Does DLSS Add Input Lag? What Actually Happens to Your Mouse
Super-resolution barely touches latency; frame generation is a different story. How to test both honestly in your own games.
PC game settings, explained option by option
Last updated: November 1, 2026
Modern rendering menus are full of three-letter acronyms and philosophical questions: is ray tracing worth half your frame rate? Should motion blur stay on? These guides explain what each technology actually does, what it costs, and which trade-offs players tend to prefer – so you can decide with your own eyes instead of guessing.
Super-resolution barely touches latency; frame generation is a different story. How to test both honestly in your own games.
Jaggies, shimmer, or blur — each technique accepts a different flaw. Pick by what annoys you most.
Why distant floors smear without it, what 2x-16x mean, and why 16x is the best free sharpness upgrade in the menu.
FSR Quality renders at 720p-class on a 1080p screen — a rescue tool for heavy games, a sharpness tax for light ones.
Where the gap is visible, where it disappears, and how to run the comparison yourself.
TAA softness, upscaling modes, dynamic resolution — the seven usual suspects and a checking order.
Why the texture slider spends VRAM instead of frame rate, and how to pick the right tier.
How the three major upscalers differ, which GPUs support each, and the trade-offs between them.
What ray tracing adds to lighting and reflections, what it takes away from your frame rate, and when players tend to keep it on.
What each DLSS mode changes in sharpness and frame rate, and which one suits your resolution.
What motion blur does, why many players disable it, and when it genuinely helps.
Tearing, input lag and frame caps explained as a preference decision.
The short version: pick the option your game actually offers and your graphics card actually supports. DLSS needs an RTX card, XeSS runs best on Arc hardware but has a fallback path elsewhere, and FSR runs almost anywhere because it does not depend on dedicated hardware. When a game offers more than one, the usual order of preference for image stability is DLSS, then XeSS, then FSR, but the gap narrows every generation and an older FSR build can beat a badly tuned DLSS one in a specific title.
The quality tier matters more than the logo. Moving from Quality to Balanced buys roughly 15 to 20 percent more frame rate and costs a little fine detail; moving to Performance is a bigger jump in both directions and starts to show on thin geometry such as fences, grass and distant cables. On a 1080p panel, Performance often looks soft because the internal resolution drops below 720p, while on a 4K panel the same tier still has plenty of pixels to work with.
Change one layer at a time: first the base graphics preset, then the upscaler tier, then ray tracing if you want it, and only last the frame generation option. Doing it the other way round makes it impossible to tell which change caused a drop in image quality or responsiveness. Ray tracing is the most expensive single switch in most menus, and motion blur or depth of field should be judged after frame rate is stable, because they change how motion feels rather than how fast the game runs.
These pages describe what each in-game option does and which way a player might lean. They are preference guidance, not benchmarks, and they do not cover drivers, system files or fault finding.
Putting it into practice: see these technologies applied in per-game graphics presets, or dial in your monitor with Display & HDR guides.