UE5-main and Nvidia DLSS

How to get or rebuild DLSS plugin for ue5-main branch?

The plugin is managed by nvidia and latest supported version is UE5Preview2.
I did not use DLSS lately, does it ship with source so you can rebuild it? and in that case did you try rebuilding using the 5.0P2 version as it is the closes one to UE5-Main?

Have you tested the native Temporal Super Resolution from UE as an alternative.

No, i don’t tested native solution by Epic. My have to try.
Yes, DLSS it ship with source.

Any luck with this?

I disabled VulkanRHI in compiling the latest main branch of Unreal Engine 5, and got these errors:

Severity Code Description Project File Line Suppression State
Error LNK2019 unresolved external symbol public: class FRHITexture * __cdecl FD3D12BackBufferReferenceTexture2D::GetBackBufferTexture(void) (?GetBackBufferTexture@FD3D12BackBufferReferenceTexture2D@@QEAAPEAVFRHITexture@@anonymous_user_9674a66c) referenced in function public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>) (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@anonymous_user_e71e0d8a1?$TSharedPtr@UFDLSSState@@$00@@@Z) Compile51 C:\Users\Administrator\Documents\Unreal Projects\Compile51\Intermediate\ProjectFiles\NGXD3D12RHI.cpp.obj 1
Error LNK2019 unresolved external symbol public: void __cdecl FD3D12DescriptorCache::SetCurrentCommandList(class FD3D12CommandListHandle const &) (?SetCurrentCommandList@FD3D12DescriptorCache@@QEAAXAEBVFD3D12CommandListHandle@@@Z) referenced in function public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>) (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@anonymous_user_e71e0d8a1?$TSharedPtr@UFDLSSState@@$00@@@Z) Compile51 C:\Users\Administrator\Documents\Unreal Projects\Compile51\Intermediate\ProjectFiles\NGXD3D12RHI.cpp.obj 1
Error LNK2019 unresolved external symbol public: void __cdecl FD3D12Device::RegisterGPUWork(unsigned int,unsigned int) (?RegisterGPUWork@FD3D12Device@@QEAAXII@Z) referenced in function public: virtual void __cdecl FNGXD3D12RHI::ExecuteDLSS(class FRHICommandList &,struct FRHIDLSSArguments const &,class TSharedPtr<struct FDLSSState,1>) (?ExecuteDLSS@FNGXD3D12RHI@@UEAAXAEAVFRHICommandList@@AEBUFRHIDLSSArguments@@anonymous_user_e71e0d8a1?$TSharedPtr@UFDLSSState@@$00@@@Z) Compile51 C:\Users\Administrator\Documents\Unreal Projects\Compile51\Intermediate\ProjectFiles\NGXD3D12RHI.cpp.obj 1
Error LNK1120 3 unresolved externals Compile51 C:\Users\Administrator\Documents\Unreal Projects\Compile51\Plugins\DLSS\Binaries\Win64\UnrealEditor-NGXD3D12RHI.dll 1
Error MSB3073 The command C:\UnrealEngine-ue5-main\Engine\Build\BatchFiles\Build.bat -Target=Compile51Editor Win64 Development -Project=\C:\Users\Administrator\Documents\Unreal Projects\Compile51\Compile51.uproject\ -Target=ShaderCompileWorker Win64 Development -Quiet -WaitMutex -FromMsBuild exited with code 6. Compile51 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44

Hey @PinkMediaGroup were you able to solve the the linker error? I am facing the same issue.

I tried to solve all these issues for compiling the DLSS plugin, but unfortunately the source code of UE5.1 is changed. Still I’m waiting for a solution. It is not ony about VulkanRHI and and NGXD3D12RHI, but also the screen percentage code is changed. There is no CustomStaticScreenPercentage.h in the 5.1 code. I hope that somebody with experience in programming the UE5.1 code can solve this.

@PinkMediaGroup I managed to resolve all the deprecations. But still I couldn’t get around the linker errors. Nothing I have tried solved that so far.