nVIDIA DLSS3 Unreal Engine Frame Generation Plugin Mirayiridzo

NVIDIA Unreal Injini DLSS Frame Generation Plugin (Kurerutsa)

DLSS3 uye NVIDIA Unreal Injini DLSS Frame Generation Plugin

Iye NVIDIA DLSS Frame Generation plugin chikamu cheyakafara suite yehukama NVIDIA kuita uye mufananidzo mhando yekuvandudza matekinoroji uye inoenderana NVIDIA Unreal Injini. plugins: NVIDIA Deep Kudzidza Supersampling Frame Generation (DLSS-FG) inowedzera furemu mitengo nekushandisa AI kupa mamwe mafuremu. DLSS-FG inoda Geforce RTX 40 yakatevedzana mifananidzo kadhi.
NVIDIA Deep Kudzidza Supersampling Super Resolution (DLSS-SR) inokwidziridza furemu mareti nekupa mashoma pixels uye kushandisa AI kuburitsa yakakwirira resolution mafuremu. DLSS-SR inoda NVIDIA RTX mifananidzo kadhi. NVIDIA Deep Learning Anti-Aliasing (DLAA) inoshandiswa kuvandudza kunaka kwemufananidzo. DLAA inoda NVIDIA RTX mifananidzo kadhi.
NVIDIA Kuyera Mufananidzo (NIS) inopa zvakanakisa-mukirasi kukwirisa uye kurodza kune asiri-RTX GPUs, ese NVIDIA kana 3rd bato. Ndokumbira utarise kuNVIDIA Image Scaling Unreal Injini plugin kuti uwane rumwe ruzivo. NVIDIA DLSS 3 inosanganisa DLSS Super Resolution, DLSS Frame Generation, uye NVIDIA Reflex.
Iyo NVIDIA Unreal Injini DLSS Frame Generation plugin (yakanyorwa pano) inopa: DLSS Frame Generation (inonziwo DLSS-G kana DLSS-FG)

NVIDIA Reflex
Iyo NVIDIA Unreal Injini DLSS-SR plugin (inowanikwa zvakasiyana) inopa: DLSS Super Resolution (DLSS-SR)
Deep Learning Anti-Aliasing (DLAA)
Iyo NVIDIA Unreal Injini NIS plugin (inowanikwa zvakasiyana) inopa: NVIDIA Image Kuyera

Kubatanidza kurudziro

Iyo DLSS Frame Generation plugin inotsigirwa "kunze kwebhokisi" neUnreal Engine 5.2, kusanganisira yakarongedzwa injini inoburitswa kubva Epic.
Kune 5.1 uye yekutanga kuburitswa kweinjini, imwe sosi shanduko kune injini pachayo inofanira kuitwa kutsigira DLSS Frame Generation plugin. Isu tinokurudzira kuti kubatanidzwa kuitwe neinjiniya ane kumwe kunzwisisa kwekuvakazve Unreal Injini kubva kusource kodhi pamwe nekubatanidza kodhi snippets muinjini kodhi pachayo.

Quickstart DLSS3 Frame Generation

Ongorora: DLSS Frame Generation uye iyo Reflex kuita inopihwa pamwechete kuburikidza neraibhurari ye “Skirira”, saka zita replugin rinonzi Streamline.

UE 5.2

  1. Kopa iyo yese Streamline plugin folda pane imwe nzvimbo pasi peinjini Plugins\Musika folda kana pasi peyako sosi purojekiti Plugins Forodha yekuburitswa kweinjini kubva kuEpic, kopira plugin pane imwe nzvimbo pasi peInjini\Plugins\Musika folda
    Kuvaka injini yekuvaka, tevedzera plugin pane imwe nzvimbo pasi peInjini yeinjini\Plugins\Runtime folda
    Kana iwe uine sosi purojekiti (kwete purojekiti-chete) unogona zvakare kukopa iyo plugin pasi pechirongwa chako. Plugins folda panzvimbo peinjini. Kopi imwe chete yeplugin inotenderwa saka usaikope kunzvimbo dzese dziri mbiri
  2. Gonesa iyo DLSS Frame Generation plugin muMharidzo (Hora -> Plugins)
  3. Tangazve mupepeti
  4. Tarisa irogi reNVIDIA Streamline inotsigirwa 1

