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nVIDIA DLSS3 Umarnin Ƙirƙirar Firam ɗin Injin mara gaskiya

NVIDIA Unreal Engine DLSS Frame Generation Plugin (Streamline)

DLSS3 da NVIDIA Unreal Engine DLSS Frame Generation Plugin

NVIDIA DLSS Frame Generation plugin wani bangare ne na faffadan faffadan ayyukan NVIDIA masu alaka da fasahar inganta ingancin hoto da daidaitaccen Injin NVDIA mara gaskiya plugins: NVIDIA Zurfafa Koyon SupersampƘwararren Ƙwararren Ƙwararru (DLSS-FG) yana haɓaka ƙimar firam ta amfani da AI don samar da ƙarin firam. DLSS-FG yana buƙatar katin zane na Geforce RTX 40.
NVIDIA Zurfafa Koyo Supersampling Super Ƙaddamarwa (DLSS-SR) yana haɓaka ƙimar firam ta hanyar samar da ƴan pixels da amfani da AI don fitar da firam masu tsayi. DLSS-SR yana buƙatar katin zane na NVIDIA RTX. NVIDIA Zurfafa Learning Anti-Aliasing (DLAA) ana amfani da shi don inganta ingancin hoto. DLAA yana buƙatar katin zane na NVIDIA RTX.
NVIDIA Ƙimar Hoto (NIS) yana ba da mafi kyawun haɓakawa da haɓakawa ga waɗanda ba RTX GPUs ba, duka NVIDIA ko ƙungiya ta 3rd. Da fatan za a koma zuwa NVIDIA Girman Hoto Unreal Engine plugin don ƙarin cikakkun bayanai. NVIDIA DLSS 3 ya haɗa DLSS Super Resolution, DLSS Frame Generation, da NVIDIA Reflex.
Kayan aikin NVIDIA Unreal Engine DLSS Frame Generation (wanda aka rubuta a nan) yana ba da: DLSS Frame Generation (wanda ake kira DLSS-G ko DLSS-FG)

NVIDIA Reflex
Kayan aikin NVIDIA Unreal Engine DLSS-SR (akwai daban) yana ba da: DLSS Super Resolution (DLSS-SR)
Zurfafa Learning Anti-Aliasing (DLAA)
Kayan aikin NVIDIA Unreal Engine NIS (samuwa daban) yana ba da: NVIDIA Hoton Scaling

Shawarar haɗin kai

Ana samun goyan bayan DLSS Frame Generation plugin “daga cikin akwatin” ta Injin Unreal 5.2, gami da fakitin injuna daga Epic.
Don sakin injin 5.1 da na baya, ƙarin canje-canjen tushe ga injin kanta dole ne a yi don tallafawa plugin ɗin DLSS Frame Generation. Muna ba da shawarar cewa injiniya ya yi haɗin kai wanda ke da ɗan fahimtar sake gina Injin Unreal daga lambar tushe da kuma haɗa snippets na lamba a cikin lambar injin kanta.

Quickstart DLSS3 Frame Generation

Lura: DLSS Frame Generation da Reflex aiwatar ana samar dasu tare ta hanyar ɗakin karatu na "Streamline", don haka sunan plugin ɗin shine Streamline.

Farashin UE5.2

  1. Kwafi dukkan babban fayil ɗin Streamline plugin a wani wuri ƙarƙashin injin Plugins\Babban fayil ɗin kasuwa ko ƙarƙashin aikin tushen ku Plugins babban fayil Don fakitin sakin injin daga Epic, kwafi plugin ɗin a wani wuri ƙarƙashin Injin injin.Plugins\Babban fayil na kasuwa
    Don gina injin tushe, kwafi plugin ɗin a wani wuri ƙarƙashin Injin injin.Plugins\ Babban fayil na lokacin aiki
    Idan kuna da aikin tushen (ba aikin zane kawai ba) kuna iya kwafi plugin ɗin ƙarƙashin aikin ku Plugins babban fayil maimakon injin. Kwafi ɗaya ne kawai na plugin ɗin aka yarda don haka kar a kwafe shi zuwa wurare biyu
  2. Kunna DLSS Frame Generation plugin a cikin Edita (Shirya -> Plugins)
  3. Sake kunna editan
  4. Duba log ɗin don NVIDIA Streamline mai goyan bayan 1

