Nvidia DLSS 2.0 UE4 branch

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 *

Thanks, man! All works well.

Can’t wait DLSS 2 release for 4.26.

4.26 can’t work dlss. This branch no any dlss aa method have even

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)

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

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/UnrealEngine/tree/rtx-dlss-4.26/Engine/Plugins/Runtime/Nvidia/DLSS

https://forums.unrealengine.com/development-discussion/rendering/1844792-dlss-2-0-4-26-review

Have i understood it correctly that DLSS 2 is now an Plugin which can be used with the vanilla UE 4.26 version ?

i think yes. i think ue5 is dlss ordinary plugin. other way real time lumen is a dream

From https://developer.nvidia.com/dlss

Hey guys! I don-t really know if this is the proper way or thread to go.

here, my question: i downloaded the Nvidia Caustic and new GI denoiser branch. Compiled it, and blah blah. I’m TRULY amazed by those 2 features. Problem is; 4.25 version.

Now, I got approved by DLSS v2.0 and made it work. AWE! But, 4.26.

So here it goes. I need them 3 to work together for my current project. How can i make these 2 branches merged and working into a 4.26 (or 4.25) together? Does anyone knows how to?

Thanks a lot in advance.

All my best,

PS. Do you guys know the proper way also in Nvidia Developers forums to ask??