I-nVIDIA DLSS3 Imiyalelo yePlugin ye-Engine Frame Frame

I-NVIDIA Unreal Engine DLSS Frame Generation Plugin (Ukusasaza)
I-DLSS3 kunye ne-NVIDIA Unreal Engine DLSS Frame Generation Plugin
I-NVIDIA IsiZukulwana sesakhelo se-DLSS iplagin yinxalenye yesuite ebanzi yokusebenza kweNVIDIA kunye nomgangatho womfanekiso wokuphucula itekhnoloji kunye neNjini ehambelanayo yeNVIDIA plugins: Nvidia Ubunzulu Ukufunda iiSupersampisiZukulwana seSakhelo se-ling (DLSS-FG) yonyusa ireyithi yesakhelo ngokusebenzisa i-AI ukunika izakhelo ezongezelelweyo. I-DLSS-FG ifuna ikhadi lemizobo leGeforce RTX 40.
Nvidia Ubunzulu Ukufunda IiSuperampling Super Isigqibo (DLSS-SR) yonyusa amaxabiso esakhelo ngokunikezela ngeepixels ezimbalwa kunye nokusebenzisa i-AI ukuvelisa izakhelo zesisombululo esiphezulu. I-DLSS-SR ifuna ikhadi lemizobo le-NVIDIA RTX. Nvidia Deep Learning Anti-Aliasing (DLAA) isetyenziselwa ukuphucula umgangatho womfanekiso. DLAA ifuna ikhadi lemizobo le-NVIDIA RTX.
Nvidia Ukukalwa koMfanekiso (NIS) ibonelela ngeyona ndlela iphezulu yodidi oluphezulu kunye nokulola ii-GPU ezingezo-RTX, zombini i-NVIDIA okanye iqela le-3rd. Nceda ujonge kwi-NVIDIA Ukukalwa komfanekiso I-Unreal Engine plugin ukufumana iinkcukacha ezithe vetshe. I-NVIDIA DLSS 3 idibanisa i-DLSS Super Resolution, i-DLSS Frame Generation, kunye ne-NVIDIA Reflex.
I-NVIDIA Unreal Engine DLSS Frame Generation plugin (ebhalwe apha) ibonelela: I-DLSS Frame Generation (ekwabizwa ngokuba yi-DLSS-G okanye i-DLSS-FG)
NVIDIA Reflex
I-NVIDIA Unreal Engine DLSS-SR plugin (ifumaneka ngokwahlukeneyo) ibonelela: DLSS Super Resolution (DLSS-SR)
Deep Learning Anti-Aliasing (DLAA)
I-NVIDIA Unreal Engine NIS plugin (ifumaneka ngokwahlukeneyo) ibonelela: NVIDIA Image Scaling
Ingcebiso yokudibanisa
I-plugin ye-DLSS Frame Generation plugin ixhaswa "ngaphandle kwebhokisi" yi-Unreal Engine 5.2, kuquka ukukhutshwa kweenjini ezipakishweyo kwi-Epic.
Kwi-5.1 kunye nokukhutshwa kwangaphambili kwe-injini, utshintsho lwemithombo eyongezelelweyo kwi-injini ngokwayo kufuneka lwenziwe ukuxhasa iplagin ye-DLSS Frame Generation. Sincoma ukuba udibaniso lwenziwe yinjineli enolwazi oluthile lokwakha kwakhona i-Unreal Engine ukusuka kwikhowudi yomthombo kunye nokudibanisa ikhowudi yekhowudi kwikhowudi ye-injini ngokwayo.
Qalisa ngokukhawuleza i-DLSS3 Frame Generation
Qaphela: I-DLSS Frame Generation kunye nokuphunyezwa kwe-Reflex kubonelelwa kunye ngelayibrari "ye-Streamline", ngoko ke igama le-plugin ngu-Streamline.
