DLSS Swapper causing visual artifacts/glitches with Frame Generation (ASUS TUF F15)

lukashafi

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Hello everyone,

I’ve been using DLSS Swapper for my games recently. Initially, everything worked perfectly, but lately, I’ve run into a major issue. Whenever I swap the DLSS Frame Generation (FG) DLLs, I get strange visual glitches, I use 591.72 Game Ready drivers.

The weird part? I performed the exact same swap on my friend’s PC and it works flawlessly for him, but not for me. This is happening even with the latest DLSS/FG files in God of War Ragnarok.

I’m using an ASUS TUF Gaming F15 (2023). Does anyone know why this might be happening on my hardware specifically or how to fix it?

My Laptop Specs (FX507VV-LP148):

  • GPU: NVIDIA GeForce RTX 4060 Laptop (8GB GDDR6)
  • CPU: Intel Core i7-13620H
  • RAM: 16GB DDR5
  • Display: 15.6" FHD 144Hz (G-Sync compatible)
  • OS: Windows 11
Any help would be greatly appreciated!
 

Last edited by a moderator:
Solution
What you’re running into is very typical of DLSS Frame Generation swaps: unlike “regular” DLSS (upscaling), FG is often tightly coupled to the game’s specific Streamline/Reflex integration + the driver branch, and swapping only one DLL (or swapping a mismatched set) can produce temporal artifacts (sparkling/shimmering, broken edges, ghosting, UI corruption, etc.) on one machine but not another.
Below are the most common causes on laptops (especially Optimus/Advanced Optimus setups) and a set of fixes that usually resolve it.

Why it can happen on your ASUS TUF F15 specifically​

1) You’re not running “pure dGPU” (Optimus / Advanced Optimus / MUX)​

On many laptops, frames are rendered on the...
What you’re running into is very typical of DLSS Frame Generation swaps: unlike “regular” DLSS (upscaling), FG is often tightly coupled to the game’s specific Streamline/Reflex integration + the driver branch, and swapping only one DLL (or swapping a mismatched set) can produce temporal artifacts (sparkling/shimmering, broken edges, ghosting, UI corruption, etc.) on one machine but not another.
Below are the most common causes on laptops (especially Optimus/Advanced Optimus setups) and a set of fixes that usually resolve it.

Why it can happen on your ASUS TUF F15 specifically​

1) You’re not running “pure dGPU” (Optimus / Advanced Optimus / MUX)​

On many laptops, frames are rendered on the NVIDIA GPU but presented through the Intel iGPU (internal display path). Frame Generation + VRR/G-SYNC Compatible + certain swapchain modes can become very sensitive to this path and show artifacts.
Test/Fix
  • In Armoury Crate → GPU Mode: set Ultimate (dGPU only / MUX on).
  • Reboot and test again.
  • If you can, test on an external monitor connected to a port that is wired directly to the NVIDIA GPU (common quick way to bypass the iGPU display path).
If the glitches disappear in dGPU-only mode or on an external display, you’ve found the root cause.

2) Mismatched Frame Gen / Streamline DLL set (most common with FG swapping)​

Many games don’t use only nvngx_dlssg.dll. They also ship Streamline components such as:
  • sl.interposer.dll
  • sl.common.dll
  • sl.dlssg.dll
  • sl.reflex.dll (sometimes)
If DLSS Swapper replaces only part of that chain (or replaces FG DLLs with a version that expects a different Streamline set), you can get visual corruption.
Fix
  • Revert the game back to stock (verify game files).
  • If you want to swap FG, only swap using a matching “pack” from the same DLSS/Streamline release (not mixing versions).
  • If the title uses Streamline, consider swapping none of the Streamline DLLs and only swap the standard DLSS (nvngx_dlss.dll)—many people have best results leaving FG stock per-game.

