The issue started somewhere around patch ver. 2.3 for Cyberpunk 2077 (mid of July 2025). On RTX 4000-series DLSS Frame Generetion is active and seems to work, but regardless of proton/wine version and all possible options applied, users (including me) experience heavy image stuttering. it seems there is a bug in the drivers, and a “funny one”, as on some occasions a save game can be loaded with DLSS FG working perfectly…until the next game load. Funny enough FSR 3.1 works perfectly on the same rig (I have MSI Raider GE78 HX 13V with RTX 4090).
The issue AFAIK was first described on the GitHub dxvk-nvapi project as a bug here, but it seems it’s not their bug. Anyone can help me with this?
I was experiencing this issue with both Cyberpunk 2077 and The Witcher 3 (both REDEngine games, and the only games that present this issue) using an RTX 4090 on both x11 and Wayland (via PROTON_ENABLE_WAYLAND=1). Essentially, it was as if every second frame was a duplicate of the previous frame causing a rather disorientating ghosting/stuttering effect whenever the camera or objects moved. Notably, this issue would not present itself in The Witcher 3 when looking at the ground–I assume that it’s somehow related to framerate (since the framerate would increase dramatically to meet my monitor’s refresh rate), but I did not spend much time investigating.
I was able to solve this issue in Cyberpunk 2077, even whilst using Path Tracing/Raytracing, by replacing the built-in Streamline DLLs with the relevant DLLs from release 2.8.0 (as of writing this comment I have not tried latest–2.9.0–since 2.8.0 works fine). Since upgrading Streamline, I have not encountered this timing issue/frame persistence bug when enabling DLSS Frame Generation.
Unfortunately, The Witcher 3 fails to startup when replacing its built-in Streamline DLLs, so I had to resort to using OptiScaler’s own DLSS-FG implementation. This solution is probably less relevant for dxvk-nvapi maintainers, but I hope it can be a useful workaround for other NVIDIA users wishing to play The Witcher 3 with DLSS-FG.
(…)
I replaced the following files in Cyberpunk’s bin/x64 folder with the equivalents in the 2.8.0 release of RTX Streamline:
nvngx_dlss.dll
nvngx_dlssd.dll
nvngx_dlssg.dll
sl.common.dll
sl.dlss.dll
sl.dlss_d.dll
sl.dlss_g.dll
sl.interposer.dll
sl.nis.dll
sl.pcl.dll
sl.reflex.dll
Honestly, I’m unsure which of the above are relevant here, so I just replaced all of them.
Actually it is more practical, since you do not need to copy and replace files. The environment variables can be set from within Steam or Lutris, whatever launcher you use.
The way to set them varies from launcher to another: as separate entries (e.g. in Lutris) or as a command line (in Steam in the launcher option in the specific game Parameters: PROTON_ENABLE_NGX_UPDATER=1 DXVK_NVAPI_DRS_SETTINGS=NGX_DLSS_SR_OVERRIDE=on,NGX_DLSS_RR_OVERRIDE=on,NGX_DLSS_FG_OVERRIDE=on,NGX_DLSS_SR_OVERRIDE_RENDER_PRESET_SELECTION=render_preset_latest,NGX_DLSS_RR_OVERRIDE_RENDER_PRESET_SELECTION=render_preset_latest %command%)
Nvidia has made it clear in the 580 thread that any FPS loss, latency issues, or stuttering that you experience is part of frame generation and they will not fix.
I have this problem too, FG looks really bad and there is huge hitches. FG looks like extremelly low quality motion blur like the 2 frames not blending properly and make it look like poor quality MB. Smooth motion works and looks better (other game, CP77 wont launch with it, it has real FG probably why) and that isn’t even real FG.
Idk if this is nvidia driver itself or my system specific but when i enable path tracing the game freeze and wont reboot, if it does boot it freezes very quick after loading into game or in menu. There is some problem with path tracing, regular ray tracing work fine.
Just to let you guys know, I’m using Smooth Motion in Cyberpunk 2077 successfully. Only in this game, I had severe ghosting with the native FG implementation, but Smooth Motion is perfect and stable. Other games, like Hell is Us, worked well with native FG.
Disable Frame Generation in the game and exit. Put NVPRESENT_ENABLE_SMOOTH_MOTION=1 in the launch parameters. Start the game, but keep FG disabled.