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    Nvidia DLSS 2.0 UE4 branch

    I haven't found a thread about this yet, so let's make one. DLSS 2.0 is out, and it looks really good, way better than DLSS 1.0. If you haven't seen this talk yet, I do recommend to watch this recent GTC talk from Nvidia: https://developer.nvidia.com/gtc/2020/video/s22698

    Here's some comparison screenshots:











    According to Nvidia, it also has very good performance, it completely replaces TAA and it doesn't really cost any more than regular TAA:



    Nvidia created a UE4 branch with DLSS 2.0 integrated, so everyone who has RTX GPUs can use this UE4 branch and see how DLSS 2.0 performs in their game (DLSS 2.0 no longer requires per-game training): https://github.com/NvRTX/UnrealEngine

    Has anyone used that branch yet? What's your results? Does it support all UE4 rendering features or do some things not work with DLSS 2.0?
    Last edited by John Alcatraz; 04-07-2020, 09:40 PM.
    Easy to use UMG Mini Map on the UE4 Marketplace.
    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

    #2
    This is incredible. 540p is looking fantastic, what a world.
    LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

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      #3
      Installation steps aren't for lazy( Step 1 of 13 - Reach out to your Nvidia contact and get an AppId... Will try that in other life, or when it'll become interated

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        #4
        This is great, thanks for posting! Have you by chance tried this with VR? I've been wondering if this could be applied there.

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          #5
          Originally posted by MillhouseOne View Post
          This is great, thanks for posting! Have you by chance tried this with VR? I've been wondering if this could be applied there.
          I wondered about the same, and I was told by someone at Nvidia that this does work in VR, and that the UE4 branch also supports all UE4 engine features, including VR. I have not tried it myself yet, as I currently don't have a RTX GPU, but I'm also very interested in using this for VR.
          Last edited by John Alcatraz; 04-11-2020, 10:03 PM.
          Easy to use UMG Mini Map on the UE4 Marketplace.
          Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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            #6
            We are super interested in DLSS2.0 as well, we might give it a try pretty soon.
            Infromation about update frequency and stability of the Nvidiabranch would be very good to know.

            Best
            RealVis Studios

            Marketplace: Orbit Camera System
            | Culling Material Effect

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              #7
              Originally posted by PrHangs View Post
              Infromation about update frequency
              I was told that updating the branch to 4.25 might not be a high priority for Nvidia, but that it's very quick and easy for them to do so.

              I'd be more interested myself in a 4.25 branch, so I do hope they will update it to 4.25 soon. I'd also like if they could create a branch that only has DLSS 2.0, and not also all the raytracing changes that this current 4.24 branch has. A pure DLSS 2.0 integration would likely be quite a small change, and easily manually upgradable for anyone without having to wait for Nvidia to do so. But with this big RTX improvements + DLSS 2.0 branch, figuring out what exactly is needed for DLSS 2.0 and what isn't is quite hard for someone who isn't familiar with the code I think.
              Last edited by John Alcatraz; 04-13-2020, 08:20 AM.
              Easy to use UMG Mini Map on the UE4 Marketplace.
              Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                #8
                I'm really interested in DLSS 2.0 folks. I appreciate if you can post more information here if you have it.
                Thanks to start this Thread John Alcatraz

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                  #9
                  Originally posted by ALPHA KENT View Post
                  Installation steps aren't for lazy( Step 1 of 13 - Reach out to your Nvidia contact and get an AppId... Will try that in other life, or when it'll become interated
                  I found this thread after searching for this requirement (reach out to your Nivida contact). What does that actually mean? What Nivida contact? It's strange that everywhere else in their website there's no mention at all about this but actually claims that it's available to everyone. There are no details on how to find this "contact". Is this actually required?

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                    #10
                    There is a rtx-dlss-4.25 branch now in the Nvidia repo: https://github.com/NvRTX/UnrealEngine
                    Easy to use UMG Mini Map on the UE4 Marketplace.
                    Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                      #11
                      Neat! The 540p is pretty sharp. Kinda oversharpened and artifacty, but still a good showing overall.

                      Wish Epic would update their TAA, hasn't changed much in 6 years and this is a helpful reminder of that (DLSS 2.0 is TAA+ Machine Learning upscaling)

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                        #12
                        Does anyone have an NVIDIA contact? I'd like to test this integration in our pipeline. I've sent inquiries to NVIDIA via a few different paths, but haven't gotten a response on any.
                        Cameron Abt
                        CEO
                        Atlas Bay VR

                        Atlas Bay VR Logo

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                          #13
                          Same I'm also interested in this. Looks like Mechwarrior Mercenaries has dlss 2.0 support. (unreal engine 4 game)

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                            #14
                            In case anyone is still looking it appears the 4.25 Branch is ready and all you need to do is complete a survey at https://developer.nvidia.com/nvidia-dlss-get-started using your nvidia dev account.

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                              #15
                              Waiting for DLSS 2.0 inside UE4. Branch not compiled correctly.

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