DLSS Ray Reconstruction crashes editor

After updating my project to 5.6, it started crashing. I quickly found that the issue was Ray Reconstruction. I disabled it and the problem immediately went away. (Still using DLSS-SR and NIS sharpening).

Now, sometime later, I’m trying to fix RR. I updated to the latest version of the plugin, but I still have the same issue. The error I get is:
Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 533]
Shader compilation failures are Fatal.

The crash happens immediately after/during enabling RR via the Enable DLSS-RRnode.

That line in the error is for HandlePipelineCreationFailure, so something to do with shader compilation I suppose.

I’m mostly working with blueprints on this, at least for now.

For the record, I am first ensuring that HW Lumen is on and checking that Is DLSS-RR Supportedreturns true, before attempting to enable RR.

There is also the case of the r.Lumen.Reflections.BilateralFilter issue. The DLSS documentation mentions an issue with UE5.2 and UE5.3 that necessitates setting this to 0 via engine config because setting it at runtime causes a crash. This was fixed at some point by Epic, but Nvidia still expects you to handle it yourself (at least as of when I last checked on whatever was the newest version of the DLSS plugin before UE5.6) even though you can change it at runtime now. Regardless, for the purposes of debugging RR, I just set r.Lumen.Reflections.BilateralFilter=0 in the config for now, so that I can rule out this issue.

Any idea why RR crashes the engine?

Edit:

Some more logs
[2025.10.21-08.59.40:997][118]LogD3D12RHI: Error: Failed to create pipeline state with combined hash EA98E289955B3282, error 80070057.

[2025.10.21-08.59.40:998][118]LogD3D12RHI: Warning: Failed to create graphics PSO with combined hash 0xEA98E289955B3282:

AlphaToCoverageEnable = 0

IndependentBlendEnable = 1

RenderTarget[0] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }

RenderTarget[1] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }

RenderTarget[2] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }

RenderTarget[3] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }

RenderTarget[4] = { 0, 0, 0x2, 0x1, 0x1, 0x2, 0x1, 0x1, 0x0, 0xF }

SampleMask = 0xFFFFFFFF

FillMode = 3

CullMode = 1

FrontCounterClockwise = 1

DepthBias = 0

DepthBiasClamp = 0.000000

SlopeScaledDepthBias = 0.000000

DepthClipEnable = 1

MultisampleEnable = 1

AntialiasedLineEnable = 0

ForcedSampleCount = 0

ConservativeRaster = 0

DepthEnable = 0

DepthWriteMask = 0

DepthFunc = 8

StencilEnable = 0

StencilReadMask = 0xFF

StencilWriteMask = 0xFF

FrontFace = { 1, 1, 1, 8 }

BackFace = { 1, 1, 1, 8 }

InputLayout.NumElements = 2

InputLayout[0] = { "ATTRIBUTE", 0, 0x2, 0, 0, 0x0, 0 }

InputLayout[1] = { "ATTRIBUTE", 1, 0x10, 0, 16, 0x0, 0 }

IBStripCutValue = 0x0

PrimitiveTopologyType = 0x3

NumRenderTargets = 5

RTVFormats[0] = 0x1A

RTVFormats[1] = 0x1A

RTVFormats[2] = 0xA

RTVFormats[3] = 0x29

RTVFormats[4] = 0x29

DSVFormat = 0x0

SampleDesc = { 1, 0 }

NodeMask = 0x1

Flags = 0x0

Everything else seems same as without RR, so this is the relevant part of the log that prints immediately as Enable DLSS-RR is called.
I enabled r.ShaderDevelopmentMode=1 so I assume that last part of the log snippet I added is the shader that fails, but that doesn’t really tell me anything…

Hello there @OneNot!

Checking around the community, the DLSS failed pipeline error you are getting is usually related to a graphic conflict, either with the active DX, or the current video drivers in your system. Please test the following steps:

  • First, the most usual solution, perform a clean install of your current drivers using any free uninstaller tool, then update to the latest version. If available, please use Developer drivers.

  • Then, ensure your OS has the latest updates installed ,as well as your DLSS plugin version. Confirm the one you are using is compatible with your UE install.

  • Once all updates are done, if the issue persists, the next step is to perform a cache clear in your project. Go to it’s main directory, and delete folders Saved, Intermediate, and DerivedDataCache. After that, restart your project, and allow the shaders to recompile.

  • At this stage, you can also try switching between DX11 and DX12.

  • Finally, if the problem is not resolved yet, it could be tied to the project itself. In order to know this, open a blank project, add the same DLSS plugin build, and test if the issue re-appears.

For further methods to test, please check the related scenario below: