Did Unity consider Frame Generation?

I have 2 questions/requests:

1- Frame Generation allows 60-90FPS games to reach 120FPS+ which makes the gaming experience much smoother, we’re seeing it in pretty much every single AAA game released for a while yet Unity still doesn’t support it, was it ever considered? (Couldn’t find it anywhere in the roadmap) if not can you please consider it, GPU’s sold from the past 4 years all support FG (Ada Lovelace + Blackwell, RDNA 3 + RDNA 4, Xe2)
50% of the top 10 sold GPU’s support FG:

2- Please update the upscalers in Unity, I don’t know how complex of a task that is but in game it is a simple DLL swap, Unity is still stuck at the 6 years old DLSS 2 and FSR 2, please update them at least to DLSS 3 and FSR 3.1, and ideally they should be updated to DLSS 4 and FSR 4, both of which are lightyears ahead of the current versions in Unity in terms of visual quality.

Agree on the updates. I believe the upscalers should be plugin based. If asset store publishers can do it (love to those publishers), so can Unity in an official way

AMD’s FSR3 generates frames on ANY gpu out there, while Unity’s FSR2 official package generates only blurry output and crashes on the LTS versions, now isn’t that ironic?

Yeah FSR 3 is a compute shader to it should work on any GPU made in the last decade, but it doesn’t look as good as Nvidia’s FG, ideally we get support for both, but at the very minimum FSR 3 FG is also fine

I recognize that Unity operates under resource constraints, but I wonder why they haven’t considered collaborating with prominent developers like NakedDev (The Naked Dev - Asset Store) to integrate frame generation support directly into the engine.

Offering this developer a competitive rate, perhaps even triple the standard contracting fee, is a worthwhile investment to enhance the platform to get this done.

Frame generation like FSR 3 and DLSS 3/4 require a deep integration in the engine directly to the level of graphics API. We want to create an API so that developers and constructors can offer plugins for their frame generation and upsamplers and the current graphics C++ API we offer right now doesn’t offer enough flexibility to allow these changes.

Right now we’re limited by the (very) old graphics layer of Unity and we’re working towards improving that, it’s a requirement before we can expose new C++ plugin capabilities like Frame generation.

The DLSS super sampling version shipped with Unity 6 is 3.7.10, it’s not the latest but it’s somewhat up to date with the supersampling changes (except 4 of course).

But there are some capabilities that weren’t reflected in the UI changes like DLAA which should be available with the version we ship.

For FSR, I think we’re still using 2.1.2, so yeah it should be updated.

Thanks for clarifying,

URP is used for PC/Consoles as well, not just mobile, so it would be great if it also got DLSS 3/4 and FSR 3, right now it is still stuck at FSR 1.0 I think, I know those temporal solutions are heavy on old mobile phones but URP is used for much more devices.

Also Intel’s XeSS 2 is also a compute shader that can run anywhere, its image reconstruction is inferior to DLSS but better than FSR 3 so if we can get XeSS as well that would be great.

Can you give any ETA on this? Which Unity major version you are planning to add it? And will there be any backports?

Did you know that Skyrim SE (2016) received DLSS+FG by some modder’s work quite a while from now? Skyrim SE which is deep down based on Morrowind’s NetImmerse of 2002. I don’t think your take is valid here, sorry.

It’s 3.1.11 actually. Not a big deal since we can swap dll file in the final build, but still. FSR is heavily lacking this option by the way.

It should be fixed first

Intel has submitted an asset of this not long ago. Why don’t Unity make the official package? Right now it requires manual pipeline patching, which is far from optimal. On the other hand, giving fact how Unity treats the above mentioned FSR and its other “official packages” lately… Perhaps just forget it.

In my case DLSS is simply broken and renders a mess, FSR crashes the engine, and STP is flickering and Unity fired the guy who was developing it before he could fix it… It’s a sad state

This is a Static shot of STP:

And now look at DLSS:

I reported all these bugs to Unity like months ago and I was told “sorry, we’re busy on more important thing” lol

You realize maximum performance mode at 1080p is 360p internal right? It’s not surprising it looks funky. How does quality or balanced look?

Quality is 67%, Balanced is 57%, Performance is 50%, Ultra Performance is 33%… I was running is at 45% which is not the worst,

This is how it looks at Balanced:


Unity’s DLSS is clearly broken

Meanwhile this is how other DLSS games look at Balanced:



image
Is it not driven by this setting?

Keep your Render Debugger opened and this will get back to normal, builds are also ok. Still a bug anyway.

Forced percentage overrides mode.

Oh i see, my bad.

Yeah, i couldn’t reproduce this issue.

Oh wow, it really does “fix” it, this is one of the stupidest bugs I’ve seen lol

Could you guys consider certain materials bypassing dlss in the next update? This is a known issue in ue5 for virtual production and animation. For example films and animations have very strict requirement on resolution and minute detail. Dlss ruin the resolution and smear the minute detail in facial acting like blinking and it’s practically unusable for virtual production. In ue5 ppl touch the source code to make it bypass

If you can make this bypassaable this further illustrates how scripted render pipeline is supposed to be and architecturally more flexible than ue5

Can you please confirm that your Game window with DLSS enabled looks fine even without Rendering Debugger being open?

Have you tried ticking the “Exclude From Temporal Upscalers and Anti Aliasing” box in the shader graph?

It’s still not fixed over a year later in now Unity 6.1:

And the moment you open the rendering debugger it’s “fixed”:

I’m amazed by Unity’s leadership saying, “Come on guys, let’s focus on useless things,” while completely ignoring features that exist in almost every game - like DLSS and Framegen for several more years. Massively improving performance isn’t something anyone needs.

On the other hand, they show off “wow features” to investors - like STP and Rezident Driver, while completely ignoring the fact that a scene with mobile graphics and low-poly trees runs at 36 (!) FPS on an RTX 3090 Ti.
And this isn’t RTX in Cyberpunk with Overdrive mode, lol

That’s why I don’t understand why they spend months of development on Resident Driver and the outdated STP (which is literally just an old FSR3 equivalent), while completely ignoring things that could give even more FPS.