3) Shader cache / pipeline cache conflicts after swapping​

After replacing DLSS/FG components, old caches can produce bizarre artifacts that look like “broken rendering.”
Fix
  1. Put the original DLLs back (or verify files).
  2. Clear caches:
    • Windows: Settings → System → Storage → Temporary files (optional)
    • NVIDIA: clear DirectX Shader Cache (same area)
    • Also delete the game’s own shader cache folder (location varies by game).
  3. Launch the game, let shaders rebuild, then test FG again.

4) Overlay / hook conflicts (RTSS, Afterburner, recording overlays, etc.)​

Frame generation + injection overlays can cause all kinds of presentation glitches.
Fix (quick isolation test)
  • Disable/close:
    • MSI Afterburner / RivaTuner Statistics Server
    • Discord overlay
    • Steam overlay
    • GeForce Experience / NVIDIA overlay
    • ReShade (if used)
  • Test again.

5) Driver state / “dirty” upgrade issues​

Even if you’re on 591.72, a normal upgrade path can leave remnants that behave differently across systems.
Fix
  • Do a clean driver install:
    • Use DDU in Safe Mode
    • Install the driver fresh (Game Ready or Studio—either is fine for testing)
  • Then test FG swap again.

Quick “most effective” checklist (in order)​

1) Armoury Crate GPU Mode = Ultimate (dGPU only) → reboot → test
2) Verify game files to restore original FG + Streamline DLLs
3) Clear shader caches and test stock FG
4) If stock is fine: try swapping again but ensure you’re not mixing Streamline/DLSSG versions
5) Disable overlays/hook tools
6) DDU clean install of NVIDIA driver

Two questions that will narrow it down fast​

1) Does the glitch happen only on the laptop’s internal screen, and does it improve on an external monitor?
2) In the game folder, do you see Streamline files (sl.*.dll) in addition to nvngx_dlssg.dll—and are you swapping only nvngx_dlssg.dll or multiple files?
Answer those and I can tell you the most likely exact fix for your case (Optimus path vs mismatched Streamline pack vs cache/overlay).
 

Solution
The affected game is God of War Ragnarök. In the game directory, I can see the following Streamline-related files:


sl.common.dll, sl.dlss.dll, sl.dlss_g.dll, sl.interposer.dll, sl.pcl.dll, and sl.reflex.dll.


As far as I know, DLSS Swapper only replaces the DLSS and DLSS Frame Generation DLLs, not the full Streamline chain.


Another odd behavior I noticed is that sometimes when I start recording using Alt + F9 (NVIDIA ShadowPlay), the glitches temporarily disappear, but they eventually return.
 

That file list is the key: God of War Ragnarök is using Streamline (sl.*.dll) for both DLSS and DLSS Frame Generation, not just the standalone nvngx_*.dll pair.
So when DLSS Swapper replaces only nvngx_dlss.dll and/or nvngx_dlssg.dll, you can end up with a version mismatch between:
  • Streamline plugin(s): sl.dlss.dll, sl.dlss_g.dll, sl.reflex.dll, sl.interposer.dll, sl.common.dll, etc.
  • NVIDIA NGX runtime DLLs: nvngx_dlss.dll / nvngx_dlssg.dll
On one PC that mismatch may “happen to work”, while on another (especially a laptop + Optimus/MUX + VRR) it can produce temporal corruption/artifacts exactly like you’re seeing.
The ShadowPlay behavior (Alt+F9 briefly “fixes” it) also strongly suggests a presentation-path/compositor change (swapchain/flip model/MPO/G-SYNC path changes when the overlay/capture hooks in), not that the DLL suddenly becomes “correct.”

What I would do (in order)​

1) Get back to a known-good baseline​

  1. In Steam/Epic: Verify game files (restores the original DLSS/FG/Streamline set).
  2. Clear caches:
    • Windows Settings → System → Storage → Temporary files → delete DirectX Shader Cache
    • NVIDIA shader cache (same place, if shown)
  3. Launch the game once and confirm stock FG is clean.
If stock is already glitching, we’ll pivot to driver/laptop display path fixes. If stock is clean, the swap is the trigger (most likely).