UE 5.2
- Khuphela yonke ifolda ye-plugin ye-Streamline kwindawo ethile phantsi kwe-injini Plugins\Ifolda yemarike okanye phantsi kweprojekthi yakho yomthombo Plugins Ukukhutshwa kwenjini epakishweyo kwi-Epic, khuphela iplagi kwindawo ethile phantsi kwe-injini ye-injini\Plugins\ Ifolda yemarike
Ngokwakhiwa kwenjini yomthombo, khuphela iplagi kwindawo ethile phantsi kweNjini yenjini\Plugins\Ifolda yexesha lokuqhuba
Ukuba uneprojekthi yomthombo (hayi iprojekthi yeplani-kuphela) unokukopa iplagin phantsi kweprojekthi yakho. Plugins incwadi eneenkcukacha endaweni yenjini. Inye kuphela ikopi yeplagin evumelekileyo ngoko ungayikopishi kuzo zombini iindawo - Yenza iplagi yeSiveliso seSakhelo se-DLSS kuMhleli (Hlela -> Plugins)
- Qala ngokutsha umhleli
- Jonga ilog ye-NVIDIA yokuHambisa exhaswayo 1
UE 5.1 nangaphambili
- Dibanisa utshintsho lwe-injini yangokwezifiso kunye namagwegwe e-customplugin, i-DLSS Frame Generation, kunye ne-DLSS Super Resolution plugins kumthi wakho wemvelaphi, uthelekisa inguqulelo yakho ye-UE:
- Yenza iplagin ye-DLSS Frame Generation kuMhleli
- Qala ngokutsha umhleli
- Jonga ilog ye-NVIDIA yokuHambisa exhaswayo 1
Iimfuno zenkqubo ye-DLSS Frame Generation
Ubuncinane benguqulelo yeWindows OS yeWin10 20H1 (uguqulelo 2004, ukwakha 19041 okanye ngaphezulu), 64-bit
I-Display Hardware-accelerated GPU Scheduling (HWS) kufuneka yenziwe ngokusebenzisa Izicwangciso : Inkqubo: Bonisa : Imizobo : Tshintsha useto lwemizobo oluhlala lukhona. https://devblogs.microsoft.com/directx/hardware-accelerated-gpu-scheduling/ NVIDIA Ada architecture GPU (GeForce RTX 40 series, NVIDIA RTX 6000 series)
NVIDIA Geforce Umqhubi
eCetyisiweyo: inguqulo 531.18 okanye ngaphezulu
Iprojekthi ye-UE isebenzisa iDirectX 12 (i-RHI ehlala ihleli kwiisethingi zeprojekthi)
Ukudibanisa kunye nokuHlanganisa iiNjini zesiNtu zoTshintsho ukuxhasa iplagin ye-DLSS Frame Generation plugin
Injini engeyonyani 5.1
- Faka utshintsho olufunekayo kwicala le-injini ukusuka kolu vimba usebenzisa nokuba yeyiphi kwezi ndlela zimbini
- Dibanisa eli sebe ngokuthe ngqo ukuba umthi wakho wekhowudi usekwe kwi-git https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-5.1-dlss-plugin
- Okanye khuphela iphetshi file ngalelinki: https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
- Jonga isiziba file iyahambelana noshicilelo lwenjini yakho ngokwenza lo myalelo ulandelayo: git apply -khangela ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
- Lo msebenzi awungonakalisi kwaye luvavanyo lokuqinisekisa ukuba udibaniso lunokwenzeka kwaye lufake iflegi nayiphi na
- Kwimeko yayo nayiphi na imiba, khangela i files ezidityanisiweyo. Oku kunokwenzeka xa uchukumise files inokuba iguqulwe ngumphuhlisi ngokwabo kunye novavanyo lwe-git merge
- Faka isiziba ngomyalelo olandelayo: git apply ..NvRTX:dlss3/sl2-5.1-dlss-plugin.patch
- Yakha kwakhona inguqulo ye-injini ekhutshiweyo kunye neyakho
- Yenza iplagin ye-DLSS Frame Generation kuMhleli.
- Yiya kwi Plugins
- Skrolela ezantsi de ufumane iplagin.
- Qala ngokutsha umhleli.
- Ukuqinisekisa udibaniso lwe-DLSS Frame Generation kwi-UE
- Qhuba umhleli okanye
- Jonga imveliso yedebug kunye/okanye iilog kwi $(Igama leProjekthi)/Ligciniwe/Iilog kwaye ujonge lo mgca ulandelayo: I-NVIDIA Streamline ixhaswa 1
- Ukuba kukho nayiphi na imiba eqhubekayo, ungathandabuzi ukuqhagamshelana ne-NVIDIA yakho
Iplagin ye-UE DLSS Frame Generation plugin ngokwayo iyafana nezinye iinguqulelo ze-UE, kodwa kukho amasebe/izipatshi ezahlukeneyo kwi-Github enotshintsho lwe-injini kwinguqulelo nganye ye-UE:
UE 5.0
Ngokufana nemiyalelo ye-5.1 I-Patch yeSebe
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
Ngokufana nemiyalelo ye-5.1 yeSebe
https://github.com/NvRTX/UnrealEngine/tree/dlss3/sl2-4.27-dlss-plugin
Isiqwenga
https://github.com/EpicGames/UnrealEngine/compare/release…NvRTX:dlss3/sl2-4.27-dlss-plugin.patch
Ukulungisa ingxaki
Iingcebiso ezikhawulezayo
- Indlela yokufumanisa ukuba yiyiphi inguqulelo yeDirectX oyisebenzisayo: Vula i-Output Log kwi-Unreal Search "RHI" ukuze uqinisekise ukuba yeyiphi inguqulelo yeDirectX oyisebenzisayo. Uya kubona into efana ne "LogD3D12" ukuba yiDX12, umzekeloample.