UE 5.1 ​​da kuma baya

  1. Haɗa canje-canjen injin injiniya tare da ƙugiya na al'ada, DLSS Frame Generation, da DLSS Super Resolution plugins cikin bishiyar tushen ku, wanda ya dace da sigar UE ɗin ku:
    1. https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.1-dlss-plugin
    2. https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.0-dlss-plugin
    3. https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-4.27-dlss-plugin
  2. Kunna DLSS Frame Generation plugin a cikin Edita
  3. Sake kunna editan
  4. Duba log ɗin don NVIDIA Streamline mai goyan bayan 1

Bukatun tsarin don DLSS Frame Generation

 Mafi ƙarancin sigar Windows OS na Win10 20H1 (Sigar 2004, gina 19041 ko sama), 64-bit
Nuni Hardware-Accelerated GPU Scheduling (HWS) dole ne a kunna ta Saituna : Tsari: Nuni : Zane-zane : Canja saitunan zane na asali. https://devblogs.microsoft.com/directx/hardware-accelerated-gpu-scheduling/ NVIDIA Ada architecture GPU (jerin GeForce RTX 40, jerin NVIDIA RTX 6000)

NVIDIA Geforce Driver
An ba da shawarar: sigar 531.18 ko sama
UE aikin ta amfani da DirectX 12 (Tsoffin RHI a cikin saitunan aikin)

Haɗawa da Haɗa Canje-canje na Injin Kwastam don tallafawa plugin ɗin Ƙarfafa Ƙarfafa DLSS

Injin mara gaskiya 5.1

  1. Aiwatar da canje-canjen da ake buƙata-gefen injin daga wannan ma'ajiyar ta amfani da ɗayan hanyoyin biyu
    1. Haɗa wannan reshe kai tsaye idan itacen lambar ku ta git https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.1-dlss-plugin
    2. Ko a madadin zazzage faci file ta wannan hanyar: https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
      1. Duba cewa facin file ya dace da sigar injin ku ta hanyar aiwatar da umarni na gaba: git apply –check ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
      2. Wannan aikin ba mai lalacewa ba ne kuma gwaji ne kawai don tabbatar da cewa haɗin zai yiwu kuma ya tuta kowane
      3. Idan akwai wata matsala, bincika files da ake hadawa. Wannan na iya faruwa lokacin da aka taɓa files mai yiwuwa masu haɓakawa da kansu da gwajin haɗin git sun canza su
      4. Aiwatar da facin tare da umarni na gaba: git apply ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
    3. Sake gina facin injin ɗin da naku
    4. Kunna DLSS Frame Generation plugin a cikin Edita.
      1. Je zuwa Plugins
      2. Gungura har zuwa ƙasa har sai kun sami plugin ɗin.
    5. Sake kunna editan.
    6. Tabbatar da haɗin gwiwar DLSS Frame Generation a cikin UE
      1. Run editan ko
      2. Bincika fitar da kuskure da/ko rajistan ayyukan cikin $(sunan aikin)/Ajiye/Logs kuma nemi layi mai zuwa: NVIDIA Streamline yana goyan bayan 1
    7. Idan wata matsala ta ci gaba, kar a yi jinkirin tuntuɓar NVIDIA naku

UE DLSS Frame Generation plugin kanta iri ɗaya ce ga sauran nau'ikan UE, amma akwai rassa / faci daban-daban akan Github tare da canje-canjen injin ga kowane nau'in UE:

Farashin UE5.0

Kama da umarnin 5.1 Patch Branch

Farashin UE4.27

https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.0-dlss-plugin https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-5.0-dlss-plugin.patch
Kama da 5.1 umarnin Reshe
https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-4.27-dlss-plugin

Faci

https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-4.27-dlss-plugin.patch

Shirya matsala

Hanyoyi masu sauri

  1. Yadda za a gano wane nau'in DirectX kuke amfani da shi: Bude Wurin Shigar da Wutar Lantarki a cikin Bincike mara gaskiya "RHI" don tabbatar da wane nau'in DirectX kuke amfani da shi. Za ku ga wani abu kamar "LogD3D12" idan DX12 ne, misaliample.
  2. Yadda za a tabbatar da cewa Frame Generation an fara shi daidai: Yi amfani da Login Output kuma bincika Streamline, idan farawa ya yi nasara ko ya kasa ya kamata ku ga abin da aka tabbatar.
  3. Yadda ake gano nau'in Windows ɗin da kuke da shi: Danna maɓallin Fara ko Windows (yawanci a kusurwar hagu na allon kwamfutarku). Danna Danna System. Danna About (yawanci a cikin ƙananan hagu na allon). Sakamakon allo yana nuna bugu na Windows.