2) Don’t swap Frame Generation in this title unless you also keep the Streamline set matched​

For GoW Ragnarök specifically, the safest approach is:
  • Swap only nvngx_dlss.dll (DLSS upscaler) if you want.
  • Leave FG as shipped (leave nvngx_dlssg.dll and the sl.* chain alone).
If you insist on updating FG, you generally need a matched “pack” (Streamline DLLs + the corresponding NGX DLLs) from the same release. Mixing “new FG DLL” with an older sl.dlss_g.dll is a common artifact generator.

3) Laptop-specific fix: test dGPU-only (MUX) and VRR/G-SYNC path​

Because you’re on an ASUS TUF F15:
  1. Armoury Crate → GPU Mode → Ultimate (dGPU only) → reboot → test.
  2. Temporarily disable VRR/G-SYNC for the game:
    • NVIDIA Control Panel → set G-SYNC off (or set the game to fixed refresh) for a quick test.
  3. If possible, test on an external monitor (often bypasses the iGPU display path).
If artifacts disappear in dGPU-only mode or on an external monitor, the culprit is the Optimus/presentation path + FG sensitivity.

4) The “Alt+F9 fixes it briefly” angle: try disabling MPO + HAGS (quick A/B test)​

This is optional, but it’s a very common Windows 11 + NVIDIA symptom pattern.
A/B test 1 (HAGS):
  • Settings → System → Display → Graphics → Change default graphics settings
  • Toggle Hardware-accelerated GPU scheduling OFF
  • Reboot
A/B test 2 (Disable MPO):
Run this in an elevated Command Prompt, then reboot:
reg add "HKLM\SOFTWARE\Microsoft\Windows\Dwm" /v OverlayTestMode /t REG_DWORD /d 5 /f
To undo (reboot after):
reg delete "HKLM\SOFTWARE\Microsoft\Windows\Dwm" /v OverlayTestMode /f
If disabling MPO makes the glitches go away (especially given the ShadowPlay clue), that’s a strong indicator you were hitting a compositor/presentation quirk.

Two quick checks so I can point you to the one most likely fix​

1) Are you playing on the internal laptop display, and is Armoury Crate currently set to Standard/Optimized (hybrid) or Ultimate (dGPU only)?
2) When you swapped FG, did you replace only nvngx_dlssg.dll, or did you also touch sl.dlss_g.dll / any other sl.*.dll?
Also: I don’t see any new attachments received on my side (only the screenshot already shown). If you meant to upload DLL versions/file properties screenshots, please try uploading again.
 

I updated all the Streamline DLLs, but the issue still remains. I am also using Turbo mode and Ultimate GPU mode. When I swap only the DLSS DLL, everything works fine, but as soon as I swap the Frame Generation (FG) DLL as well, the problem appears. I want to swap both if there is a way to fix this.


I tried disabling MPO and disabling then re-enabling HAGS, but neither helped. I also cleaned the DirectX cache, and my game files are intact. I use G-SYNC for both windowed and fullscreen modes, and PhysX is set to the GPU.
 

If swapping only nvngx_dlss.dll is fine, but the moment you swap FG it breaks, and you’ve already updated the whole Streamline set (sl.common.dll, sl.interposer.dll, sl.dlss_g.dll, sl.reflex.dll, etc.) and you’re in Ultimate (dGPU) + Turbo, then you’re basically down to two realistic explanations:
1) The FG DLL you’re swapping in is not compatible with GoW Ragnarök’s Streamline integration on your driver/GPU, even if it “works” on another PC (different driver branch, different display chain, different latency settings, different refresh behavior). Your own testing already points to FG as the trigger.
2) You still have a presentation/latency interaction, and ShadowPlay temporarily “fixing” it is a big clue that the render/present path is changing when capture is active.
Since you want to swap both DLSS + FG, here’s the best path that usually gets people to a stable “FG-swapped” setup.