- Ukuqinisekisa njani ukuba isiZukulwana seSakhelo siqaliswe ngokuchanekileyo: Sebenzisa iLog yeSiphumo kwaye ukhangele i-Streamline, ukuba ukuqaliswa kuphumelele okanye kusilele kufuneka ubone ukuba kuqinisekisiwe.
- Ufumanisa njani ukuba loluphi uhlobo lweWindows onalo: Cofa iQalisa okanye iqhosha leWindows (ngesiqhelo kwikona esezantsi ekhohlo kwiscreen sekhompyuter yakho). Cofa Cofa Inkqubo. Cofa Malunga (ngesiqhelo ezantsi ekhohlo kwesikrini). Isikrini esiphumayo sibonisa uhlelo lweWindows.
Imiba eyaziwayo
I-DLSS Frame Generation
ukuba nokwenzeka kwempazamo "yesixhobo esisusiweyo" xa uvula i-DLSS-FG, ukuba i-SER (i-Shader Execution Reordering) iyasebenza ngaxeshanye. Cebisa ubuncinci umqhubi 531.18 ukunciphisa ukubana kwalo mba ukwenzeka kwe Debug yalekene
Ukwaleka kubonisa Ctrl-Shift-Ekhaya, Ctrl-Shift-Faka, Ctrl-Shift-Del imiyalelo yebhodi yezitshixo enokuthi ingasebenzi.
Ukufumanisa imiba ye-plugin kuMhleli
Iimodyuli ze-UE DLSS Frame Generation plugin zibhala ulwazi olwahlukeneyo kolu didi lulandelayo lwelog yeUE: LogStreamline
I-LogStreamlineAPI I-LogStreamlineBlueprint LogStreamlineD3D11RHI I-LogStreamlineD3D12RHI iLogStreamlineRHI LogStreamlineRHIPreInit
Ezo zinokufikelelwa kuMhleli phantsi kwefestile -> iLog yokuPhuma

Ilog yoMyalezo emva koko inokuhluzwa ukubonisa kuphela imiyalezo ehambelana noLungelelaniso ukufumana ulwazi oluninzi malunga nokuba kutheni iplagin isenokungasebenzi njengoko bekulindelekile.
Debug umaleka
Kulwakhiwo lwe-UE olungathumeli, iplagin ye-DLSS Frame Generation plugin ingabonisa i-debug overlay ebonisa ulwazi lwexesha lokusebenza. Ukwaleka kunokwenziwa/kukhubazeke kwi non Shipping builds with the Plugins -> IsiZukulwana seSakhelo se-NVIDIA DLSS-> Layisha i-Debug yoWalekayo ukhetho kwiiSetingi zeProjekthi.
Esi sicwangciso sinokuphinda sikhutshwe nge -sldebugoverlay kunye -slnodebugoverlay kumgca womyalelo. Oku kukhetha ngokungafihlisiyo amabhinari oPhuhliso lwaMatye. Umaleko uxhaswa kuphela kwiinkqubo apho uphawu lwe-DLSS-FG luxhaswayo.
I-debug yalekiweyo ibonelela ngendlela yokubona imibala eyahlukeneyo egqithiselwe kwi-Streamline ye-DLSS-FG. Nge-DLSS-FG eyenziwayo Ctrl+Shift+Insert yenza lo mfanekiso ulandelayo view.

