[RELEASED] NVIDIA DLSS - Upscaling for Unity [Built-in and URP]


Boost your frames with DLSS Upscaling for Unity!

Assetstore URL: DLSS - Upscaling for Unity | Utilities Tools | Unity Asset Store

DLSS is an upscaling technique, creating high quality rendering based on lower resolution input. By using this, your project can run in a drastically lower resolution without losing visual quality and increasing the framerate!

If your project is limited by GPU performance, DLSS will give you a higher framerate. If a project is limited by CPU performance, all it will do is make the GPU workload lower. While this may seem like a big limitation, it also means a laptop will use way less battery power when using DLSS!

Easy to use
Simply drag our DLSS component on your camera and you’re all set to go!
Both Built-in and URP are a simple drag and drop and will work with Unity’s Post-Processing Stack!

AAA Anti-Aliasing
DLSS features a high quality Spatial Anti-Aliasing built-in. Get rid of those jagged edges and flicking while also improving your project’s performance!

Current supported Unity Render Pipelines

Built-in (BIRP) and Universal Render Pipeline (URP).

Current supported platforms

  • Windows x64 (DX11, DX12 and Vulkan)*

*Nvidia GPU’s only!

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Can we run this alongside your FSR? :smile:

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Hahaha, I wouldn’t recommend it;) But since DLSS is generally seen as the better quality option for upscaling, you can use DLSS as primary upscaler and fall back to FSR 2 when DLSS is unsupported on a platform (or no nvidia gpu).

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I asked the question dumbly, simply meant if we can slap the component onto the main camera similar to FSR and just toggle between them. I’ll take that as a definitive yes though!

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Epic!

Can you elaborate on how it intersects with the post-process stack? Are there any tradeoffs or limitations we should be aware of?

Injecting DLSS (and FSR 2), in the Post-Processing Stack (for BIRP), allows me to inject the upscaling in the correct moment during rendering. In-between certain types of PP. (See image, for FSR 2, same goes for DLSS).

Since I have injected FSR 2 into the PP, a lot of the issues the FSR 2 asset previously reported by users, that had to do with 3rd party assets has gone away.

And it looks like this (FSR 2 example, DLSS is the same):
9204291--1283979--upload_2023-8-9_9-10-25.png

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Just to make sure, this is DLSS 2 right? because it’s written nowhere even though I guess that’s the default choice nowadays.

Will you potentially add support for DLFG (Frame Generation, more commonly called DLSS 3, even though DLSS 2 is now at version 3.1.30 I think)
Will we be able to chose the DLSS 2 version to implement?

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The DLSS version is integrated into the Unity installations, potentially upgradable by swapping the DLSS dll file. This is something I’m still researching.

But yes, I think most (if not all) supported Unity versions have DLSS 2. This asset currently only supports the upscaler, not the Frame Generation. This is also something I’m still researching!

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It is upgradeable by swapping the dll in the editor installation. Did this with the other plugin and it worked beautifully (in-editor), the Unity Editor version isn’t the latest or greatest. I’m assuming the game will build with the upgraded DLL though, which we didn’t test.

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I will make sure if this is the case and add the possibility to my documentation:)

any update on review/release? Kudos for making this… much needed

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Unfortunately still in review. New assets will be in review for at least 3 or 4 months nowadays it seems…

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Maybe throw it on artstation or github and give paid access? I’d happily wire some $$ directly and I’m sure I’m not the only one here :smile:

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If the review times stay like this, then I’ll be sure to think of a better way to bring my assets to gamedevs!

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Second this. Not the only one.

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Will the 10XX series also work?

Only RTX cards support DLSS unfortunately.

I’m very sorry for the hold-up people. It’s been about a month since I requested the asset store review, and I’m still only half-way the review queue.

Any way to get hands on before the long lasting process is through?
We are already in project development towards the end and have a huge GPU Bottleneck because of multiple cameras.
We are eagerly waiting for the release of your asset.

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Hey, what renderpipeline are you using? Have you considered using our FSR 2 asset?

https://assetstore.unity.com/packages/tools/utilities/fsr-2-upscaling-for-unity-252172