Abubuwan da aka sani

DLSS Frame Generation
yuwuwar "cire na'urar" kuskure lokacin kunna DLSS-FG, idan SER (Sake oda na Shader) yana aiki a lokaci guda. Bayar da aƙalla direba 531.18 don rage yuwuwar wannan fitowar ta auku Debug overlay
Mai rufi yana nuna Ctrl-Shift-Home, Ctrl-Shift-Insert, Ctrl-Shift-Del umarni na madannai waɗanda ƙila ba su da aiki.

Gano matsalolin plugin a cikin Editan

UE DLSS Frame Generation kayan aikin kayan aikin suna rubuta bayanai daban-daban a cikin nau'ikan log ɗin UE masu zuwa: LogStreamline
LogStreamlineAPI LogStreamlineBlueprint LogStreamlineD3D11RHI LogStreamlineD3D12RHI LogStreamlineRHI LogStreamlineRHIPreInit
Ana iya samun dama ga waɗannan a cikin Editan ƙarƙashin Window -> Log ɗin fitarwa

Ana iya tace log ɗin saƙon don nuna kawai saƙonni masu alaƙa da Streamline don samun ƙarin bayani kan dalilin da yasa plugin ɗin bazai aiki kamar yadda ake tsammani ba.

Gyara mai rufi

A cikin ginin UE ba jigilar kaya ba, DLSS Frame Generation plugin zai iya nuna abin rufe fuska wanda ke nuna bayanan lokacin aiki. Ana iya kunna mai rufin / kashe shi a cikin ginin da ba na jigilar kaya ba tare da Plugins -> NVIDIA DLSS Frame Generation -> Load Debug Overlay zaɓi a cikin Saitunan Ayyuka.
Hakanan ana iya soke wannan saitin tare da -sldebugoverlay da -slnodebugoverlay akan layin umarni. Wannan a fakaice yana zaɓar binaries na Ci gaban Streamline. Ana samun goyan bayan mai rufin akan tsarin da ake tallafawa fasalin DLSS-FG.
Mai rufin gyara kuskure yana ba da hanya don ganin nau'ikan nau'ikan rubutu da aka wuce cikin Streamline don DLSS-FG. Tare da kunna DLSS-FG Ctrl+Shift+Insert yana kunna hoto mai zuwa view.

Ƙayyadadden ƙimar firam

Saboda yadda Injin Unreal yake sarrafa iyakance ƙimar firam, za a iya samun batutuwan da ƙimar firam ɗin ke makale a mafi ƙarancin ƙima kuma baya murmurewa. Ana iya saita madaidaicin na'ura wasan bidiyo t.Streamline.Reflex.HandleMaxTickRate zuwa Ƙarya don barin injin ya iyakance max adadin kaska maimakon Streamline Reflex, wanda zai iya taimakawa waɗannan yanayi. Injin bai san tsarar firam na DLSS ba, don haka ainihin ƙimar firam ɗin ƙila za ta iya ninka abin da aka saita max FPS na injin lokacin da wannan cvar Ƙarya ce.