Ukunciphisa isantya sesakhelo
Ngenxa yendlela i-Unreal Engine ephatha ngayo umda wesantya sesakhelo, kusenokubakho imiba apho ireyithi yesakhelo ibambeka kwireyithi yeframe encinci kwaye ayibuyiseli. Iconsole eguquguqukayo t.Streamline.Reflex.HandleMaxTickRate inokusetwa ku-False ukuvumela i-injini ithintele umlinganiselo wokukhaba omkhulu endaweni ye-Streamline Reflex, enokunceda ezi meko. I-injini ayazi malunga nokuveliswa kwesakhelo se-DLSS, ngoko ke ireyithi yesakhelo segraphics yokwenyani inokuba ngokuphindwe kabini oko i-FPS enkulu ye-injini isetwe kuyo xa le cvar ibubuxoki.
Ukuqwalaselwa komxholo
Unikezelo oluchanekileyo lwe-UI alpha
I-DLSS-FG inokusebenzisa umbala we-UI kunye ne-alpha buffer ukunyusa umgangatho womfanekiso we-UI ehlanganisiweyo. I-plugin ye-UE DLSS Frame Generation plugin ivelisa oku kwi-backbuffer ngokukhupha itshaneli yealpha emva kokuba i-UI inikezelwe (ekunene phambi kwangoku).
I-UE ngokungagqibekanga ayicacisi i-alpha ye-scenecolor, esebenza kakuhle kuba uninzi, ukuba ayizizo zonke iimowudi zokudibanisa izinto ze-UMG ziqwalasela kuphela i-alpha engenayo kwaye ubhale zonke iipikseli. Nangona kunjalo iwindow yeconsole yomphuhlisi inikezelwa emva kwezinto ze-UI, ibhalela kwitshaneli yealpha. Le alpha iyazingisa kuzo zonke izakhelo kwaye iya kubangela umbala we-UI ongachanekanga kunye ne-alpha buffer uveliswe yi-UE Streamline plugin kwaye emva koko igqithiselwe ku-Streamline/DLSS-G.
I-injini ayiboneleli ngendlela eyakhelwe-ngaphakathi yokucima nje ialpha ye-scenecolor. Ngaloo ndlela iplagin ye-UE yoLungelelaniso yongeza i-renderpass ukucima itshaneli ye-alpha yombala wendawo ekupheleni kokuqhubekela phambili, ngaphambi kokuba kunikezelwe izinto ze-UI. Oku kulawulwa ngu-r.Streamline.ClearSceneColorAlpha, eyinyani ngokungagqibekanga.
I-plugin ye-Streamline yongeza i-threshold ukumisela i-pixel njenge-UI apho i-pixel ine-alpha enkulu kunomqobo, i-r.Streamline.TagUIColorAlphaThreshold. Ngokungagqibekanga, i-cvar imiselwe ku-0.0 ukuze nayiphi na ipixel ene-alpha enkulu kunoziro, ikhutshelwe kumbala we-UI kunye ne-alpha buffer.
Qaphela: Inkxaso yombala we-UI yealpha ixhaswa kuphela kwiifestile zomdlalo omileyo. KuMhleli wePIE popup windows UI umbala kunye nealpha tagging ivaliwe ngokungagqibekanga (bona r.Streamline.Editor.TagUIColorAlpha ) ukusukela oko ukucoca itshaneli yealpha akuyonto encinci: PIE windows inikezela umboniso kwindawo eyahlukileyo 'BufferedRT' enikezela ngethagethi, yicime loo nto kwi-backbuffer kwaye emva koko uzobe i-UI ngaphezulu koko phambi kokunikezela. Eli ‘BufferedRT’ inyathelo eliphakathi linqanda i-r.Streamline.ClearSceneColorAlpha ekubeni isebenze njengoko inenjongo. Njengomgangatho womfanekiso onjalo kumhleli wePIE windows ayimelanga, nangona kunjalo kufuneka yanele ukuphuhlisa i-UI kunye nezicwangciso zengqiqo usebenzisa ithala leencwadi.
Oku kodwa kusebenza kuphela ukuba isicelo sinika i-UI ngendlela elindelekileyo, nto leyo ethetha ukuba nasiphi na isiqalelo se-UI kufuneka sibhale ialpha kwi-backbuffer (nokuba ayicacanga okanye ayicacanga). Xa usenza oku kuthetha: Musa ukusebenzisa i-UWidgetBlueprintLibrary::Zoba iText ukuzoba umbhalo we-UI kuba oko hayi bhala ialfa.