1) Make sure you’re swapping the right FG file for this game​

In Streamline titles, there can be multiple DLSSG-related binaries:
  • nvngx_dlssg.dll (NGX frame-gen)
  • sl.dlss_g.dll (Streamline DLSSG plugin)
  • sometimes additional copies in subfolders (e.g., plugins, bin, etc.)
Action
  • Search the entire GoW Ragnarök install folder for any duplicate nvngx_dlssg.dll / sl.dlss_g.dll. If the game loads one copy but you’re replacing another, you can get “partial” updates that behave unpredictably.

2) Stop using DLSS Swapper for FG in this title; do a controlled manual A/B​

DLSS Swapper is convenient, but for Streamline FG it’s easy to end up with “almost matched” sets.
Controlled test
  • Verify game files (clean baseline).
  • Manually replace only FG files:
  • Replace nvngx_dlssg.dll
  • Replace sl.dlss_g.dll
  • (and only if they came from the exact same package) also replace sl.common.dll, sl.interposer.dll, sl.reflex.dll, sl.pcl.dll, sl.dlss.dll
  • Leave nvngx_dlss.dll alone for this test (since you already know DLSS-only swapping is stable).
If that still breaks, you’ve proven it’s not DLSS Swapper’s “method”—it’s the FG build.

3) Treat this like a “bad FG build” for your specific combo: try 2–3 older DLSSG builds​

Even when everything is “matched”, some FG builds regress on specific GPUs/driver branches. The fact that your friend’s PC is fine doesn’t disprove this—PCs differ in subtle timing/present details.
Action
  • Keep your Streamline set consistent (one matching pack at a time), and try:
  • the game-shipped FG (baseline)
  • one “newer than stock”
  • one “older than stock”
If only one particular FG version glitches, you’ve found a regression and the “fix” is simply: don’t use that FG build in this game.

4) Do the two G-SYNC/FG stability tests that matter most (even if you prefer G-SYNC)​

You said you run G-SYNC for windowed + fullscreen. With FG, that’s a common place where timing bugs show up.
Test A (fast, and very telling):
  • NVIDIA Control Panel → set G-SYNC = Fullscreen only (not windowed)
  • Run the game in Exclusive Fullscreen (not borderless), test FG swap again.
Test B (frame pacing clamp):
  • Turn V-Sync ON in NVIDIA Control Panel for the game (not necessarily in-game)
  • Cap FPS to 141 (for a 144 Hz panel)
  • You can use NVIDIA’s Max Frame Rate, RTSS (if you’re not using it, skip), or in-game limiter if present.
Reason: FG + VRR + “unbounded” FPS can create unstable pacing that looks like visual corruption.

5) Rule out instability that only FG triggers (Optical Flow + extra workload)​

FG uses the Optical Flow Accelerator and shifts workload/thermals differently. Some laptops show artifacts only under that specific load pattern.
Action
  • Temporarily switch Armoury Crate from Turbo → Performance (or even Silent just for testing).
  • If you use any undervolt/OC tools: turn them off.
  • Run a VRAM/GPU stress test (OCCT VRAM test is a good one) to see if there’s borderline instability that FG exposes.
If the issue reduces or disappears in a lower power mode, it’s not “DLSS Swapper” per se—it’s stability under the FG workload.

6) One last “driver reality check”​

You’re on 591.72 . If this problem started “lately” after previously working, the most likely real-world cause is still a driver regression or behavior change interacting with the swapped FG DLL.
Action
  • DDU clean-install and test one driver older and one driver newer than 591.72 (whichever are available to you).
  • Don’t change anything else between tests.
If one driver immediately fixes it, you’ve got a clean answer.

What I need from you to pinpoint the exact culprit​

Please paste the file version numbers (Right click → Properties → Details) for:
  • your current swapped nvngx_dlssg.dll
  • sl.dlss_g.dll
  • your stock versions (from a verified install)
Also confirm:
  • Are you running Exclusive Fullscreen or Borderless Windowed when testing?
With those two details, I can tell you whether this looks like:
  • a specific DLSSG regression (most likely), or
  • a VRR/windowed-GSYNC/present interaction that you can solve with a specific NVCP + display mode combination.
 

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