Before I begin, I would like to point out that DLSS is awesome and is very polished provided it is new. Well done Unity and thumbs up for nVidia for natively supporting it!
Now to the topic. When DLSS is enabled, Bloom goes out of control and the threshold has to be put up from 1 → 30 to achieve similar results.
1 Like
Ruchir
July 12, 2021, 7:03pm
2
Any updates regarding this?
Ruchir
July 13, 2021, 8:04pm
3
I have more Bugs related to DLSS now.
Most of the full screen debug views stop working with DLSS On:
DLSS on:
Now after disabling the dynamic resolution (DLSS off):
After re-enabling it(Game is still playing):
By flickering I can tell DLSS is working but it doesn’t show up in the debug view in the table section.
Also< I get errors like this(the debug view just gets stuck sometimes when using DLSS):
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.HighDefinition.DLSSPass+CameraState.Cleanup (UnityEngine.Rendering.CommandBuffer cmdBuffer) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:511)
UnityEngine.Rendering.HighDefinition.DLSSPass.CleanupCameraStates () (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:545)
UnityEngine.Rendering.HighDefinition.DLSSPass.InternalNVIDIABeginFrame (UnityEngine.Rendering.HighDefinition.HDCamera hdCamera) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:649)
UnityEngine.Rendering.HighDefinition.DLSSPass.BeginFrame (UnityEngine.Rendering.HighDefinition.HDCamera hdCamera) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:171)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.BeginPostProcessFrame (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera camera, UnityEngine.Rendering.HighDefinition.HDRenderPipeline hdInstance) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs:385)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.cs:1957)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.cs:1795)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <2e270fb580704b37a76809b5e53cf4ef>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <2e270fb580704b37a76809b5e53cf4ef>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
jjejj87:
Before I begin, I would like to point out that DLSS is awesome and is very polished provided it is new. Well done Unity and thumbs up for nVidia for natively supporting it!
Now to the topic. When DLSS is enabled, Bloom goes out of control and the threshold has to be put up from 1 → 30 to achieve similar results.
I think things like bloom and DOF are quite reliant on resolution. So you would want to tune it for the quarter res DLSS version etc… at least that’s my first guess.
For DLSS the post processing pipeline runs at the resolution of the backbuffer (post-upscale), so shouldn’t behave significantly different from without DLSS.
Can you please file a bug so can be tracked in our system?
Thank you
1 Like
Onat-H
July 20, 2021, 3:25pm
7
DLSS currently breaks if physical DOF is on. It then only renders a part of the game view (seems to be the actual resolution as the quality setting has influence on the size of the rendered part of the game view)
We are aware of this issue, the fix will be soon added to master alongside Temporal Upsampling.
2 Likes