UE 5.1 ​​uye mberi

  1. Batanidza shanduko injini necustomplugin hooks, DLSS Frame Generation, uye DLSS Super Resolution. plugins mune yako sosi yemuti, inoenderana neyako EU vhezheni:
    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. Gonesa iyo DLSS Frame Generation plugin muMharidzo
  3. Tangazve mupepeti
  4. Tarisa irogi reNVIDIA Streamline inotsigirwa 1

System zvinodiwa zveDLSS Frame Generation

 Minimum Windows OS vhezheni yeWin10 20H1 (vhezheni 2004, kuvaka 19041 kana kupfuura), 64-bit
Ratidza Hardware-inokwidziridza GPU Kuronga (HWS) inofanira kugoneswa kuburikidza neSettings : Sisitimu: Ratidza : Graphics : Shandura default graphics marongero. https://devblogs.microsoft.com/directx/hardware-accelerated-gpu-scheduling/ NVIDIA Ada architecture GPU (GeForce RTX 40 series, NVIDIA RTX 6000 series)

NVIDIA Geforce Driver
Inokurudzirwa: vhezheni 531.18 kana kupfuura
UE purojekiti uchishandisa DirectX 12 (Default RHI muzvirongwa zveprojekiti)

Kubatanidza uye Kubatanidza Custom Injini Shanduko kutsigira iyo DLSS Frame Generation plugin

Unreal Injini 5.1

  1. Isa inodiwa injini-divi shanduko kubva pane ino repository uchishandisa imwe yenzira mbiri idzi
    1. Batanidza bazi iri zvakananga kana yako kodhi muti iri git yakavakirwa https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.1-dlss-plugin
    2. Kana neimwe nzira dhawunirodha chigamba file ne link iyi: https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
      1. Tarisa kuti chigamba file inofambirana neshanduro yeinjini yako nekumhanyisa murairo unotevera: git apply -check ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
      2. Kuvhiya uku hakuparadze uye kunongova bvunzo kuona kuti kusanganisa kunogoneka uye kumisa chero
      3. Kana paine nyaya, tarisa iyo fileizvo zviri kubatanidzwa. Izvi zvinogona kuitika kana wabatwa files inogona kunge yakagadziridzwa nemugadziri ivo pachavo uye iyo git merge test
      4. Isa chigamba nemurairo unotevera: git apply ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
    3. Vakazve iyo yakadhindwa injini vhezheni uye yako
    4. Gonesa iyo DLSS Frame Generation plugin muMharidzo.
      1. Enda kune Plugins
      2. Skroka uchidzika kusvika wawana plugin.
    5. Tangazve mupepeti.
    6. Kusimbisa iyo DLSS Frame Generation yekubatanidza muEU
      1. Mhanya mupepeti kana
      2. Tarisa debug inobuda uye/kana matanda mu $(Project Name)/Yakachengetedzwa/Magogi uye tsvaga mutsara unotevera: NVIDIA Streamline inotsigirwa 1
    7. Kana paine nyaya dzikaramba, usazeze kubata NVIDIA yako

Iyo UE DLSS Frame Generation plugin pachayo yakafanana kune dzimwe shanduro dzeEU, asi kune akasiyana mapazi / zvigamba paGithub ine injini shanduko kune yega yega UE vhezheni:

UE 5.0

Zvakafanana ne5.1 mirairo Bazi Patch

UE 4.27

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
Zvakafanana ne5.1 mirairo Bazi
https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-4.27-dlss-plugin

