To reduce graphics-memory pressure, first try a more aggressive DLSS Super Resolution mode—such as Performance instead of Quality—if your game offers it. This lowers the input resolution used to reconstruct the image, but NVIDIA does not promise a fixed VRAM saving from changing modes. If Frame Generation is enabled, check whether the game or NVIDIA App offers a newer supported model: NVIDIA reports that its newer model uses less VRAM than its predecessor, though the measured saving depends on the game and settings.
The right setting depends on the game, GPU, resolution, current options, and how much image softness you will accept. Treat each mode as an option to test rather than a guaranteed memory fix. Super Resolution scaling ratios and Frame Generation memory claims describe different things, so it is important not to mistake one for the other.
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Change DLSS Super Resolution in the game first
DLSS Super Resolution renders the game at a lower input resolution and reconstructs the requested output resolution. A lower input resolution can reduce the rendering workload, making a more aggressive mode a reasonable setting to test when VRAM pressure is a problem. The input-resolution percentage is not a measurement of VRAM saved: NVIDIA publishes scaling ratios, not a guaranteed memory reduction for each mode.
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Begin with the game’s own graphics or video menu because DLSS support is normally enabled there. The menu may call the relevant section upscaling, reconstruction, or NVIDIA DLSS. Names, locations, and available modes vary; do not assume that every title offers the same controls. Before changing anything, note the selected mode and the output resolution so that you can compare the result and return to the previous setting if needed.
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- Open the game’s graphics or video settings. Look for an upscaling, reconstruction, or NVIDIA DLSS section. The menu name and location vary by game.
- Confirm that DLSS Super Resolution is enabled. If the game offers named modes, note the current one before changing it.
- Try Performance if Quality is selected and memory pressure continues. If the game offers Ultra Performance, it is a more aggressive option to test, but it may make the image less clear.
- Apply the change and compare in the same scene. Keep the resolution and other graphics settings unchanged for the comparison, then decide whether the memory behavior improves enough to justify the image-quality trade-off.
NVIDIA’s published scaling examples are:
| DLSS Super Resolution setting | Input resolution | How to use it as a comparison |
|---|---|---|
| Quality | 67% | Higher input resolution than Performance or Ultra Performance; it may preserve more detail, but is not a stated VRAM target. |
| Performance | 50% | Lower input resolution than Quality; a practical next setting to test when pressure remains. |
| Ultra Performance | 33% | The lowest of these published input-resolution examples; assess image clarity carefully. |
These percentages describe input resolution, not a percentage reduction in VRAM use. For example, Performance’s 50% figure does not mean that the game will use 50% less video memory. The amount of memory used in your game is not established by the scaling ratio alone, and NVIDIA’s published figures do not supply a universal megabyte saving for each Super Resolution mode.
Use the modes as a progression rather than assuming that the lowest input resolution is automatically the best choice. If Quality is selected and you still want to test a lower input resolution, try Performance first. If the game offers Ultra Performance and you want to test a still lower input resolution, compare it in the same scene. If either change makes the image too soft for your preferences, move back toward a higher input resolution. NVIDIA’s scaling figures establish the relative input resolutions; they do not identify one universally optimal mode.
Use a custom input scale only when supported
NVIDIA describes custom DLSS Super Resolution scaling from 33% to 100% through supported NVIDIA App overrides. This is not a universal control: its presence depends on the game and available override support. The announced range gives a supported title more possible input-scale values than the named Quality, Performance, and Ultra Performance examples, but it does not mean every game can use every value.
- Open the NVIDIA App and select the relevant game’s per-title settings, if the title is listed and supported.
- Look for the DLSS Super Resolution override or scaling control. NVIDIA’s announced range is 33% to 100% for supported overrides.
- Choose a lower input scale only if you need to test a more aggressive setting than the in-game options provide. Apply it and evaluate image clarity and memory behavior in the same game scene.
- If you test a custom value, record it alongside the game’s output resolution and other unchanged settings. That makes a later comparison with a named mode more useful.
If the override or scale control is absent, use the game’s own DLSS options instead. NVIDIA notes that DLSS support and its settings depend on the game engine and update level; menu labels and available modes therefore differ between titles. A missing control does not indicate that you have overlooked a setting that every game should have. See NVIDIA’s DLSS technology overview and its NVIDIA App update announcement for the documented features.
