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    #16
    Originally posted by EA_Unreal_77 View Post
    Waiting for DLSS 2.0 inside UE4. Branch not compiled correctly.
    Why do you think so ?

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      #17
      Anyone here got their application approved by Nvidia to try use DLSS? I'm interested to see if DLSS could help in Archviz.

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        #18
        Originally posted by Jony6234 View Post

        Why do you think so ?
        There are several errors.

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          #19
          Originally posted by EA_Unreal_77 View Post

          There are several errors.
          The problem is with you, I have been using it for a long time and I have no problems.

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            #20
            Not with me, but with my computer soft. :-)

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              #21
              Originally posted by Jony6234 View Post

              The problem is with you, I have been using it for a long time and I have no problems.
              First problem, when downloading.
              Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-5362132-19c3dc0c58d8481bafdd8f772718d482/740468294ff5dc113d230e62ae67c145d10bfb6c': The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. (PathTooLongException)

              Do you know any solution?

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                #22
                Originally posted by EA_Unreal_77 View Post

                First problem, when downloading.
                Failed to download 'http://cdn.unrealengine.com/dependencies/UnrealEngine-5362132-19c3dc0c58d8481bafdd8f772718d482/740468294ff5dc113d230e62ae67c145d10bfb6c': The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters. (PathTooLongException)

                Do you know any solution?
                try putting your checkout on a shorter file path, i.e. something short like D:/Dev/UE4 instead of a long file path such as D:/Development/Engines/TestBranches/UnrealEngineNvidiaBranch/UE4
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                  #23
                  Originally posted by Chosker View Post

                  try putting your checkout on a shorter file path, i.e. something short like D:/Dev/UE4 instead of a long file path such as D:/Development/Engines/TestBranches/UnrealEngineNvidiaBranch/UE4
                  Thanks, man! All works well.

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                    #24
                    Can't wait DLSS 2 release for 4.26.

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                      #25
                      4.26 can't work dlss. This branch no any dlss aa method have even

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                        #26
                        I'm trying to find the 4.26 DLSS plugin discussed on the Nvidia dev site, but it seems like an endless loop linking me between their github forks which only include the full engine branch and the request access page. I'm already an approved DLSS developer with an NGX app ID and logged into the dev site, so not sure what gives...

                        Has anyone found out where to get the plugin from?

                        Edit: Looks like the plugin is just included in the rtx-dlss-4.26 branch from Nvidia under Plugins/Runtime/Nvidia so you have to steal it from there. No separate repository.
                        Last edited by Cameron Abt; 12-18-2020, 01:21 PM. Reason: Found solution
                        Cameron Abt
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                          #27
                          Originally posted by Cameron Abt View Post
                          I'm trying to find the 4.26 DLSS plugin discussed on the Nvidia dev site, but it seems like an endless loop linking me between their github forks which only include the full engine branch and the request access page. I'm already an approved DLSS developer with an NGX app ID and logged into the dev site, so not sure what gives...

                          Has anyone found out where to get the plugin from?

                          Edit: Looks like the plugin is just included in the rtx-dlss-4.26 branch from Nvidia under Plugins/Runtime/Nvidia so you have to steal it from there. No separate repository.
                          But can you integrate it into any UE4 project or installation? Or only in the custom Nvidia branch?

                          It would be a dream to see it integrated into UE4, or as an independent plugin. For the moment, the process is complicated and, as far as I remember, your project will show a Nvidia watermark, which will be able to be removed under some conditions (I can imagine showing the Nvidia logo at the begining of your 'game', at least)
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                            #28
                            Originally posted by Miguel1900 View Post

                            But can you integrate it into any UE4 project or installation? Or only in the custom Nvidia branch?

                            It would be a dream to see it integrated into UE4, or as an independent plugin. For the moment, the process is complicated and, as far as I remember, your project will show a Nvidia watermark, which will be able to be removed under some conditions (I can imagine showing the Nvidia logo at the begining of your 'game', at least)
                            I've got it up and running in our own source version of the engine. It does exist as a separate plugin to use with any non-nvidia branch of 4.26, you just have to go to their branch to pull the plugin folder itself.

                            As far as the watermark, there is the DLSS SDK - DO NOT DISTRIBUTE watermark that still exists when testing. I haven't gone through the process yet so I'm not sure what the requirements are to get a shipping DLL, but if I find out I'll report back.
                            Last edited by Cameron Abt; 12-18-2020, 03:13 PM.
                            Cameron Abt
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                              #29
                              Originally posted by Cameron Abt View Post

                              I've got it up and running in our own source version of the engine. It does exist as a separate plugin to use with any non-nvidia branch of 4.26, you just have to go to their branch to pull the plugin folder itself.

                              As far as the watermark, there is the DLSS SDK - DO NOT DISTRIBUTE watermark that still exists when testing. I haven't gone through the process yet so I'm not sure what the requirements are to get a shipping DLL, but if I find out I'll report back.
                              Quite interesting, Cameron, thank you. And, if you disable the plugin, the watermak goes away?

                              Regards
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                                #30
                                Originally posted by Miguel1900 View Post

                                Quite interesting, Cameron, thank you. And, if you disable the plugin, the watermak goes away?

                                Regards
                                You don't even have to disable the plugin. Just use r.NGX.DLSS.Enable 0 to disable DLSS and it'll revert back to TAA! The plugin readme here has more info about it (usual disclaimer about having UE4 github access applies, else you'll get a 404): https://github.com/NvRTX/UnrealEngin...me/Nvidia/DLSS
                                Cameron Abt
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