Patch

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

Kugadzirisa matambudziko

Mazano anokurumidza

  1. Nzira yekuziva kuti ndeipi vhezheni yeDirectX yauri kushandisa: Vhura iyo Output Log muUnreal Search "RHI" kuti uone kuti ndeipi vhezheni yeDirectX yauri kushandisa. Iwe uchaona chimwe chinhu chakaita se "LogD3D12" kana iri DX12, yeexample.
  2. Maitiro ekusimbisa kuti Frame Generation yakatangwa nemazvo: Shandisa iyo Output Log uye tsvaga Streamline, kana kutanga kwabudirira kana kutadza iwe unofanirwa kuona iyo yakasimbiswa.
  3. Nzira yekuziva kuti ndeipi vhezheni yeWindows yaunayo: Dzvanya bhatani reKutanga kana Windows (kazhinji mukona yezasi-kuruboshwe yekombuta yako). Dzvanya Click System. Dzvanya About (kazhinji muzasi kuruboshwe rwechidzitiro). Iyo skrini inobuda inoratidza edition yeWindows.

Nyaya dzinozivikanwa

DLSS Frame Generatio
mukana we "mudziyo wakabviswa" kukanganisa paunenge uchigonesa DLSS-FG, kana SER (Shader Execution Reordering) iri kushanda panguva imwe chete. Kurudzira mutyairi 531.18 kuderedza mukana wenyaya iyi kuitika Debug overlay
Kuturikidzana kunoratidza Ctrl-Shift-Kumba, Ctrl-Shift-Insert, Ctrl-Shift-Del keyboard mirairo inogona kunge isingashande.

Kuongorora nyaya dzeplugin muMharidzo

Iyo UE DLSS Frame Generation plugin modules inonyora ruzivo rwakasiyana mune anotevera eEU log mapoka: LogStreamline.
LogStreamlineAPI LogStreamlineBlueprint LogStreamlineD3D11RHI LogStreamlineD3D12RHI LogStreamlineRHI LogStreamlineRHIPreInit
Izvo zvinogona kuwanikwa muMharidzo pasi Window -> Output Log

Iyo Mharidzo yegiyo inogona kusefa kuratidza chete iyo Streamline ine hukama mameseji kuti uwane rumwe ruzivo rwekuti sei plugin ingave isiri kushanda sezvaitarisirwa.

Debug overlay

Mune isiri-yekutumira UE inovaka, iyo DLSS Frame Generation plugin inogona kuratidza debug overlay iyo inoratidza runtime ruzivo. Iyo yekufukidzira inogona kugoneswa / kuremara mune isiri Shipping inovaka neiyo Plugins -> NVIDIA DLSS Frame Generation -> Load Debug Overlay sarudzo muProjekti Zvirongwa.
Kuseta uku kunogona zvakare kuvharwa ne -sldebugoverlay uye -slnodebugoverlay pamutsara wekuraira. Izvi zvinonyatso sarudza Streamline Development mabhinari. Kufukidzira kunotsigirwa chete pane masisitimu anotsigirwa iyo DLSS-FG chimiro.
Iyo debug yakavharika inopa nzira yekuona akasiyana mameseji akapfuudzwa muKurevesa kweDLSS-FG. NeDLSS-FG inogonesa Ctrl+Shift+Insert inogonesa mufananidzo unotevera view.

Frame rate kudzikisira

Nekuda kwekuti Unreal Injini inobata sei furemu kudzikamisa, panogona kunge paine nyaya apo furemu chiyero chinonamira pachiyero cheframe uye haipore. The console variable t.Streamline.Reflex.HandleMaxTickRate inogona kusetwa kuNhema kuti injini igumise max tick rate pachinzvimbo cheStreamline Reflex, izvo zvinogona kubatsira mamiriro aya. Iyo injini haizive nezve DLSS furemu chizvarwa, saka iyo chaiyo girafu furemu chiyero inogona kunyatsopeta zvakapetwa kaviri iyo injini max FPS yakasetwa kana iyi cvar iri Nhema.