NVIDIA’s announced custom range runs from 33% to 100%. The 100% endpoint is the full input-resolution reference in that scaling comparison; NVIDIA’s announcement also compares DLAA at 100% with DLSS Super Resolution Quality at 67%. These are descriptions of resolution scaling, not promises about memory use or a recommendation to select a particular value. In practice, the relevant question is whether a supported lower scale gives an acceptable image in the title you play.
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Consider Frame Generation separately
Frame Generation is distinct from Super Resolution: the Quality, Performance, and Ultra Performance percentages above describe Super Resolution input scaling, not Frame Generation memory savings. If Frame Generation is enabled, check whether your game or supported NVIDIA App settings provide a newer Frame Generation model. Availability varies by title, game update, hardware, and app support, so do not assume that every game exposes the same choice.
NVIDIA’s 2025 DLSS 4 announcement says its new Frame Generation AI model uses 30% less VRAM than its prior model. NVIDIA also reports a 400 MB reduction in one Warhammer 40,000: Darktide scenario at 4K, maximum settings, using DLSS Frame Generation. These are NVIDIA-reported results, not an independent test or a general promise of savings in other games. The announcement also says the model is 40% faster and needs to run once per rendered frame to generate multiple frames; those claims describe the model, not a guaranteed reduction in a player’s total memory use. Read NVIDIA’s DLSS 4 announcement for the stated comparison and test scenario.
Keep the 30% and 400 MB claims in their proper context. The 30% figure compares NVIDIA’s newer Frame Generation model with its prior model; it is not a claim that turning on DLSS, switching Super Resolution modes, or enabling Frame Generation will free 30% of a particular game’s VRAM. The 400 MB result is tied to one NVIDIA-reported Darktide test scenario: 4K, maximum settings, and DLSS Frame Generation. It is an example, not a forecast for a different title, resolution, or settings combination.
If your game and system expose a newer model choice, compare that choice separately from Super Resolution. Change one at a time: first evaluate the model option while leaving the scaling mode alone, then test a Super Resolution change if desired. This separation matters because the cited NVIDIA memory reduction concerns the Frame Generation model, whereas the published 67%, 50%, and 33% figures describe Super Resolution input resolution. Combining changes without noting which one produced an observed difference makes the result harder to interpret.
Make a controlled comparison
Because the game, GPU, resolution, and current settings determine what options are available, there is no single DLSS preset that can be prescribed for every system. Change one relevant option at a time and compare under the same conditions. That makes it easier to tell whether the change helped, and whether its visual cost is acceptable.
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- Keep the game, scene, output resolution, and other graphics settings the same between checks.
- Record whether you changed Super Resolution mode or Frame Generation model; they affect different parts of the DLSS pipeline.
- Judge image clarity in the actual game, not only from the mode name. If the image is too soft, move back toward a higher input resolution, such as Performance to Quality, and compare again.
- Do not treat a scaling percentage, a vendor’s model comparison, or one title-specific result as the expected VRAM saving for your own setup.
A useful comparison starts by establishing what is currently enabled. Note whether Super Resolution is on, which named mode or custom scale is selected, and whether Frame Generation is enabled. Then change only the setting you intend to test. Keep the same game scene and output resolution, apply the change, and inspect both the image and the memory behavior you are trying to improve. If more than one setting changes at once, you cannot tell from that comparison which option mattered.
Do not compare a Quality result in one scene with a Performance result in another and attribute the difference to the mode alone. The game and settings need to remain the same for the comparison to be meaningful. Likewise, an observation in one game is not a general result for other games. The published NVIDIA numbers are useful context, but they do not remove the need to judge your own title and configuration.
Image quality is part of the decision, not an afterthought. The lower input-resolution options are more aggressive, but there is no universal point at which softness becomes unacceptable. Inspect the game you actually play and decide whether the trade-off is worthwhile. If clarity is not acceptable, move toward a higher input resolution—such as moving from Performance back to Quality—and compare again. There is no need to keep the most aggressive mode simply because its input-resolution figure is lower.
Why the exact result varies
NVIDIA says DLSS is normally enabled in a game’s settings, and that its options depend on the game engine and update level. A game may expose only some modes, use different menu wording, or lack an NVIDIA App override. The available controls also depend on the title and its support for the relevant DLSS feature. NVIDIA’s DLSS, Smooth Motion, and Reflex driver installation guide describes the game-setting dependency.