Abubuwan La'akari

Madaidaicin fassarar UI alpha

DLSS-FG na iya yin amfani da launi na UI da alpha buffer don ƙara ingancin hoto na haɗaɗɗun UI. UE DLSS Frame Generation plugin yana haifar da wannan daga mabuɗin baya ta hanyar cire tashar alpha bayan an yi UI (daman kafin yanzu).
UE ta tsohuwa baya share alpha na scenecolor, wanda ke aiki da kyau tun da yawancin, idan ba duk hanyoyin haɗa kayan UMG ba kawai la'akari da alpha mai shigowa kuma rubuta duk pixels. Koyaya, ana yin tagar na'ura mai haɓakawa bayan abubuwan UI, rubuta zuwa tashar alfa. Wannan alpha ɗin yana dagewa a cikin firam ɗin kuma zai haifar da rashin daidaitaccen launi na UI da alpha buffer ana ƙirƙira ta UE Streamline plugin sannan a wuce cikin Streamline/DLSS-G.
Injin baya samar da ginanniyar hanya don share alpha na scenecolor kawai. Don haka plugin ɗin UE Streamline yana ƙara ma'amala don share tashar alpha na launin wurin a ƙarshen aiwatarwa, kafin abubuwan UI su sami. Ana sarrafa wannan ta r.Streamline.ClearSceneColorAlpha, wanda gaskiya ne ta tsohuwa.
Filogin Streamline kuma yana ƙara ƙofa don ƙayyade pixel azaman UI inda pixel ke da alpha mafi girma fiye da bakin kofa, r.Streamline.TagUIColorAlphaThreshold. Ta hanyar tsoho, an saita cvar zuwa 0.0 ta yadda kowane pixel wanda ke da alpha mafi girma fiye da sifili, ana fitar da shi zuwa launi na UI da buffer alpha.
Lura: Tallafin alpha launi na UI ana tallafawa ne kawai a cikin windows wasan tsaye. A cikin Editan PIE popup windows UI launi da alpha tagging a kashe ta tsohuwa (duba r.Streamline.Editor.TagUIColorAlpha ) Tun da share tashar alpha ba ƙaramin abu bane: PIE windows suna mayar da wurin zuwa wata manufa ta 'BufferedRT' daban, sanya hakan a cikin buffer sannan kuma zana UI a saman wancan kafin gabatarwa. Wannan matsakaicin mataki na 'BufferedRT' yana hana r.Streamline.ClearSceneColorAlpha yin aiki kamar yadda aka yi niyya. Kamar yadda irin wannan ingancin hoto a cikin editan PIE windows ba wakilci bane, duk da haka yakamata ya isa don haɓaka UI da dabaru na saiti ta amfani da ɗakin karatu na zane.
Wannan duk da haka yana aiki ne kawai idan aikace-aikacen ya ba da UI ta hanyar da ake tsammani, wanda ke nufin kowane nau'in UI yana buƙatar rubuta alpha a cikin bayanan baya (ba tare da la'akari da shi ba ko bayyananne). A aikace wannan yana nufin: Kada ku yi amfani da UWidgetBlueprintLibrary :: DrawText don zana rubutun UI tun lokacin da hakan yayi. ba rubuta alpha.
Yi amfani da widget din UMG maimakon tun da waɗanda suke rubuta alpha daidai a cikin buffer tare da yanayin haɗawa da ya dace

Tsarin plugin

Wasu saitunan aikin an raba su zuwa saiti biyu files, tare da yuwuwar ƙetare gida.
Saitunan Ayyuka -> Plugins -> NVIDIA DLSS Frame Generation
adana a DefaultEngine.ini yawanci yana zaune a cikin sarrafa tushe.
saituna anan ana rabawa tsakanin masu amfani
Saitunan Ayyuka -> Plugins ->NVIDIA DLSS Frame Generation Jukewa (Na gida)Ana amfani daEngine.ini ba a ba da shawarar a duba shi cikin sarrafa tushe.
ƙyale mai amfani ya ƙetare manyan saitunan aiki idan an so. Default to “Amfani da saitunan aikin

Zaɓuɓɓukan Layin Umurni da Matsalolin Console da Umarni

Lura: UE DLSS Frame Generation plugin modules ana loda su da wuri yayin fara injin, kafin a sami masu canjin na'ura. Don haka, saituna daban-daban na gyara kuskure suna fallasa ta hanyar zaɓuɓɓukan layin umarni maimakon masu canjin na'ura.

