NVIDIA DLSS Plugin for UE 4.26
NVIDIA DLSS Plugin for UE 4.26
NVIDIA set out to redefine real-time rendering through AI-based super resolution - rendering fewer pixels and then using AI to construct sharp, higher resolution images. Powered by dedicated AI processors on NVIDIA RTX GPUs called Tensor Cores, DLSS is a deep learning neural network that boosts frame rates while generating beautiful, crisp game images.
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For inquiries regarding the plugin or for general support, please reach out to use via our support alias.
A: There are multiple items that can cause the DLSS dropdown menu tool to not be visible. To ensure your machine and project are both fully supported, please verify that the following guidelines are met.
- Minimum Driver version of 461.40 is installed on your machine. You can download and install the latest version either directly through GeForce Experience or simply download and install the driver from https://www.nvidia.com/drivers.
- Ensure you’re using the corresponding plugin version for the engine you’re running. (I.E. use the DLSS-Plugin-4.26.1 plugin if you’re using Unreal Engine 4.26.1). Please follow the DLSS_Plugin_Installation_Guide.pdf for further instructions on how to install.
- The `Enable DLSS to be turned on in Editor viewports` checkbox is marked in your project settings under `Plugins - NVIDIA DLSS`.
- Your editor viewport is set to Perspective and Lit modes. DLSS Plugin does not support the other viewport modes.
- The DLSS Plugin is not compatible with the RenderDoc Plugin. Please be sure to check if you have the RenderDoc Plugin enabled in your project’s Plugins settings. If it is enabled, please disable and restart the engine.
DLSS support can be verified by searching in the UE4 log files for “LogDLSS: NVIDIA NGX DLSS supported 1” and related messages. If you still do not see the dropdown menu tool, please email us at DLSS-Support@nvidia.com.
A: Yes, the NVIDIA DLSS Plugin is available to all for Unreal Engine 4.26. However, non-plugin versions of DLSS are available through a standalone SDK, available through the DLSS Developer Access Program as well as standalone DLSS integrations for 4.24.3 to 4.26 support.
A: The NVIDIA DLSS Plugin is available for use with Unreal Engine 4.26. If you are running off of a 4.26 point release (I.E. 4.26.1), please be sure to pull the corresponding plugin version for the engine you’re running.
A: NVIDIA provides the DLSS Plugin also within the NvRTX 4.26 branch. This will require you to download, install, and build the source locally before being able to use the plugin. To learn more on gaining access to NvRTX, please visit our Unreal Engine Developer Program.
A: The previous plugin supported 4.26.0 and with the latest update, the DLSS plugin supports up to 4.26.1. Please download the plugin package again and be sure to pull the corresponding plugin version for the engine you’re running. (I.E. Use the DLSS-Plugin-4.26.1 plugin if you’re using Unreal Engine 4.26.1)
A: DLSS workload occurs in the same spot as TAAU in the pipeline. Due to this, DOF differences are expected. Please refer to the Unreal Engine documentation for more details.
A: DLSS workload occurs in the same spot as TAAU in the pipeline. Due to this, post processing material differences can occur. Please refer to the “View Size and Render Target Size” and “Post Process Material after Temporal Upsample” sections of Unreal Engine documentation for more details.
A: The DLSS Plugin is compatible with VR Supported Unreal Engine Apps.
A: There is no official support for MRQ with the DLSS Plugin. The DLSS Plugin interface only enables DLSS for the main views.
A: DLSS requires correct motion vectors to function properly. The r.BasePassForceOutputsVelocity console variable can be used to render motion vectors for all objects, and not just the ones with dynamic geometry. This can be useful if it's infeasible to e.g. change all meshes to stationary or dynamic.
A: Please report your findings by emailing the NVIDIA DLSS Support Team at DLSS-Support@nvidia.com. When sending your report, please also attach the *.log files from <YourProject>\Saved\Logs so we may better assist you.