The documented Super Resolution figures establish how the input resolution changes, while the cited memory figures specifically concern Frame Generation. They do not establish how many megabytes a Super Resolution mode will free in an arbitrary game. If your title lacks a lower-resolution option or supported override, the evidence here does not identify a universal DLSS setting that will reduce its VRAM use.
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That distinction is especially important when diagnosing memory pressure. A lower input-resolution percentage is a setting to test, not a measured before-and-after result. NVIDIA’s published numbers do not say that a game’s total VRAM use will fall in the same proportion as its input resolution. Similarly, a vendor-reported comparison between Frame Generation models should not be presented as a guaranteed outcome for a particular player. The outcome remains specific to the supported game, setting, and configuration.
DLSS can be useful as a graphics-setting option to test, but none of the cited figures establishes a universal fix for every VRAM problem. The available controls depend on the title and app support. If the title does not offer the relevant Super Resolution mode, custom scale, or Frame Generation model, do not assume that an override exists or that another game’s result will apply. Use only the controls actually available for the game and compare them under consistent conditions.
No particular GPU purchase follows from these settings. A GPU with more VRAM may increase capacity, but it does not reduce the amount a game uses; the practical guidance here is to test supported software options and judge the resulting image and memory behavior rather than treating a purchase as a DLSS setting.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Frequently Asked Questions
Does DLSS Performance mode cut VRAM use by 50%?
No. NVIDIA’s 50% figure is the input-resolution ratio for Performance mode, not a measured or guaranteed VRAM reduction. It means the input resolution is lower than the Quality example in NVIDIA’s scaling comparison; it does not specify how many megabytes a particular game will use.
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Where is the DLSS setting in my game?
Look in the game’s graphics or video settings for an upscaling or NVIDIA DLSS section. NVIDIA says DLSS is normally enabled in game settings, but the exact path, labels, and available choices depend on the title, its engine, and its update level.
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Should I use Ultra Performance?
Try it only if the game offers it and you need a more aggressive input-resolution setting. NVIDIA lists Ultra Performance at 33% input resolution, compared with 50% for Performance and 67% for Quality. Check the image in your own game; if it looks too soft, move toward a higher input resolution.
Does changing Super Resolution from Quality to Performance guarantee lower VRAM use?
No fixed VRAM saving is guaranteed by the published scaling ratios. The change lowers input resolution, but NVIDIA’s figures describe input scaling rather than a measured memory reduction for each mode or game.
Can I set a custom DLSS scale in the NVIDIA App?
NVIDIA describes custom Super Resolution scaling from 33% to 100% through supported per-title overrides. It is available only where the title and app support it. If you do not see the control, use the game’s own DLSS options.
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1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsWhat does NVIDIA mean by 30% less VRAM for the newer model?
NVIDIA’s 2025 DLSS 4 announcement says its new Frame Generation AI model uses 30% less VRAM than its prior Frame Generation model. This is a vendor-reported comparison, not a guarantee that every game or system will use 30% less memory.
Is the 400 MB Darktide result typical?
It is an NVIDIA-reported result for one Warhammer 40,000: Darktide scenario at 4K, maximum settings, using DLSS Frame Generation. It should not be treated as a general saving for other titles, resolutions, or settings.
Are Super Resolution and Frame Generation the same DLSS setting?
No. Super Resolution modes use different input-resolution scales; the published examples are Quality at 67%, Performance at 50%, and Ultra Performance at 33%. The cited memory reduction concerns NVIDIA’s newer Frame Generation model, so the figures describe separate DLSS features.
What should I do if the image gets too soft?
Move back toward a higher input resolution, such as switching from Performance to Quality, and compare again in the same game scene. NVIDIA’s figures do not establish a universally best mode, so use the image quality you find acceptable as part of the decision.
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The Bottom Line
Start with a supported in-game Super Resolution setting, testing Performance before Ultra Performance if you need a lower input resolution. Treat NVIDIA’s scaling percentages as input-resolution figures, not VRAM-saving percentages. If Frame Generation is available, its newer model is a separate option: NVIDIA reports lower memory use than its predecessor, including a 400 MB Darktide result in one specified scenario, but those figures are not universal guarantees. Change one setting at a time and keep the game, scene, and other settings consistent so you can judge both memory behavior and image clarity.
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