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.
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.
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.
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
OpenVR & OpenXR support for SGSR for URP
Standalone VR support for SGSR for URP
Standalone VR support for FSR 1 and SGSR for BIRP
OpenVR & OpenXR support for FSR 3/DLSS for BIRP
OpenVR & OpenXR support for FSR 3/DLSS/XeSS for URP