Sebenzisa iiwijethi ze-UMG endaweni yoko kuba ezo zibhale ngokuchanekileyo ialpha kwi-backbuffer ngemo yokudibanisa efanelekileyo
Uqwalaselo lwe-plugin
Ezinye iisetingi zeprojekthi zahlulwe kuqwalaselo olubini files, kunye nokuba nokwenzeka kokungahoywa kwendawo.
Izicwangciso zeProjekthi -> Plugins -> IsiZukulwana seSakhelo seNVIDIA DLSS
igcinwe kwi-DefaultEngine.ini ngokuqhelekileyo ihlala kulawulo lomthombo.
izicwangciso apha kwabelwana ngazo phakathi kwabasebenzisi
Izicwangciso zeProjekthi -> Plugins -> I-NVIDIA DLSS yesiZukulwana seSakhelo sokuBamba (Indawo) egciniweyo ye-UserEngine.ininot icetyiswa ukuba ihlolwe kulawulo lomthombo.
vumela umsebenzisi ukuba abhale ngaphezulu izicwangciso ezibanzi zeprojekthi ukuba uyafunwa. Ukungagqibeki “Sebenzisa useto lweprojekthi

Iinketho zomgca womyalelo kunye neenguqu zeConsole kunye neMiyalelo
Phawula: Iimodyuli ze-plugin ze-UE DLSS Frame Generation zilayishwa kwangoko kakhulu ngexesha lokuqaliswa kwe-injini, ngaphambi kokuba kubekho iinguqu ze-console. Ngokunjalo, iisetingi ezahlukeneyo zolungiso lweempazamo zivezwa ngeenketho zelayini yomyalelo endaweni yezinto eziguquguqukayo zeconsole.
Ukukhetha ukulungelelanisa incasa yokubini
Ngokungagqibekiyo ukuhambisa umgca usebenzisa imveliso yokubini esayiniweyo (umzekelo sl.interposer.dll, sl.common.dll) ukusuka kuLula\Binaries\ThirdParty\Win64\ umendo. Abanazo ii-watermark zesikrini kwaye zijolise ukuba zisetyenziswe kwizicelo ezithunyelwa kubasebenzisi bokugqibela. Zihlala zipakishwe yi-plugin ye-UE Streamline.
Kulwakhiwo olungathunyelelwanga lwe-UE, ezinye iibhinari zinokukhethwa nge-slbinaries={development,debug} ingxabano yomgca womyalelo, ehambelana ne-Streamline\Binaries\ThirdParty\Win64\Development and Streamline\Binaries\ThirdParty\Win64\Debug imizila ngokulandelelanayo. Zinee-watermark zesikrini kwaye zijoliswe ukuba zisetyenziswe ngexesha lophuhliso lwesicelo kwaye ziyimfuneko yokusebenzisa i-Streamline debugoverlay. Zipakishwe kuphela yi-plugin ye-UE Streamline yokungathumeli kwe-UE yakha.
Ukugawulwa kwemithi
Ngokungagqibekanga ukuhambisa umgca usebenzisa i-sl:eLogLevelDefault. Oku kungatshintshwa nge -slloglevel={0,1,2}ingxabano yomgca womyalelo, ehambelana ne-sl::eLogLevelOff, sl::eLogLevelDefault, sl::eLogLevelVerbosere
Ngokungagqibekanga ifestile ye-Streamline console icinyiwe. Oku kunokutshintshwa -sllogconsole={0,1} ingxabano yomgca womyalelo.