Zvemukati Zvinofungwa

Kushandura chaiko kweUI alpha

DLSS-FG inogona kushandisa UI ruvara uye alpha buffer kuwedzera mufananidzo mhando yeUI yakasanganiswa. Iyo UE DLSS Frame Generation plugin inogadzira izvi kubva kubackbuffer nekubvisa alpha chiteshi mushure meUI yaitwa (ikozvino zvisati zvaitika).
UE nekusarudzika haijekese alpha yescenecolor, iyo inoshanda zvakanaka sezvo mazhinji, kana asiri ese eUMG zvinhu zvinosanganisa mamodhi anongofunga anouya alpha uye nyora ese mapixel. Nekudaro iyo dhizaini console hwindo rinopihwa mushure meiyo UI zvinhu, kunyorera kune alpha chiteshi. Iyi alpha inorambira pamafuremu uye ichaita kuti UI ruvara rusina kururama uye alpha buffer igadzirwe neEU Streamline plugin yozopfuudzwa muStreamline/DLSS-G.
Injini haipe yakavakirwa-mukati nzira yekujekesa chete alpha ye scenecolor. Saka iyo UE Streamline plugin inowedzera renderpass kujekesa alpha chiteshi chemuvara wechiitiko pakupera kwekugadziriswa, zvinhu zveUI zvisati zvapihwa. Izvi zvinodzorwa ne r.Streamline.ClearSceneColorAlpha, inova yechokwadi nekusarudzika.
Iyo Streamline plugin inowedzerawo pachikumbaridzo kuona pixel seUI apo pixel ine alpha yakakura kupfuura chikumbaridzo, r.Streamline.TagUIColorAlphaThreshold. Nekusagadzikana, iyo cvar inoiswa ku 0.0 kuitira kuti chero pixel ine alpha yakakura kupfuura zero, inotorwa kuUI ruvara uye alpha buffer.
Ongorora: UI color alpha rutsigiro inongotsigirwa mune yakamira mutambo windows. MuMharidzo PIE popup windows UI ruvara uye alpha tagging yakaremara nekusarudzika (ona r.Streamline.Editor.TagUIColorAlpha ) sezvo kubvisa chiteshi chealpha hakusi kudiki: PIE windows inopa chiitiko ichi kuti ive yakaparadzana 'BufferedRT' inopa chinangwa, bvisa icho mubackbuffer uye wozodhirowa UI pamusoro peiyo isati yaratidza. Iyi 'BufferedRT' nhanho yepakati inodzivirira r.Streamline.ClearSceneColorAlpha kubva kushanda sekugutsikana. Sezvo mhando yemufananidzo muPIE mupepeti mahwindo haimiriri, zvisinei inofanira kukwana kuvandudza UI uye marongero ekugadzirisa uchishandisa blueprint library.
Izvi zvakadaro zvinoshanda chete kana chishandiso chikapa UI nenzira inotarisirwa, zvinoreva kuti chero chinhu cheUI chinoda kunyora alpha mubackbuffer (zvisinei nekuti yakajeka here kana kuti pachena). Mukuita izvi zvinoreva: Usashandise UWidgetBlueprintLibrary::DrawText kudhirowa mavara eUI sezvo kwete nyora alpha.
Shandisa UMG majeti pachinzvimbo sezvo avo vakanyatso nyora alpha mubackbuffer ine yakakodzera kusanganisa modhi

Plugin kugadzirisa

Mamwe magadzirirwo eprojekiti akapatsanurwa mukati maviri config files, paine mukana wekupfuura wepanzvimbo.
Zvirongwa zveProjekiti -> Plugins -> NVIDIA DLSS Frame Generation
yakachengetwa muDefaultEngine.ini kazhinji inogara mune sosi control.
marongero pano akagovaniswa pakati pevashandisi
Zvirongwa zveProjekiti -> Plugins -> NVIDIA DLSS Frame Generation Overrides (Yemunharaunda) yakachengetwa UserEngine.ininot inokurudzirwa kuti itariswe mukutonga kwepamhepo.
bvumira mushandisi kupfuudza zvirongwa zvakakura zvepurojekiti kana zvichidikanwa. Defaults ku "Shandisa zvirongwa zveprojekiti

Command Line Sarudzo Uye Console Variables uye Mirairo

Cherechedza: UE DLSS Frame Generation plugin modules inotakurwa kare-kare panguva yekutanga injini, pamberi peiyo console variables iripo. Saka nekudaro, akasiyana debugging marongero anoburitswa kuburikidza nemirairo mutsara sarudzo panzvimbo yekoni inosiyana.

