Inside Unreal: DLSS and RTXGI with NVIDIA

It seems DLSS is now available without a special key.

And we’re planning another livestream with Nvidia to cover the new plugin!

Very nice. Might want to point out to people that they need to flip the AppID from 0 to 1 for it to work, even though that isn’t actually mentioned in the installation, or quickstart files.
(Probably since they were written when everyone had to apply to get one, and couldn’t use DLSS without it.)

I have to admit I spent a while trying to troubleshoot the plugin before figuring that out. (Or is this just a bug? That it’s still hardcoded to be disabled if the app id is the default 0?)
I’m very impressed with the quality and performance boost though from the tests I’ve done with it!

The new “public” DLSS plugin includes several license and guideline files (adding up to like 100 pages), but the following seems important for anyone deciding to mess with this:

https://i.imgur.com/HRx0hNn.png

https://i.imgur.com/wZYsecu.png

https://i.imgur.com/hdMG7O7.png

https://i.imgur.com/cwP5pIG.png

https://i.imgur.com/hjtZccf.png

[Update] I applied again using a company e-mail address and was approved…

Wow - I gotta say after just trying it out for the first time - RTXGI is pretty impressive!

Is this thing universally compatible on all platforms PC/Xbox/PS5? or is it exclusive to Nvidia cards like waveworks?

In the video, he shows an emissive sphere that he says was “flagged as invisible” - this generates light but is not visible in the scene.

How should I “flag as invisible”?

If I toggle the Visible flag or the Actor Hidden in Game in Rendering section the object fails to provide any gi light?

Thanks for any feedback…

[UPDATE] I was able to get a similar effect by creating a masked Emmisive material and using the RayTracingQualitySwitch to mask it out during normal rendering… not sure if this is the correct way but it works…

Apparently this documentation included with the plugin is outdated, because a more recent email from nvidia confirms approval process is not required anymore.

Man, what a mess!

We’ve released something with the marketplace DLSS plugin: Brickadia Alpha 5 Patch 3

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Hi, I’ve followed all the steps described here: https://github.com/NvRTX/UnrealEngine
But can’t see “Ray Tracing Mesh Caustics” checkbox in PPV. Am I doing somethin wrong?. UE4 build compiles without any errors.

Thanks!