Iisetingi eziqhelekileyo ze-DLSS Frame Generation
I-plugin ye-DLSS Frame Generation plugin isebenzisa ii-hook ezisecaleni ze-injini, ezinokuthi ziqwalaselwe ngezi cvars zilandelayo. Amaxabiso abo angagqibekanga r.Streamline.ViewIdOverride0: sebenzisa ViewState.UniqueID
1: iseti view I-ID ukuya kwi-0 (ehlala ikho) r.Streamline.TagSceneColorNgaphandle kweTHUD
Dlula umbala wendawo ngaphandle kwe-HUD kwi-DLSS Frame Generation (ehlala ikho = yinyani) r.Streamline.Mhleli.TagSceneColorNgaphandle kweTHUD
Dlula umbala wendawo ngaphandle kwe-HUD kwi-DLSS Frame Generation kumhleli (okuhlala kukho = bubuxoki)
r.Streamline.ClearSceneColorAlpha
Cacisa ialpha ye scenecolor ekupheleni koMcuphi view ulwandiso lokuvumela iminxeba elandelayo ye-UI imelwe ngokuchanekileyo kwitshaneli yealpha (engagqibekanga=yinyani) r.Streamline.Mhleli.TagUIColorAlpha
Umfuniselo: Dlula umbala we-UI kunye nealpha kuLula kuMhleli wePIE windows (okuhlala kukho = bubuxoki)
Ukulungisa iivektha ezishukumayo ze-DLSS Frame Generation
UkuVeliswa kweSakhelo se-DLSS kufuna iivektha ezishukumayo ezichanekileyo ukuze zisebenze kakuhle. Oku kuguquguquka okulandelayo kwekhonsoli kungasetyenziselwa ukulungisa amaxabiso ngexesha lophuhliso lomdlalo r.Streamline.DilateMotionVectors
0: gqithisa isisombululo esisezantsi seevektha ezishukumayo kwi-DLSS Frame Generation (ehlala ikho)
1: gqithisa iivektha ezishukumayo ezinesisombululo esiphezulu kwi-DLSS Frame Generatio. Oku kunokunceda ekuphuculeni umgangatho womfanekiso weenkcukacha ezincinci. r.Streamline.MotionVectorScale
Isikali se-DLSS Isakhelo seVector eshukumayo ngolu tshintsho, ukongeza kwisikali nge-1/ the view ubungakanani obuchanekileyo. (ehlala ikho = 1.0)
Ukulungisa ubunzulu be-DLSS Frame Generation
r.Streamline.CustomCameraNearPlane
Umgama olungiselelweyo kwikhamera kufutshane nenqwelomoya. Isetyenziselwa iinjongo ze-DLSS Frame Generation yangaphakathi, ayifuni kungqamana nexabiso elihambelanayo elisetyenziswa yinjini. (engagqibekanga = 0.01) r.Streamline.CustomCameraFarPlane
Umgama oqhele ukuya kwikhamera ekude. Isetyenziselwa iinjongo ze-DLSS Frame Generation yangaphakathi, ayifuni kungqamana nexabiso elihambelanayo elisetyenziswa yinjini. (ehlala ikho = 75000.0)
Ukuhlaziya iReflex
I-plugin ye-UE DLSS Frame Generation plugin ibonelela ngokuphunyezwa kwe-NVIDIA Reflex, ehambelanayo ne-UE Reflex plugin ekhoyo ethunyelwa ngeenguqulelo ezingalungiswanga ze-UE.
Kuyacetyiswa ukuba ukhubaze iplagi ekhoyo ye-UE Reflex kwaye usebenzise umiliselo lweReflex olunikwe kwi-plugin ye-UE DLSS Frame Generation plugin. Kodwa iiprojekthi ezikhoyo ezisebenzisa iplagi yeplagi evela kwi-plugin ye-UE Reflex kufuneka iqhubeke nokusebenza emva kokongeza iplagin ye-UE DLSS Frame Generation plugin, kuba iiplagi zeplagin ye-Reflex kufuneka zibize kwi-DLSS Frame Generation. pluginsIimpawu zemodyuli ngokuzenzekelayo.
Ithala leencwadi leReflex Blueprint
IReflex (Ukusasaza) / UStreamlineLibraryReflex blueprint ilayibrari yindlela ecetyiswayo yokubuza ukuba iReflex iyaxhaswa kwaye ikwabonelela ngemisebenzi yokuqwalasela iReflex.
IsReflexSupported, QueryReflexSupport SetReflexMode, GetReflexMode, GetDefaultReflexMode
GetGameToRenderLatencyInMS, GetGameLatencyInMS, GetRenderLatencyInMS
Iiguquguquko zeConsole (inqanaba eliphantsi)
Inokuthi iqwalaselwe ngeziguquguquko zekhonsoli zilandelayo t.Streamline.Reflex.Enable
Nika amandla ulwandiso lweReflex olulula. (okungagqibekanga = 0) 0: Kukhubazekile
1: Yenza t.Streamline.Reflex.Auto
Yenza i-Streamline Reflex ulwandiso xa ezinye iimpawu ze-SL zilufuna. (okungagqibekanga = 1) 0: Kukhubazekile
1: Yenza t.Streamline.Reflex.EnableInEditor
Yenza iReflex ibe lula kumhleli. (okungagqibekanga = 1) 0: Kukhubazekile
1: Yenza t.Streamline.Reflex.Mode
Imowudi ye-Reflex elula (engagqibekanga = 1) 0: ivaliwe
1: ukubambezeleka okuphantsi
2: I-latency ephantsi ene-boost t.Streamline.Reflex.HandleMaxTickRate
Ilawula ukuba i-Reflex ye-Streamline iphatha umda wesantya sesakhelo endaweni ye-injini (engagqibekanga = yinyani) bubuxoki: I-injini ibamba umlinganiselo wesantya
yinyaniso: Ukulungelelanisa i-Reflex iphatha umlinganiselo wesantya sesakhelo
Ukusebenzisana phakathi kwe-plugin ye-UE Reflex kunye ne-Reflex enikwe yi-plugin ye-DLSS Frame Generation plugin ingaqwalaselwa ngolu tshintsho lwe-console: r.Streamline.UnregisterReflexPlugin
I-plugin ekhoyo ye-NVAPI esekelwe kwi-UE Reflex ayihambelani ne-DLSS Frame Generation esekelwe ukuphunyezwa. Le cvar ilawula ukuba iplagi ye-Reflex kufuneka ingabhaliswanga kwi-injini okanye hayi 0: gcina iimpawu ze-Reflex plugin ezibhalisiweyo.
