Starting with Unity 2021.2.0b6, HDRP is shipping with native support for NVIDIA’s Deep Learning Super Sampling (DLSS) which has also been available in our Graphics Repository for some additional time now.
From our 2021.2 beta release blog post:
NVIDIA Deep Learning Super Sampling (DLSS) is a rendering technology available for HDRP that uses artificial intelligence to increase graphics performance and quality. It allows you to run real-time ray-traced worlds at high frame rates and resolutions. It also provides a substantial performance and quality boost for rasterized graphics and improves the performance of VR applications so they run at higher frame rates. This helps to alleviate disorientation, nausea, and other negative effects that can occur at lower frame rates.
If you haven’t tried it out yet, you can find information on how to get started in our official documentation.
We’d like to take this opportunity and ask you how your experiences with DLSS in Unity 2021.2 have been so far. Please use this thread to show off the results you were able to achieve in your projects, ask any related questions you might have and give us your feedback.
FAQ:
Do you have plans to port DLSS back to previous versions?
No plans for now. DLSS comes on top of many changes and improvements to dynamic resolution brought in 2021.2 at various levels of our graphics stack.
Do you have plans to make DLSS available for URP or built-in render pipelines?
We don’t have precise plans for now but the support for URP is under consideration. You can vote for it in this card on our public roadmap.
What are the platform requirements?
It requires 64 bits architecture, DX11, DX12 or Vulkan and an NVIDIA graphics card compatible with DLSS.
Does it require some neural network training phase with my content?
No training is required.
Known issues:
With the NVIDIA package installed in a project, even if DLSS is not used, the library is not stripped from the executable. (1332465)
The HDRP Render Debug view doesn’t work correctly when using DLSS
I set forced resolution to 50% (quality didn’t matter)
All the debug views seems to be of limited to half of the screen instead of scaling up(zoom in, you can see less than half of screen shows the debug info):
Disabling debug view didn’t fix this issue either, I had to restart unity or enter play mode (Domain reloading and scene reloading was enabled) to fix this (game view also went black)
As for me i tested it since the 2021.2.0b6.
I use DLSS as an AA (Anti-Aliasing), the quality is great especially in 8k UHD.
Here’s the video link: https://www.youtube.com/watch?v=–kT0k2iEUc
About using DLSS with RayTracing, In build it is great
but in Editor (Scene and Game view are visible) , it is slow.
I hope there is an option to choose to make it work in Game View only.
We weren’t able to reproduce the described behaviour based on your description here. Could you please submit a bug report for it with a reproduction project attached?
DLSS has stopped working for me. In 2021.2.0b4 I had it working pretty and fast.
I have 2 GPU’s in my system:
1080Ti (Primary)
2070 Super (Secondary)
When DLSS was working, my 2070 was the primary GPU. I swopped them a while back so the 2070 is the secondary. Now I dont know if it hasn’t worked since then, as its also been few weeks since I looked at the project.
It was working few weeks back, but I’m now greeted with this:
Could the issue be simple because I swopped my GPU’s around, or is there something else I should be looking at?
(NVidia Studio Driver 471.11)
DLSS is now not working for me in neither 2021.2.0b4 nor the latest 2021.2.0b11…
Is it slower when you use DLSS than without when both Scene and GameView are visible, or is it that rendering both Scene and GameView with raytracing which is too slow?
Hi, “Rendering both Scene and GameView with raytracing which is too slow.” plus DLSS turned on,
but it seem the performance on the Unity 2021.2b11 is now better,
both scene and game view are visible with raytracing and DLSS turned on.
It is even better if the resolution of the Game View is low res.
You can already do that. In your HDRP Default Frame Settings, just uncheck “Ray Tracing”. Then in your Custom Frame Settings for your camera, override this setting to true for your game view camera.
As for DLSS, it is only applied in the Game View anyway.
We just enabled this but there seems to be a problem with the compositor because our main camera now appears cropped to a quarter of the screen in the bottom left corner. Have you had any issues like this?
Great- we discovered that it is connected to the quality settings on the asset/camera - if we put it on Ultra Performance it is fine, but if we choose higher and higher qualities it progressively crops the main camera view smaller each time. Hope that helps!
So an update from us - we managed to get our application working fine using Ultra performance - but actually we found that there was quite a substantial drop in performance when DLSS was enabled. So we have turned it off again. It would be really interesting to know in what circumstances you have noticed DLSS actually being detrimental to performance.
One more thing I Happened to notice was that the dithering pattern also get bigger with dynamic resolution (which is to be expected I guess), but is there a way to mitigate this because it’s really noticeable at some distances.