Zaɓin ɗanɗanon binary Streamline

Ta hanyar tsoho Streamline yana amfani da binaries na samarwa da aka sanya hannu (misali sl.interposer.dll, sl.common.dll) daga hanyar StreamlineBinariesPartyPartyWin64. Ba su da alamun ruwa akan allo kuma an yi nufin amfani da su don aikace-aikacen da aka aika zuwa ƙarshen masu amfani. UE Streamline plugin koyaushe yana tattara su.
Don ginin UE ba jigilar kaya ba, ana iya zaɓar madadin binaries ta hanyar -slbinaries = {ci gaba, debug} gardamar layin umarni, daidai da Streamline BinariesThirdPartyWin64 Ci gaba da Streamline BinariesPartyPartyWin64Debug hanyoyin bi da bi. Suna da alamun ruwa akan allo kuma ana nufin amfani da su yayin haɓaka aikace-aikacen kuma buƙatu ne don amfani da Streamline debugoverlay. Abubuwan plugin ɗin UE Streamline ne kawai ya cika su don ginin UE ba jigilar kaya ba.

Shiga

Ta hanyar tsoho Streamline yana amfani da sl: eLogLevelDefault. Ana iya canza wannan tare da hujjar layin umarni -slloglevel={0,1,2}, daidai da sl:: eLogLevelOff, sl:: eLogLevelDefault, sl:: eLogLevelVerbosere bi da bi.
Ta tsohuwa taga Streamline console tana kashe. Ana iya canza wannan tare da hujjar layin umarni -sllogconsole={0,1}.

DLSS Frame Generation generic settings

DLSS Frame Generation plugin yana amfani da ƙugiya daban-daban na gefen injin, waɗanda za a iya daidaita su ta hanyar cvars masu zuwa. Adadin su na asali r.Streamline.ViewIdOverride0: amfani ViewJiha.UniqueID
1: sa a view ID zuwa 0 (default) r.Streamline.TagSceneLauniBa tare da HUD
Wuce launin wuri ba tare da HUD cikin DLSS Frame Generation (tsoho = gaskiya) r.Streamline.Editor.TagSceneLauniBa tare da HUD
Wuce launin wuri ba tare da HUD cikin DLSS Frame Generation a cikin edita (tsoho = ƙarya)
r.Streamline.ClearSceneColorAlpha
Share alpha na scenecolor a ƙarshen Streamline view tsawo don ba da damar zana UI na gaba a wakilci daidai a cikin tashar alpha (default=gaskiya) r.Streamline.Editor.TagUIColor Alpha
Gwaji: Shigar da launi na UI da alpha cikin Streamline a cikin Editan PIE windows (tsoho = ƙarya)

Ƙaddamar da matakan motsi don DLSS Frame Generation

DLSS Frame Generation yana buƙatar daidaitattun matakan motsi don yin aiki da kyau. Ana iya amfani da madaidaicin na'ura mai zuwa don daidaita ƙima yayin haɓaka wasan r.Streamline.DilateMotionVectors
0: ƙaddamar da ƙananan matakan motsi zuwa cikin DLSS Frame Generation (tsoho)
1: ƙaddamar da manyan matakan motsi na motsi cikin DLSS Frame Generation. Wannan na iya taimakawa tare da haɓaka ingancin hoto na cikakkun bayanai na bakin ciki. r.Streamline.MotionVectorScale
Scale DLSS Frame Generation vectors motsi ta wannan akai-akai, ban da ma'auni ta 1/ da view girman kai. (tsoho = 1.0)

Zurfin ƙaƙƙarfan ƙaƙƙarfan ƙaƙƙarfan ƙaƙƙarfan ƙaƙƙarfan ƙa'idar DLSS

r.Streamline.CustomCameraNearPlane
Keɓancewa zuwa kyamara kusa da jirgin sama. An yi amfani da shi don dalilai na Ƙarfafa Tsarin DLSS na ciki, baya buƙatar dacewa daidai ƙimar da injin ke amfani da shi. (tsoho = 0.01) r.Streamline.CustomCameraFarPlane
Musamman nisanta zuwa jirgin sama mai nisa. An yi amfani da shi don dalilai na Ƙarfafa Tsarin DLSS na ciki, baya buƙatar dacewa daidai ƙimar da injin ke amfani da shi. (tsoho = 75000.0)