I-1: ungabhalisi i-plugin ye-Reflex iimpawu zemodyuli. Ithala leencwadi le-Reflex kufuneka lisebenze kunye ne-DLSS Frame Generation plugin iimpawu zemodyuli (ehlala ikho)
Amanani eReflex
Xa iReflex okanye iDLSS Frame Generation yenziwe yasebenza, iReflex inokusingatha ukulibazisa umsonto womdlalo ukunyanzelisa nayiphi na imida yesantya sesakhelo, njengaleyo iceliwe nge-t.MaxFPS okanye ifreyim yefreyimu yokugudisa. "Ixesha lokulinda intambo yomdlalo (iReflex)" iStat yestat threading ibonisa ixesha elichithwe yiReflex ilibazisa umsonto womdlalo.
IsiZukulwana sesakhelo se-DLSS
I-plugin ye-UE DLSS Frame Generation plugin ibonelela ngokuphunyezwa kwe-NVIDIA DLSS Frame Generation (DLSS-G). I-DLSS-G ixhaswa ngokupheleleyo kulwakhiwo olupakishiweyo (okanye ukuqhuba umhleli-kwimowudi yomdlalo)
I-DLSS-G ixhaswa ngokuyinxenye kumhleli ngezithintelo zilandelayo:
Ifestile yomhleli oyintloko yenza hayi inkxaso DLSS-G. Ngoko “dlala ngokukhethiweyo viewizibuko” yiyo hayi inkxaso.
I-PIE (ifestile entsha) ixhaswa kwifestile ye-PIE enye. Xa uvula iifestile ezininzi zePIE (umzekelo kwi-network debugging) yifestile yokuqala kuphela eya kuba nenkxaso ye-DLSS-G.
Sebenzisa “Vumela i-DLSS-FG kuHlelo lokuDlala viewamazibuko” ukhetho kwizicwangciso zeprojekthi ukwenza/ukuvala oku
Qaphela: I-DLSS-G ikwafuna i-Reflex ukuba ivulwe ukuze isebenze ngokugqibeleleyo. Oku kwenziwa ngokuzenzekelayo. Jonga ku-t.Streamline.Reflex.Auto ngeenkcukacha ezithe vetshe
Ithala leencwadi le-DLSS-G Blueprint
I-DLSS-G (Ukusasaza) / UStreamlineLibraryDLSSG ithala leencwadi yindlela ecetyiswayo yokubuza ukuba i-DLSS-G iyaxhaswa kwaye ikwabonelela ngemisebenzi yokuqwalasela i-DLSS-G.
IsDLSSGSixhaswe, QueryDLSSGSinkxaso, FumanaDLSSGMminimumDriverVersion IsDLSSGModeInkxaso, FumanaIiModi eziXhasiweyoDLSSG
SetDLSSGMode, GetDLSSGMode, GetDefaultDLSSGMode, GetDLSSGFrameTiming
Iiguquguquko zeConsole (inqanaba eliphantsi)
Inokuthi iqwalaselwe ngeziguquguquko zekhonsoli zilandelayo r.Streamline.DLSSG.Enable
Yenza/ucime iDLSSG (ehlala ikho = 0) r.Streamline.DLSSG.AdjustMotionBlurTimeScal
Xa i-DLSS-G isebenzayo, lungisa ubungakanani bexesha lokufiphalisa intshukumo ngokusekelwe kwizakhelo ezenziweyo (engagqibekanga = 1) r.Streamline.TagUIColorAlpha
Dlula umbala we-UI kunye ne-alpha kwi-DLSS Frame Generation (ehlala ikho = yinyani)
Amanani
I-injini ayiqondi ngokuthe ngqo kwizakhelo ezongezelelweyo ezenziwe kukwenziwa kwesakhelo, ngoko ke umlinganiselo wesakhelo esakhelwe ngaphakathi kunye neemetriki zexesha lesakhelo zisenokungabi lulwazi. Iqela lezibalo "DLSSG" libonelela ngezibalo zesantya sesakhelo lithathela ingqalelo izakhelo ezongezelelweyo. Sebenzisa i-console command stat dlssg ukubona ulwazi olukwiscreen.
