A question about DLSS future in Unity 6

So DLSS has been available for a while, I think when Unity released it they marketed it as DLSS 2.2 if I well remember, but now there’s no mention which version of DLSS is currently present in Unity, the documentation does not mention the version either, but judging by the visual quality that it produces I’m thinking it is probably the same version that was available since it was introduced (v2.2), I don’t know if this is because it wasn’t updated but it is a broken mess, and produces a subpar image quality that simply does not make sense, here’s a difference between the current state of DLSS vs STP:
DLSS:

STP:

DLSS is regarded as the best upscaler in the industry for its impressive image reconstruction and temporal stability and minimal artifacting, seeing how bad it is in Unity is most certainly a broken implementation that I hope Unity’s graphics folk can look at and fix, and please update it to DLSS 3.7, it looks lightyears ahead of the outdated DLSS 2, ideally a Frame Generation implementation would be nice, but if you can’t the least you can do is upgrade the base upscaler.

Plus considering how huge an impact things like Ray Reconstruction make seeing that support would be valuable too.

So much so people mod it into games, but that shouldn’t be nessecary.

I asked about Ray Reconstruction is a separate discussion about RTGI and it was not addressed, I guess they are not planning to implement which is not a shocking news tbh lol

Lol maybe, but I will agree viewport is not the way to assess the denoising, game view is always more how things actually look.

1 Like

Can anyone from Unity address this please?

give it time there’s still 3 hours.

EDIT: also you should probably make the post type a question so they can see whats not been addressed easily.

Thanks for bringing this up. It does look like there are issues with DLSS in your case, however when we try it on the HDRP template with the same settings we cannot reproduce it. It would be great if you could check your project setup against the HDRP sample project to see if there are specific differences which might be influencing this.


Encountered the same issue with DLSS & Unity 6 HDRP today in a project created with older Unity version and built-in pipeline. (Pixelated look and shaking image both in editor and build). Just opening rendering debugger window fixes bug for some reason. Tried to disable/enable various HDRP settings with no luck. However, deleting and rebuilding Library solved the issue!

Update: It’s still here after entering play mode. Cannot reproduce issue in sample project. I believe the best way is to create new project with Unity 6 and then import assets.

Update 2: Enabling Graphics Jobs fixed the issue, it was disabled in old project.