Streamline Reflex

UE DLSS Frame Generation plugin yana ba da aiwatar da NVIDIA Reflex, wanda ya dace daidai da UE Reflex plugin ɗin data kasance wanda ke jigilar kaya tare da nau'ikan UE waɗanda ba a canza su ba.
Ana ba da shawarar a kashe UE Reflex plugin ɗin da ke akwai kuma a yi amfani da aiwatar da Reflex da aka bayar a cikin UE DLSS Frame Generation plugin. Amma ayyukan da ake da su ta amfani da ayyukan zane daga kayan aikin UE Reflex ya kamata su ci gaba da aiki bayan ƙara UE DLSS Frame Generation plugin, saboda ƙirar plugin ɗin ya kamata ya kira cikin DLSS Frame Generation. pluginsfasalulluka na zamani ta tsohuwa.

Reflex Blueprint library

Reflex (Streamline) / UStreamlineLibraryReflex blueprint library ita ce shawarar da aka ba da shawarar ko ana tallafawa Reflex kuma yana ba da ayyuka don saita Reflex.
Ana Tallafin IsReflex, QueryReflexSupport SetReflexMode, GetReflexMode, GetDefaultReflexMode
SamuWasanniDon Ba da LalaciA cikinMs, SamunLaukan Wasan CikinMs,GetRenderLatencyInMs

Canje-canje na Console (ƙananan matakin)

Ana iya daidaita shi tare da masu canjin na'ura wasan bidiyo t.Streamline.Reflex.Enable
Kunna Streamline Reflex tsawo. (tsoho = 0) 0: An kashe
1: An kunna t.Streamline.Reflex.Auto
Kunna Streamline Reflex tsawo lokacin da wasu fasalulluka na SL suka buƙaci shi. (tsoho = 1) 0: An kashe
1: An kunna t.Streamline.Reflex.EnableInEditor
Kunna Streamline Reflex a cikin edita. (tsoho = 1) 0: An kashe
1: An kunna t.Streamline.Reflex.Mode
Yanayin Reflex Streamline (tsoho = 1) 0: a kashe
1: rashin jinkiri
2: ƙananan latency tare da haɓaka t.Streamline.Reflex.HandleMaxTickRate
Yana sarrafa ko Streamline Reflex yana sarrafa ƙayyadaddun ƙimar firam maimakon injin (tsoho = gaskiya) ƙarya: Injin yana ɗaukar iyakance ƙimar firam.
gaskiya: Streamline Reflex yana ɗaukar iyakance ƙimar firam
Ana iya daidaita ma'amala tsakanin plugin ɗin UE Reflex da Reflex wanda DLSS Frame Generation plugin ɗin ya samar tare da wannan madaidaicin na'ura mai kwakwalwa: r.Streamline.UnregisterReflexPlugin
Tushen NVAPI da ke akwai na UE Reflex plugin bai dace da aiwatar da tushen DLSS Frame Generation ba. Wannan cvar yana sarrafa ko ya kamata a yi rajistar plugin ɗin Reflex daga injin ko a'a 0: kiyaye fasalulluka na zamani na Reflex plugin rajista.
1: cire Reflex plugin modular fasali. Reflex blueprint library ya kamata yayi aiki tare da DLSS Frame Generation plugin fasali na zamani (tsoho)

Reflex stats

Lokacin da aka kunna Reflex ko DLSS Frame Generation, Reflex na iya ɗaukar jinkirin zaren wasan don aiwatar da kowane iyakokin ƙimar firam, kamar waɗanda ake buƙata ta hanyar t.MaxFPS ko daidaita ƙimar firam. Ƙididdiga na "Lokacin Jiran Zaren Wasan (Reflex)" yana nuna lokacin da Reflex ya kashe yana jinkirta zaren wasan.