Kusarudza Streamline binary flavour

By default Streamline inoshandisa akasainwa ekugadzira mabhinari (eg sl.interposer.dll, sl.common.dll) kubva kuStreamline\Binaries\ThirdParty\Win64\ nzira. Ivo havana pa-screen watermarks uye vanoitirwa kushandiswa kune maapplication anotumirwa kumagumo evashandisi. Iwo anogara akaputirwa neEU Streamline plugin.
Kune isiri-yekutumira UE inovaka, mamwe mabhinari anogona kusarudzwa kuburikidza -slbinaries={development,debug} command line nharo, inoenderana neStreamline\Binaries\ThirdParty\Win64\Development and Streamline\Binaries\ThirdParty\Win64\Debug nzira zvichiteerana. Iwo ane pa-screen watermark uye anoitirwa kuti ashandiswe panguva yekuvandudza application uye chinhu chinodiwa kushandisa iyo Streamline debugoverlay. Iwo anongotakurwa neEU Streamline plugin kune isiri-yekutumira UE inovaka.

Kutema miti

By default Streamline inoshandisa sl:eLogLevelDefault. Izvi zvinogona kuchinjwa ne -slloglevel={0,1,2}command line nharo, inoenderana nesl::eLogLevelOff, sl::eLogLevelDefault, sl::eLogLevelVerbose
By default iyo Streamline console hwindo rinodzimwa. Izvi zvinogona kuchinjwa nei -sllogconsole={0,1} command line argument.

DLSS Frame Generation generic marongero

Iyo DLSS Frame Generation plugin inoshandisa akasiyana injini padivi hoko, iyo inogona kugadzirwa neanotevera cvars. Maitiro avo ekutanga r.Streamline.ViewIdOverride0: shandisa ViewState.UniqueID
1: pa set view ID kusvika 0 (default) r.Streamline.TagSceneColorWithoutHUD
Pfuura ruvara rwechiitiko pasina HUD muDLSS Frame Generation (default = chokwadi) r.Streamline.Editor.TagSceneColorWithoutHUD
Pfuura ruvara rwechiitiko pasina HUD muDLSS Frame Generation mupepeti (default = nhema)
r.Streamline.ClearSceneColorAlpha
Bvisa alpha ye scenecolor pakupera kweiyo Streamline view kuwedzera kubvumidza inozotevera UI kudhirowa kumiririrwa nenzira kwayo mu alpha chiteshi (default=chokwadi) r.Streamline.Editor.TagUIColorAlpha
Kuedza: Pfuura UI ruvara uye alpha muSkipline muEditor PIE windows (default = nhema)

Kugadzirisa mafambiro mavheji eDLSS Frame Generation

DLSS Frame Generation inoda kwakaringana mafambiro mavheji kuti ashande nemazvo. Iyo inotevera console shanduko inogona kushandiswa kugadzirisa kukosha panguva yekuvandudza mutambo r.Streamline.DilateMotionVectors
0: pfuura yakaderera resolution inofamba mavheji muDLSS Frame Generation (default)
1: pfuura yakadzikiswa yakakwira resolution inofamba mavheji muDLSS Frame Generatio. Izvi zvinogona kubatsira nekuvandudza mufananidzo wemhando yezvinyorwa zvitete. r.Streamline.MotionVectorScale
Scale DLSS Frame Generation motion vectors neichi chinogara chiripo, kuwedzera pachiyero ne1/ the view saizi chaiyo. (default = 1.0)

Kugadzirisa kudzika kweDLSS Frame Generation

r.Streamline.CustomCameraNearPlane
Customdistance kune kamera pedyo nendege. Inoshandiswa kune yemukati DLSS Frame Generation zvinangwa, haidi kuenzanisa kukosha kunoenderana kunoshandiswa neinjini. (default = 0.01) r.Streamline.CustomCameraFarPlane
Customdistance kune kamera kure kure. Inoshandiswa kune yemukati DLSS Frame Generation zvinangwa, haidi kuenzanisa kukosha kunoenderana kunoshandiswa neinjini. (default = 75000.0)

