLDSR modes fail. Record the current driver version, test one known-good earlier version, and compare results. Do not assume one driver is universally best.

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Rollback is less useful when only one old game is affected. Community reports have associated certain Bethesda-game problems with newer drivers and cited rollback to 555.85, but this evidence is anecdotal and title-specific. See the reported example.

Advanced workarounds

DXVK

DXVK translates DirectX 9, 10, and 11 calls to Vulkan and has reportedly bypassed the behavior in some older games. It is unofficial and can affect rendering, launchers, overlays, mods, and anti-cheat systems. Use it only with offline or known-compatible titles, keep the original files, and avoid it in competitive multiplayer unless the game’s rules clearly permit it.

ForceFix

Community users report that ForceFix can force a refresh rate in some older DirectX 9 games. It is third-party software, not an NVIDIA feature. Verify its source and compatibility yourself; this guide does not recommend an unverified download.

CRU

Custom Resolution Utility can modify EDID data and exposed timings, but it can also cause a black screen or remove valid display modes. Treat it as a last resort. Keep the restart and recovery utilities available, change one timing at a time, and know how to reset the display configuration before experimenting.

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When DLDSR is not worth using

Use native resolution or another rendering-quality option if the required DLDSR mode offers only 60 Hz, causes repeated fullscreen failures, or costs too much performance for the visual improvement. A faster GPU will not repair a game’s hard-coded 60-FPS behavior, an EDID timing limitation, or a driver regression. Likewise, buying a new monitor is unnecessary if the current panel already supports the desired mode and a scaling or game-setting change resolves the issue.

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Decision tree

  • Monitor reports 60 Hz: check the exact DLDSR timing, switch to GPU scaling, reboot, test launch order, fullscreen modes, VRR, HDR, DSC, cables, and a single-monitor setup.
  • Monitor remains high refresh but the game is 60 FPS: check V-Sync, frame limits, RTSS, overlays, and engine restrictions.
  • Only one old game is affected: investigate its API, configuration, fullscreen behavior, and compatibility before changing drivers.
  • Several games broke after a driver update: test GPU scaling first, then consider a controlled driver rollback.
  • Only one DLDSR resolution fails: investigate bandwidth and resolution-specific EDID timings, or use another virtual resolution.

Frequently Asked Questions

Does DLDSR itself cap games at 60 FPS?

No. DLDSR is not documented as a universal 60-FPS limiter. It can cause a game to select a 60-Hz display mode, while separate V-Sync or frame-limit settings can produce a 60-FPS cap.

Can G-SYNC cause the problem?

VRR can complicate diagnosis, but G-SYNC is not universally incompatible with DLDSR. Temporarily disable VRR to isolate it.

Will a new DisplayPort cable fix it?

Only if the current connection cannot carry the required resolution and refresh combination. A cable will not fix a software-only mode-selection problem.

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Should I buy a new monitor or graphics card?

Not until you prove the existing hardware cannot expose the required DLDSR resolution at the desired refresh rate. Most cases should first be tested with scaling, game, and driver changes.

Is DXVK safe for online games?

Not automatically. DLL wrappers can conflict with anti-cheat systems. Reserve DXVK for offline or explicitly compatible games.

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