DLSS Frame Generation

UE DLSS Frame Generation plugin yana ba da aiwatar da NVIDIA DLSS Frame Generation (DLSS-G). Ana goyan bayan DLSS-G cikakke a cikin fakitin gini (ko gudanar da editan cikin yanayin wasan)
DLSS-G ana goyan bayan wani bangare a cikin editan tare da iyakoki masu zuwa:
Babban edita taga yayi ba goyon bayan DLSS-G. Don haka “yi wasa a zaba viewport" ni ba goyon baya.
PIE (sabuwar Window) ana tallafawa don taga PIE guda ɗaya. Lokacin buɗe windows PIE da yawa (misali don gyara hanyar sadarwa) taga na farko kawai zai sami tallafin DLSS-G.
Yi amfani da “Kuna DLSS-FG a cikin Play In Edita viewtashar jiragen ruwa" zaɓi a cikin saitunan aikin don kunna / kashe wannan
Lura: DLSS-G kuma yana buƙatar kunna Reflex don ingantaccen aiki. Ana yin wannan ta atomatik. Duba t.Streamline.Reflex.Auto don ƙarin cikakkun bayanai

DLSS-G Blueprint Library

DLSS-G (Streamline) / UStreamlineLibraryDLSSG babban ɗakin karatu shine shawarar da aka ba da shawarar don tambaya ko DLSS-G yana da tallafi kuma yana ba da ayyuka don saita DLSS-G
Ana Tallafin IsDLSSGS, Taimakon TambayoyiDLSSGS, Samu DLSSGMMahimmancinDriverVersion IsDLSSGMode Ana Tallafawa, Samu TallafinDLSSGModes
Saita DLSSGMode, GetDLSSGMode, GetDefaultDLSSGMode, GetDLSSGFrameTiming

Canje-canje na Console (ƙananan matakin)

Ana iya saita shi tare da masu canjin na'ura wasan bidiyo r.Streamline.DLSSG.Enable
Kunna/ kashe DLSSG (tsoho = 0) r.Streamline.DLSSG.AdjustMotionBlurTimeScal
Lokacin da DLSS-G ke aiki, daidaita ma'aunin blur lokacin motsi dangane da firam ɗin da aka ƙirƙira (tsoho = 1) r.Streamline.TagUIColor Alpha
Shigar da launi na UI da alpha cikin DLSS Frame Generation (tsoho = gaskiya)

Ƙididdiga

Injin ba shi da masaniya kai tsaye game da ƙarin firam ɗin da aka ƙirƙira ta firam, don haka ginanniyar ƙimar firam da ma'aunin lokacin firam na iya rasa bayanai. Ƙungiya mai ƙididdigewa ta “DLSSG” tana ba da ƙididdige ƙididdige ƙididdigar ƙididdigewa da la’akari da ƙarin firam ɗin. Yi amfani da umarnin wasan bidiyo stat dlssg don ganin bayanin kan allo.

Nasiha da Mafi kyawun Ayyuka

  1. Da zarar Streamline/Frame Generation yana aiki, zaku iya kunna shi a cikin taga PIE ko Standalone a cikin editan ta hanyar buga umarni streamline.dlssg.enable 1 ko ta amfani da aikin Rubutun Blueprint (bincika "daidaita layi" don samun jerin waɗannan. ayyuka) da kunna shi a kan farawa.
  2. Kewaya zuwa saitunan aikin, sannan zuwa abubuwan da kuke so don "NVIDIA DLSS Frame Generation" Anan, kunna zaɓin "Load Debug Overlay" don hanya mai sauri da dacewa don tabbatar da cewa DLSS Frame Generation yana aiki, tare da ƙididdiga na ainihin lokaci.
  3. A cikin wannan saitin saituna guda ɗaya, tabbatar da zaɓin "Ba da izinin Sabuntawar OTA", wanda zai sabunta Streamline ta atomatik da kuma DLSS's AI algorithms tare da sabon.
  4. Lura cewa Debug Overlay for Frame Generation zai yi aiki a cikin editan kuma zai iya bayyana a cikin Ƙirƙirar Ƙirar / Debug, amma ba zai bayyana a Shipping ba.
  5. A cikin Editan da ba na gaske ba, Tsarin Tsara yana aiki ne kawai daga Sabuwar Window Edita (PIE) ko Yanayin Tsaya, baya aiki daga Zaɓin Viewtashar jiragen ruwa ko lokacin
  6. Muna ba da shawarar cewa lokacin da Frame Generation ke kunne, Vsync ya kamata a kashe a cikin DLSS 3 plugin ɗin na iya saita Vsync don yin kuskure lokacin da yake aiki. Ana iya kashe Vsync tare da umarnin r.vsync 0 console.
  7. Kayan aikin NVIDIA DLSS Frame Generation Unreal Engine yana ƙunshe da sabuwar fasahar NVIDIA Reflex - sabon sigar fiye da Reflex a halin yanzu an gina shi cikin Unreal Duk da yake yana yiwuwa a ci gaba da kunna tsohuwar plugin ɗin, har ma da amfani da tsoffin Rubutun Rubutun Reflex, ana ba da shawarar ku kashe su. tsohon Reflex plugin kuma yi amfani da sabon sigar da aka haɗa a cikin DLSS Frame Generation maimakon.
  8. Muna ba da shawarar ku saita duk NVIDIA plugins ta hanyar rubutun Blueprint, saboda wannan yana ba ku damar kunna yadda ya kamata plugins daga menus na UI da saita abubuwan da ake so don Duk da haka, idan kuna buƙatar samun dama ga umarnin DLSS Super Resolution console, ana iya samun su a ƙarƙashin 'ngx', yayin da DLSS Frame Generation za'a iya samo su a ƙarƙashin 'streamline'. Da fatan za a karanta DLSS_Super_Resolution_Quick_Start_Guide.pdf wanda aka haɗa cikin zazzagewar kayan aikin DLSS 3 don ƙarin bayani kan amfani da umarnin DLSS Super Resolution console.