Streamline Reflex

Iyo UE DLSS Frame Generation plugin inopa kuisirwa kweNVIDIA Reflex, iyo inoenderana-diki neiyo iripo UE Reflex plugin inotakura neshanduro dzisina kushandurwa dzeEU.
Zvinokurudzirwa kudzima iripo UE Reflex plugin uye shandisa iyo Reflex kuisirwa yakapihwa muEU DLSS Frame Generation plugin. Asi mapurojekiti aripo anoshandisa blueprint mabasa kubva kuEU Reflex plugin anofanirwa kuramba achishanda mushure mekuwedzera iyo UE DLSS Frame Generation plugin, nekuti iyo Reflex plugin's blueprints inofanira kufona muDLSS Frame Generation. plugins's modular features by default.

Reflex Blueprint raibhurari

Iyo Reflex (Streamline) / UStreamlineLibraryReflex blueprint library ndiyo nzira inokurudzirwa yekubvunza kana Reflex inotsigirwa uye inopawo mabasa ekumisa Reflex.
IsReflexSupported, QueryReflexSupport SetReflexMode, GetReflexMode, GetDefaultReflexMode
GetGameToRenderLatencyInMs, GetGameLatencyInMs,GetRenderLatencyInMs

Console Variables (yakaderera level)

Inogona kugadzirwa neinotevera console variables t.Streamline.Reflex.Enable
Gonesa Streamline Reflex yekuwedzera. (default = 0) 0: Yakaremara
1: Inogoneswa t.Streamline.Reflex.Auto
Gonesa Streamline Reflex yekuwedzera kana mamwe maficha eSL achiida. (default = 1) 0: Yakaremara
1: Inogonesa t.Streamline.Reflex.EnableInEditor
Gonesa Streamline Reflex mupepeti. (default = 1) 0: Yakaremara
1: Inogonesa t.Streamline.Reflex.Mode
Gadzirisa Reflex maitiro (default = 1) 0: kure
1: low latency
2: low latency with boost t.Streamline.Reflex.HandleMaxTickRate
Inodzora kana Streamline Reflex inobata furemu chiyero chekudzika panzvimbo peinjini (default = chokwadi) nhema: Injini inobata furemu chiyero chekudzikamisa.
chokwadi: Streamline Reflex inobata furemu chiyero chekudzikamisa
Kudyidzana pakati peUE Reflex plugin uye Reflex yakapihwa neDLSS Frame Generation plugin inogona kugadzirwa neiyi console variable: r.Streamline.UnregisterReflexPlugin
Iyo iripo NVAPI yakavakirwa UE Reflex plugin haienderane neDLSS Frame Generation yakavakirwa kuita. Iyi cvar inodzora kuti Reflex plugin inofanira kunge isina kunyoreswa kubva kunjini kana kwete 0: chengeta Reflex plugin modular maficha akanyoreswa.
1: unregister Reflex plugin modular features. Raibhurari yeReflex blueprint inofanira kushanda neDLSS Frame Generation plugin modular features (default)

Reflex stats

Kana Reflex kana DLSS Frame Generation yagoneswa, Reflex inogona kubata kunonotsa tambo yemutambo kuti isimbise chero furemu chiyero chemiganhu, seyakakumbirwa kuburikidza net.MaxFPS kana furemu rate kutsvedzerera. Iyo "Game shinda yekumirira nguva (Reflex)" stat ye stat threading inoratidza nguva yakashandiswa Reflex kunonotsa tambo yemutambo.

DLSS Frame Generation

Iyo UE DLSS Frame Generation plugin inopa kuita kweNVIDIA DLSS Frame Generation (DLSS-G). DLSS-G inotsigirwa zvizere mumapakiti ekuvaka (kana kumhanyisa mupepeti mu -game mode)
DLSS-G inotsigirwa zvishoma mupepeti ine zvinotevera zvinogumira:
The main editor window inoita kwete tsigira DLSS-G. Saka "play in yakasarudzwa viewport" ndizvo kwete inotsigirwa.
PIE (Window nyowani) inotsigirwa kune imwechete PIE hwindo. Paunenge uchivhura akawanda PIE windows (eg kune network debugging) chete hwindo rekutanga rinenge rine DLSS-G rutsigiro.
Shandisa iyo "Gonesa DLSS-FG muTamba Mupepeti viewports" sarudzo mumagadzirirwo eprojekiti kugonesa / kudzima izvi
Ongorora: DLSS-G inodawo Reflex kuti igoneswe kuita kwakaringana. Izvi zvinoitwa otomatiki. Ona t.Streamline.Reflex.Auto kuti uwane rumwe ruzivo

