Dot artifact appearance when image not change for a while

We are using DLSS newest plugin for UE5.6 on our game, and we found that when we enable DLSS and keep camera not move for a while, some white dot artifact appearance (almost on static object’s surface), we notice some games have same issue(https://www.reddit.com/r/ArenaBreakoutInfinite/comments/1mn6boi/dot_artifacts_when_using_latest_dlss_4_presets/)
If we turn on r.NGX.DLSS.DenoiserMode = 1, the artifact disappear but the GPU time increase 33%(not acceptable), any advice for help?

Hi there @zhouchangtai94, welcome to the NVIDIA developer forums.

Can you share a screenshot maybe?

I’ll check if I can get some expert feedback.

Thanks for your reply
Sorry for certain reasons, I am unable to share the actual screenshot of the game currently in development. However, the graphical issues we are encountering are consistent with the screenshots below, we found in other player/developer’s discussion and the trigger condition is also the screen remaining static for a period of time, which leads us to suspect that DLSS itself cause this issue.
As I mentioned above, adjusting parameters( r.NGX.DLSS.DenoiserMode ) can fix this issue, but the resulting increase in GPU processing time comes at an unaffordable cost for us. Is there a better solution?

And our tests show that the UE55 plugin does not have this issue.

@MarkusHoHo
Furthermore, we observed a performance increase about 30% when comparing the DLSS integration in UE 5.6 against UE 5.5. Are there some insights into this variance? We need to know if this is an unavoidable trade-off. We are currently evaluating a rollback to v5.5 to mitigate both the dot artifacts and the increased computational cost.

We also encounter the dot artifact problems (both in UE55 and UE57), any solution for now?

We have reverted to the v55 DLSS DLL, and the issue seems to have disappeared.

Enabling DLSS RR ( r.NGX.DLSS.DenoiserMode ) also resolves the problem, but it doesn’t seem appropriate for this scenario (as it’s work for noisy Ray Tracing inputs)

We suspect this is an issue with the DLSS AI model itself, which is something we cannot fix.

Rolling back to a old version might be the only solution for now.