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Crimson Desert DLSS and FSR Upscaling Changes in Patch 1.01.00 Explained
2026/03/30

Crimson Desert DLSS and FSR Upscaling Changes in Patch 1.01.00 Explained

Patch 1.01.00 made targeted changes to DLSS-RR and FSR upscaling including a preset shift from D to E, a displacement mapping fix, and translucent material rendering improvements. Here is what changed for PC players.

Patch 1.01.00 addressed several PC-specific visual quality issues related to upscaling technology. These are separate from the ongoing FSR4 rain bug, which remains unresolved. The changes in 1.01.00 touch DLSS-RR (Ray Reconstruction) directly — shifting the default quality preset, fixing a displacement mapping rendering error, and improving how translucent materials like hair, fur, and cloth render under DLSS.

If you have a high-end GPU and have noticed visual quality improvements or shifts since Patch 1.01.00, this is why. If you are still seeing the rain rendering issue with FSR4, that is a different, still-active bug that 1.01.00 did not address.

Quick answer

Changes in Patch 1.01.00 for DLSS and FSR users:

  • DLSS-RR preset changed from D to E — affects how DLSS Ray Reconstruction balances image reconstruction
  • Displacement mapping fixed for DLSS-RR — geometry surface details now render correctly under DLSS-RR
  • Translucent material improvements — hair, fur, and clothing render with fewer artifacts under upscaling
  • FSR4 rain bug is NOT fixed — the rain rendering issue with FSR4 remains an active known issue after both 1.01.00 and 1.01.01

DLSS-RR preset change from D to E

DLSS Ray Reconstruction (DLSS-RR) is NVIDIA's enhanced upscaling mode that uses AI to reconstruct ray-traced lighting and effects. DLSS-RR uses internal "preset" configurations — labeled by letters — that determine how the reconstruction model balances sharpness, motion handling, and visual stability.

Patch 1.01.00 changed the active preset from D to E. NVIDIA presets are not publicly documented in full technical detail, but Preset E is a newer reconstruction model that generally improves temporal stability — meaning the image holds together better during camera movement and fast action sequences. For Crimson Desert's fast-paced combat and mount traversal, this should translate to a more stable image with less ghosting or smearing on moving elements.

If you are playing on a supported NVIDIA GPU with DLSS-RR enabled, this preset change applied automatically when you installed Patch 1.01.00. You do not need to adjust any settings manually.


Displacement mapping fix for DLSS-RR

Displacement mapping is a rendering technique that adds geometric surface detail to objects — rock formations, armor textures, terrain — making surfaces appear three-dimensional rather than flat-textured. Under DLSS-RR before Patch 1.01.00, displacement mapping was rendering incorrectly, which caused certain surfaces to appear flat, shimmery, or misaligned with their intended geometry.

The 1.01.00 fix resolves this conflict between the displacement mapping system and DLSS-RR reconstruction. Surfaces that use displacement-based geometry should now render accurately when DLSS-RR is active. This is especially noticeable on terrain surfaces and detailed armor or environment geometry.


Translucent material improvements

Hair, fur, and cloth in Crimson Desert use translucent rendering — light passes through these materials differently than it does through opaque surfaces, producing more realistic strand separation and fabric softness. Translucent materials are notoriously difficult to handle correctly under temporal upscaling because they produce semi-transparent edges that interact with the reconstruction algorithm in unpredictable ways.

Patch 1.01.00 improved how these materials are handled during upscaling. The specific improvement reduces ghosting and haloing artifacts on character hair and fur during movement, and improves how fine fabric textures hold up under reconstruction. This applies under both DLSS and FSR upscaling modes, according to the official patch notes.


What is still not fixed: the FSR4 rain bug

The FSR4 rain rendering bug is a separate issue that predates Patch 1.01.00 and was not addressed in 1.01.00 or 1.01.01. On PC hardware running FSR4 upscaling, rain effects render incorrectly — typically appearing as visual noise, smearing, or incorrect transparency rendering during rain weather events.

This bug is confirmed on the official known-issues list as of March 29, 2026. For the current status of this specific issue and any community workarounds, see FSR4 rain bug status.


When these changes apply

All DLSS and FSR upscaling changes from Patch 1.01.00 are PC-only. They apply to:

  • DLSS-RR: NVIDIA RTX cards with DLSS Ray Reconstruction support (RTX 30 series and later)
  • DLSS standard: NVIDIA RTX cards with DLSS support
  • FSR upscaling improvements: AMD and other GPU hardware using FSR upscaling

The changes apply automatically once you have Patch 1.01.00 or Patch 1.01.01 installed. No settings changes are required. However, you can verify that your upscaling mode is set correctly in the game's Graphics settings menu (Options > Graphics > Upscaling).


FAQ

Should I switch from FSR to DLSS after this patch? If you have an NVIDIA RTX card that supports DLSS-RR, the quality improvements in 1.01.00 make DLSS-RR a stronger choice than it was at launch. The displacement mapping fix and preset E update address the most common visual quality complaints. If you are on an AMD GPU, FSR remains the upscaling path available to you.

Did the preset change from D to E affect performance? DLSS presets primarily affect image quality rather than raw performance. The performance impact of switching from Preset D to Preset E is typically negligible. Frame rate should remain consistent with your previous DLSS settings.

I don't see any difference after the patch. Did it apply? First, verify you are on Patch 1.01.00 or later (check the title screen version display). Second, confirm that DLSS-RR is enabled in Graphics settings — if DLSS-RR is off or you are using a standard DLSS mode, the preset E change does not apply. Displacement and translucent material changes apply more broadly across DLSS modes.

Is the FSR4 rain bug going to be fixed soon? Pearl Abyss has acknowledged it as a known issue but has not announced a fix timeline as of March 30, 2026.


What to read next

  • Crimson Desert FSR4 Rain Bug Status
  • Crimson Desert Patch 1.01.00 Explained
  • Crimson Desert Known Issues After Patch 1.01.01
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Quick answerDLSS-RR preset change from D to EDisplacement mapping fix for DLSS-RRTranslucent material improvementsWhat is still not fixed: the FSR4 rain bugWhen these changes applyFAQWhat to read next

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