DLSS-G Blueprint raibhurari

Iyo DLSS-G (Streamline) / UStreamlineLibraryDLSSG blueprint library ndiyo nzira inokurudzirwa yekubvunza kuti DLSS-G inotsigirwa here uye inopawo mabasa ekumisa DLSS-G.
IsDLSSGSInotsigirwa, QueryDLSSGSrutsigiro, GetDLSSGMminimumDriverVersion IsDLSSGModeSupported, GetSupportedDLSSGModes
SetDLSSGMode, GetDLSSGMode, GetDefaultDLSSGMode, GetDLSSGFrameTiming

Console Variables (yakaderera level)

Inogona kugadzirwa neinotevera console variables r.Streamline.DLSSG.Enable
Gonesa/dzima DLSSG (default = 0) r.Streamline.DLSSG.AdjustMotionBlurTimeScal
Kana DLSS-G ichishanda, gadzirisa iyo motion blur timescale zvichienderana nemafuremu anogadzirwa (default = 1) r.Streamline.TagUIColorAlpha
Pfuura UI ruvara uye alpha muDLSS Frame Generation (default = chokwadi)

Stats

Injini haizive zvakananga mamwe mafuremu anogadzirwa nekugadzira furemu, saka yakavakirwa-mukati furemu chiyero uye furemu nguva metrics inogona kunge isina ruzivo. Iyo "DLSSG" nhamba yeboka inopa furemu chiyero ichitarisa mamwe mafuremu. Shandisa iyo console command stat dlssg kuona pane-screen ruzivo.

Mazano uye Maitiro Akanakisisa

  1. Kana Streamline/Frame Generation yava kushanda, unokwanisa kuimutsa muPIE kana Standalone hwindo mukati memupepeti nekunyora murayiro streamline.dlssg.enable 1 kana nekushandisa Blueprint Script function (tsvaga “streamline” kuti uwane runyoro rweizvi. mabasa) uye kuigonesa pakutamba.
  2. Enda kune zvigadziriso zvepurojekiti, wozoenda kune zvaunofarira zve "NVIDIA DLSS Frame Generation" Pano, shandura iyo "Load Debug Overlay" sarudzo yekukurumidza uye iri nyore nzira yekusimbisa kuti DLSS Frame Generation iri kushanda, pamwe chete nenguva chaiyo manhamba.
  3. Muhwindo rimwe chete rezvigadziriso, ita shuwa kuti "Bvumira OTA Kugadziridza" sarudzo inogoneswa, iyo inozogadzirisa otomatiki Streamline pamwe neDLSS's AI algorithms neazvino.
  4. Ziva kuti Debug Overlay yeFrame Generation ichashanda mupepeti uye inogona kuoneka muBudiriro/Debug inovaka, asi haizooneke muShipping.
  5. Mune Unreal Mharidzo, Frame Generation inoshanda chete kubva kuNew Editor Window (PIE) kana Standalone mode, haishande kubva kune Yakasarudzwa. Viewport kana nguva
  6. Isu tinokurudzira kuti kana Frame Generation iripo, Vsync inofanira kunge yakadzimwa mune yako Iyo DLSS 3 plugin inogona kuseta Vsync kuti iite zvisizvo kana ichishanda. Vsync inogona kuvharwa neiyo r.vsync 0 console command.
  7. Iyo NVIDIA DLSS Frame Generation Unreal Engine plugin ine ichangoburwa NVIDIA Reflex tekinoroji - vhezheni itsva kupfuura Reflex parizvino yakavakirwa muUnreal Kunyange zvichikwanisika kuchengetedza plugin yekare yakabatidzwa, uye kutoshandisa yekare Reflex Blueprint Scripts, zvinokurudzirwa kuti udzime yekare Reflex plugin uye shandisa iyo nyowani vhezheni yakaunganidzwa muDLSS Frame Generation panzvimbo.
  8. Isu tinokurudzira kuti umise ese NVIDIA plugins kuburikidza neBlueprint zvinyorwa, sezvo izvi zvichikutendera kuti uite zviri nyore plugins kubva kuUI mamenu uye kuseta zvaunofarira zveZvisinei, kana iwe uchida kuwana iyo DLSS Super Resolution console mirairo, inogona kuwanikwa pasi pe 'ngx', nepo DLSS Frame Generation mirairo inogona kuwanikwa pasi pe 'streamline'. Ndokumbira uverenge DLSS_Super_Resolution_Quick_Start_Guide.pdf inosanganisirwa muDLSS 3 plugin yekudhawunirodha kuti uwane rumwe ruzivo nezvekushandisa DLSS Super Resolution console mirairo.

