NVIDIA DLSS renders your Unreal app at a lower resolution and upscales it with NVIDIA's model. You get frame rate back on a GPU you cannot make faster.
On a streamed app the GPU is fixed — it is the machine allocated to your app, not one the viewer can upgrade. If your project is short of frame rate, you cannot ask for better hardware; you have to render more cheaply. DLSS does exactly that: fewer pixels rendered, the missing ones reconstructed.
Every frame your app fails to produce is a frame the encoder cannot send. Rendering headroom shows up directly as smoothness in the stream, which is not true of a desktop build where the display is local.
Download the DLSS plugin from NVIDIA, matching your Unreal version.

Copy all the plugin folders from the package's Plugins folder — DLSS, DLSSMoviePipelineSupport, NIS and the Streamline folders — into your project's Plugins directory.

Plugins directory holds the same set.Copy the widget plugin too, from plugin → samples → Plugins. This is the on-screen overlay that lets you see and change DLSS settings while running.

Clone the Blueprint folder from the sample content into your project.

Enable Pixel Streaming, DLSS (NVIDIA) and NVIDIA UI Widgets Lib under Edit → Plugins, then restart the editor. UI Widgets Lib is what the widget from step 3 is built on.

Show the widget from your Level Blueprint, so you can toggle DLSS modes at runtime.

Launch in Standalone Game mode and confirm the widget appears and responds. Press H to hide the overlay once you have what you need.

Set the mode you chose at Event BeginPlay in the Level Blueprint, with the DLSS Blueprint library's Set DLSS-SR Mode node (Set DLSS Mode in older plugin versions).
Delete the widget nodes from step 6, including Show Mouse Cursor, so the overlay never reaches a viewer.
The rest of the frame budget: what to cut before reaching for upscaling.
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