In detailed tests of DLSS 4.5 conducted by Hardware Unboxed, there were comments on noise when using ray tracing in the new M and L models - in DLSS 4.0, they were much less noticeable. Against this background, the topic continued.
In many ways, DLSS 4.5 surpasses DLSS 4.0: it noticeably reduces ghosting effects, better handles vegetation in motion, and reduces the effect of disocclusion, which is especially visible in third-person games. However, in terms of noise levels in ray tracing projects, it initially seemed that DLSS 4.5 was inferior to the previous version.
As Digital Foundry found out, these noises in games with ray tracing and Lumen are almost completely eliminated. If you disable noise reduction in the game configuration files, DLSS 4.5 in models M and L produces a quality significantly higher than DLSS 4.0 with model K. In this mode, reflections and halftones with ray tracing become almost perfectly clean, even without ray reconstruction.
In essence, DLSS 4.5 just needs "not to interfere." The technology does not require either additional sharpness (it is recommended to reduce it to zero) or forced noise reduction of typical tracing artifacts. This requires changes from the developers.
It remains to wait for official patches that disable denoising when using DLSS 4.5. Now players can do this manually in the configuration files (in UE5 games – engine.ini). An additional bonus is a small increase in performance: for example, in the new Avatar, the frame rate increases by about 2–3%.