DLSS-RR suppressing high-frequency normal maps in RT 2.0

In RTX Real-Time 2.0, DLSS Ray Reconstruction completely blurs my fine “orange peel” normal map, treating the micro-bump detail as path-tracing noise.

The texture only resolves after seconds of static camera accumulation. In Movie Capture, forcing high “Settle Latency” ruins frame times. Disabling the DL-denoiser proves the renderer calculates the detail perfectly.

Is there any CVAR, DLSS preset, or specific material setup to force the RT 2.0 denoiser to preserve high-frequency normal maps without massive temporal accumulation? I need stable sequence rendering without switching to the slower Path Tracer.

There is a great trick here. Keep using REALTIME 2.0 but change the DLSS settings to DLAA, the older “anti-aliasing” version, and the multiplier should ideally but set to “Off”. Whilst this is very slightly slower, you will retain SO much more detail. Then you are rendering “full pixels” not inferred and with no upscaling, you may get much much better detail.