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

Hello,

your DLSS asset works great with these settings:

  • 4K game window
  • DLAA
  • Camera’s AA = None
    - RenderScale = 1
    - MSAA = 0

but is it possible to use the following settings for offline recorder recorded videos?

  • 4K game window
  • DLAA
  • Camera’s AA = None
    - RenderScale = 2
    - MSAA = 8x
    since the end result is not playable, it is only a 4K mov video file, so fps and vram usage does not matter.

It seems that the DLSS asset will always force reset RenderScale and MSAA to hardcoded preset value, and there is no option to stop it.

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DLSS uses the renderscale feature to downscale the resolution in URP, its the best way to do so without creating issues. You can try changing the remderscale manually after setting the dlss quality, but I think setting it above 1 will break it.

DLSS/DLAA has its own internal AA which offers the best visual fidelity without any other AA adding other AA will actually decrease quality.

if you want to record a video at high res, you can try setting the game windows to a custom 8k resolution or use cinemachines internal video recording feature and set the preferred resolution there. Then you get 8k output which you can downscale to 4k in a video editing software, which is basically the same as setting the renderscale to 2 I believe.

1 Like

Thank you for your suggestion!

Is it absolutely impossible to use the following settings? even with manual editing the DLSS_URP script?

  • 4K game window
  • DLAA
  • Camera’s AA = None
    - RenderScale = 2
  • MSAA = 0

because once the video recording height exceeds 2160, warning will be produced by recorder.
2160 px height(= 4K) is the max recommended height of Recorder (ProResEncoder 422HQ), using higher resolution will slow down the rendering a lot and may produce invalid video file.
9832098--1414182--2024-05-13 23_23_31-Recorder_2.png 9832098--1414173--2024-05-13 23_23_31-Recorder.png

1 Like

You can try it, but it may totally break DLSS.

VR Progression update:

Big update on one of the single most requested upscaling features: VR Support! I’ve been working tirelessly these last few days on researching and prototyping for VR and I’m happy to let you know that both FSR 1 and SGSR are currently working for PCVR (OpenVR/SteamVR and OpenXR/MetaVR) for BIRP Multi-pass and URP Single and Multi-pass! I’ve updated my Custom Post-Processing Package (link: https://thenakeddev.com/Tools/Upscaling for Unity/com.unity.postprocessing@3.4.1.zip). Update it and it should work, no need to also update the FSR 3 - Upscaling for Unity/SGSR Mobile - Upscaling for Unity packages!
Fun fact, SGSR Mobile - Upscaling for Unity worked out of the box for URP!

Note: I’ve done a lot of testing but I’m sure there are still a lot of edge cases were thing break, so please let me know if you run into any issues and I’ll try to fix them!

Roadmap (and in this order):

  • OpenVR & OpenXR Support for FSR 1 and SGSR for BIRP :white_check_mark:

  • OpenVR & OpenXR support for SGSR for URP :white_check_mark:

  • Standalone VR support for SGSR for URP :white_check_mark:

  • Standalone VR support for FSR 1 and SGSR for BIRP :white_check_mark:

  • OpenVR & OpenXR support for FSR 3/DLSS for BIRP :white_check_mark:

  • OpenVR & OpenXR support for FSR 3/DLSS/XeSS for URP

  • Single Pass BIRP

Update on VR, I’ve made modifications to my Custom Post-Processing Package (link: https://thenakeddev.com/Tools/Upscaling for Unity/com.unity.postprocessing@3.4.1.zip) which now add VR support for both FSR 3 and DLSS for BIRP! (currently multipass only)

Any idea… on U6 20f URP, followed the documentation should be all set… newest version on store nvidia rtx gpu…
image

Hmm, are you on directx, working on a windows 64bit pc with a 20x0 or newer RTX nvidia card?

win10 64, 40x0 rtx directx

Would you be able to get on a discord call tomorrow? I think that be the fastest way to pinpoint the issue!