Quick answer: Unity HDRP DLSS upscaler flickering for several frames after a Cinemachine camera cut? DLSS reconstructs from history that's now invalid - reset DLSS history on camera teleport.

Cutscene cuts to a different camera. First few frames show ghosting trails of the previous view.

Reset history

HDRenderPipeline.RequestSkipFrameAccumulation();

Tells DLSS the history is invalid. Next frame starts fresh.

Hook into Cinemachine cut event

OnCameraCut from Cinemachine fires on instant transitions. Call the reset there.

Or use a fade

If you can afford a 1-frame fade through black, the artifact is invisible. Cheaper than the reset call on some pipelines.

“Upscaler history is a tool. Resets are the price of cuts.”

Every camera transition strategy interacts with temporal upscalers. Test cuts with DLSS/FSR/XeSS each on; ghosting is the visible bug.

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