Tarisiro yemabhenefiti ekuita

DLSS 3 ndiyo inowedzera kuita. Kana yakamiswa ine mukana wekuwedzera zvinoshamisa framerate mumamiriro mazhinji.

Nekudaro pane zvimwe zvinyorwa uye caveats kune izvo, saka ziva zvinotevera:

  1. DLSS Super Resolution inogona kusawedzera framerate muUnreal Injini pairi Imhaka yekuti maitiro eEU akasarudzika ndeye kushandisa upscaling uye kutonga iyo upscaled resolution otomatiki zvichienderana nesaizi yehwindo. Saka kana iwe ukabatidza DLSS Super Resolution iwe unowana mabhenefiti eAI yakakwidziridzwa kukwirisa, asi ichashandisa zvakafanana magadzirirwo ekuisa seyekutanga.
  2. Izvo zviri kutaurwa, unogona kuona kuti DLSS SR inogona kushandisa yakaderera yekuisa zvigadziriso kuti iwane imwechete inoshanda mhando, uye DLSS inotsigira magadzirirwo ekuisa nzira kusvika ku33% (Ultra performance)
  3. Zvichienderana nechiitiko uye kugadzirisa kwekuisa, maitiro ekuwedzera kwese kubva pa5x kusvika 3x kana kupfuura anogona kutarisirwa.
  4. Chiitiko chakaomarara chinomhanya pa100% yemuno resolution, 4k, 16fps
  5. Chiitiko chimwe chete chinomhanya pa33% DLSS resolution, 4k, 60fps
  6. DLSS SR inogona kusawana yakawanda framerate muCPU yakasungwa mamiriro, nekuti iyo GPU ichafa nenzara yeKuwana iyo yakanyanya kuita kubva kuDLSS SR iwe unofanirwa kuyedza kudzikisa chero CPU ine chekuita nemabhodhoro angave achiidzivirira kubva pakushanda kwayo yepamusoro.
  7. DLSS Frame Generation inogona kubatsira kudzikamisa akawanda CPU uye GPU akasungwa mamiriro, kuita kwekuita kunogona kuve chero kubva pa5x kusvika 2.2x kana kupfuura.
  8. Chiitiko chimwe chete chinomhanya pa33% DLSS resolution uye Frame Generation, 4k, 100fps
  9. Ziva kuti ese ari maviri DLSS SR neFG ane imwe mari yekutanga yekumisikidza, uye mutengo uyu unoenderana nechiitiko uye kugadzirisa. Kazhinji mari dzekuita idzi dzinogona kuve chero kubva 0.5 kusvika 2+ milliseconds, asi chinangwa ndechekuti mambure ekuita mambure achapfuura mutengo.

 

Verenga Zvakawanda NezveBhuku rino & Dhawunirodha PDF:

Zvinyorwa / Zvishandiso

nVIDIA DLSS3 Unreal Engine Frame Generation Plugin [pdf] Mirayiridzo
DLSS3 Unreal Engine Frame Generation Plugin, DLSS3, Unreal Engine Frame Generation Plugin, Engine Frame Generation Plugin, Frame Generation Plugin, Generation Plugin, Plugin

References

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