I have noticed that the magic of DLSS doesn’t work wuite well with camera’s DOF effects. I wrote Nvidia and they tell me that the problem is that DLSS happens in the same stage as TAAU in the pipeline (which happens one step after DOF: Screen Percentage with Temporal Upsample | Unreal Engine Documentation ), so Depth of field becomes quite weird… and it’s a quite important effect!
I have been trying to not use DOF and make my of Post Process material to simulate the DOF in a later stage, but the result is not near to the quality of actual DOF.
Please, do you have any iade about a workaround for this?
Thank you very much and best regards!