Tsammanin fa'idodin aiki

DLSS 3 shine mai haɓaka aikin. Lokacin da aka kunna shi yana da yuwuwar ƙara girman ƙima a yanayi da yawa.

Duk da haka akwai wasu bayanan kula da fa'idodi game da hakan, don haka ku kula da waɗannan abubuwan:

  1. DLSS Super Resolution na iya ƙila ƙara ƙira a cikin Injin mara gaskiya akan sa Wannan saboda tsohuwar halayen UE shine yin amfani da haɓakawa da sarrafa wannan ƙaƙƙarfan ƙuduri ta atomatik dangane da girman taga. Don haka lokacin da kuka kunna DLSS Super Resolution zaku sami fa'idodin haɓaka haɓakar AI, amma zai yi amfani da ƙudurin shigarwa iri ɗaya azaman tsoho.
  2. Ana faɗin hakan, ƙila za ku ga cewa DLSS SR na iya amfani da ƙananan ƙudurin shigarwa don samun inganci iri ɗaya, kuma DLSS tana goyan bayan ƙudurin shigarwa har zuwa 33% (Ultra performance)
  3. Dangane da wurin da ƙudurin shigarwa, ana iya sa ran masu haɓaka aikin aiki na ko'ina daga 5x zuwa 3x ko fiye.
  4. Rukunin yanayi yana gudana a 100% ƙuduri na asali, 4k, 16fps
  5. Yanayin guda ɗaya yana gudana a 33% DLSS ƙuduri, 4k, 60fps
  6. DLSS SR maiyuwa ba zai sami fa'ida da yawa ba a cikin yanayin ɗaurin CPU, saboda GPU ɗin za a ji yunwa don Don samun mafi girman aiki daga DLSS SR yakamata ku yi ƙoƙarin rage duk wani ƙulli mai alaƙa da CPU wanda zai iya hana shi yin aiki a mafi girman ƙarfinsa.
  7. DLSS Frame Generation na iya taimakawa don rage yawancin yanayin CPU da GPU, ribar aikin na iya zama ko'ina daga 5x zuwa 2.2x ko fiye.
  8. Yanayin guda ɗaya yana gudana a ƙudurin 33% DLSS da Tsarin Tsarin, 4k, 100fps
  9. Lura cewa duka DLSS SR da FG suna da ɗan farashi na farko don saitawa, kuma wannan farashi zai dogara da wurin da ƙuduri. Yawanci waɗannan farashin aikin na iya zama ko'ina daga 0.5 zuwa 2+ millise seconds, amma makasudin shine ribar aikin net ɗin zai zarce farashin.

 

Kara karantawa Game da Wannan Jagoran & Zazzage PDF:

Takardu / Albarkatu

nVIDIA DLSS3 Ƙirƙirar Firam ɗin Injin mara gaskiya [pdf] Umarni
DLSS3 Injin Farko na Ƙarfafa Ƙwararru, DLSS3, Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarƙashin Injiniya, Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarƙashin Ƙarfafawa

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