Hey buddy, first of all, thanks for the video you shot. I'm doing the same as your instructions, no problem, it works fine, but when I press the play button, the quality is a little low, even though I set my scene quality to 'cinematic'. When I press play in cinematic quality, when dlss opens, I get the same cinematic quality but the resolution drops a little. How can I use this permanently at the highest settings. My card is rtx 4090. thanks in advance man. Love to you.
Well, this does work, but it pretty much turns off reflections everywhere, and would require a lot of adjustments in the materials to get everything to look right. It also doesn't fix the same issue with shadows. I discovered you can fix the shadows by selecting your Post Process volume and increasing the Lumen setting "Final Gather" to 3. This was the best performance vs quality setting for my level, but you'll have to adjust to suit your own needs. Somewhere between 3 - 8 works, but you obviously want the lowest number possibly as it greatly impacts your FPS.
Of course, final Gather will help with overall look of the scene, thanks for your contribution! Also for shadows if you are using ray traced shadows you can also increase the "Sample per pixel" setting in your light sources. Such as directional, skylights, etc. This is really helpfull to reduce noise on soft shadows but must be used carefully as if you increase it to much , you will lose a lot of performance.
how do you use DLSS and still render warm up engine frames? usually i'd do that using the anti-aliasing, but doesn't anti-aliasing and DLSS both conflict?
My first time trying DLSS with UE - this video was super helpful. Thanks! One question - have you tried it with the new versions (DLSS 3.7.10 and UE 5.4.2)? I currently have both installed and MRQ just keeps crashing on me when I go to render - have you encountered this error before? "Assertion failed: Family->GetTemporalUpscalerInterface() == nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\SceneView.cpp] [Line: 1132] ITemporalUpscaler should be set up in FSceneViewExtensionBase::BeginRenderViewFamily()" I can run the DLSS Sample demo in UE5.4.2 fine and it reports that DLSS is working with my RTX4070 (Driver ver: 555.99) - no issues.
Thanks for watching! We still face many issues and bugs (even without DLSS) when using U.E 5.4 , so we suggest to stick UE 5.3 for now until a stable 5.4 version is available. Unless you are just experimenting!
@@EliteRendersAcademy-ES - I was just experimenting. I did eventually find the source of the crashes. Seems anytime you place a Water Body (River in my case) in your scene, UE will crash if you try to render it in the MRQ using DLSS. I reported this to Nvidia DLSS Support.
@@John_atCTS Its great you found the cause, and this will help for future updates and for others having the same issue for now. Once we are confident it´s safe to use 5.4 for production purposes we will start to release tutorials about it :) . Thanks for your response and contribution to the community.
Can you explain me how to use dlss or dlaa?, cause when I'm using them the image gets very blurry.. even in 4k, do you use it with the regular antialiasing aswell? I just can't find my sweet spot between quality and render time
It would be great to see your MRQ settings for AA. There is a lot of confusion out there on which settings need to be checked when using DLAA. i.e. Does checking "override anti-aliasing" negate DLAA or does it enable DLAA... or maybe it has no effect. What do you think?
Hi there! According to what a Nvidia representative said in a Developer forum recently "The plugin must go through proper testing and QA before any kind of release. And this process is still ongoing" so they not yet have a release date defined. We hope that it's done soon 🙌🏻
Hi there! , we will release a course soon teaching how to create these type of renderings. Pre register here www.eliterendersacademy.com to get a 50% off in our upcoming course.
The noise is happening because you are using DLSS or other upscaling system with a low percentage screen resolution. (something like 50%). If you are using any upscaling method, make sure your screen percentage is set to 100 or if using DLSS make sure to use DLAA method. Obviously, this will affect your performance, but for the final render is totally worth it.
Hi there!. Thanks for watching and for your feedback. Its using the default TSR AA method , 100% screen percentage and high sampling values in the post process volume. This flickering noise is specially visible for metalic materials even using a bigger than 100% screen percentage and cinematic scaling options.
Mmmm that's odd. I being dealing with this issue for a long time. And atleast using TAA at 100% or DLAA with DLSS fix it. And yeah, is most noticiable at certain roughness levels and with emissive surfaces. And I was able to solved it .
@@ProjectFightsame thing happens to me as well, after start using 5.4 version I’m seeing these flickers issue all the time and doesn’t matter actually what settings you set before, I’m assuming that problem mostly because lumen.. on 5.3 we had a standalone ray tracing which is fix all that things. BUT! I agree with that we need to control roughness level and normal level, if roughness amounts are crazy than flickering will happen again :)
Nice workaround, but unfortunately although it does remove the problem, it looks like it removed that round reflection totally, and it does not produce accurate reflection.
Hi there ! you are absolutely right, unfortunately with lumen we still have to make some concessions (specially on reflections) want it or nor with its current state, this is most likely related to the emissive material of the pendant light, we hope that in future UE versions this workaround will not be necessary. But we consider that what is gained is much more than what is lost, especially being a satin material where the reflection is not totally clear. Thanks for watching and giving your feedback!
@@EliteRendersAcademy-ES Totally got it, it is good way to get rid of it in the most of the situation, and until they find the way to fix it up. Cheers
Hi there! Thanks for watching! You can check our tutorial to learn how to install the plugin and how to add the Nvidia widget to your own projects ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-EjcRJpM5RFM.html . Hope it helps you :)
Any GeForce RTX GPU can support DLSS Ray Reconstruction and DLSS Super Resolution as they feature the required Tensor Cores. Unfortunely for DLSS Frame Generation it requires a RTX 40 Series GPU.