Iingcebiso kunye neZenzo ezilungileyo
- Nje ukuba i-Streamline/Frame Generation iyasebenza, ungayenza isebenze kwiPIE okanye kwifestile ye-Standalone ngaphakathi komhleli ngokuchwetheza umyalelo streamline.dlssg.enable 1 okanye ngokusebenzisa umsebenzi we-Blueprint Script (phendla "ukulungelelanisa" ukufumana uluhlu lwezi imisebenzi) kwaye uyivumele kumdlalo wokuqalisa.
- Yiya kuseto lweprojekthi, emva koko uye kukhetho lwakho lwe "NVIDIA DLSS Frame Generation" Apha, guqula "Layisha i-Debug Overlay" ukhetho ngendlela ekhawulezayo nefanelekileyo yokuqinisekisa ukuba i-DLSS Frame Generation iyasebenza, kunye nezibalo zexesha lokwenyani.
- Kwale festile yoseto lunye, qinisekisa ukuba "Vumela uHlaziyo lwe-OTA" ukhetho luvuliwe, oluya kuhlaziya ngokuzenzekelayo i-Streamline kunye ne-algorithms ye-AI ye-DLSS yamva nje.
- Qaphela ukuba i-Debug yaMaleko yeSiveliso seSakhelo siya kusebenza kumhleli kwaye sinokuvela kuPhuhliso/Debug ukwakha, kodwa ayizukubonakala kuThumelo.
- KuMhleli ongeyonyani, isiZukulwana seSakhelo sisebenza kuphela kwifestile yoMhleli oMtsha (PIE) okanye imowudi ezimeleyo, ayisebenzi kuKhethiweyo. Viewizibuko okanye ngexesha
- Sincoma ukuba xa i-Frame Generation ivuliwe, i-Vsync kufuneka icime kwiplagin yakho ye-DLSS 3 inokuseta i-Vsync ukuba iziphathe ngokungalunganga xa isebenza. I-Vsync inokukhutshazwa ngomyalelo we-console ye-r.vsync.
- I-NVIDIA DLSS Frame Generation Unreal Engine plugin iqulathe iteknoloji yeNVIDIA Reflex yamva nje – inguqulelo entsha kuneReflex okwangoku eyakhelwe kwi-Unreal Ngelixa kunokwenzeka ukugcina iplagin endala ivuliwe, kwaye usebenzise neReflex Blueprint Scripts endala, kuyacetyiswa ukuba ucime iplagi endala yeReflex kwaye usebenzise inguqulelo entsha edityaniswe kwi-DLSS Frame Generation endaweni yoko.
- Sincoma ukuba usete yonke i-NVIDIA plugins nge Blueprint scripts, njengoko oku kukuvumela ukuba usebenze ngokulula plugins ukusuka kwimenyu ye-UI kwaye usete izinto ozikhethayo Nangona kunjalo, ukuba ufuna ukufikelela kwimiyalelo ye-console ye-DLSS Super Resolution, inokufumaneka phantsi kwe-'ngx ', ngelixa i-DLSS Frame Generation imiyalelo inokufumaneka phantsi kwe-'streamline'. Nceda ufunde i-DLSS_Super_Resolution_Quick_Start_Guide.pdf equkwe kwi-plugin ye-DLSS 3 yokukhuphela ulwazi oluthe kratya ngokusebenzisa imiyalelo ye-DLSS Super Resolution console.
Ulindelo lweenzuzo zokusebenza
I-DLSS 3 sisiphindaphindi sentsebenzo. Xa ivuliwe inamandla okunyusa ngokumangalisayo i-framerate kwiimeko ezininzi.

Nangona kunjalo kukho amanqaku kunye nezilumkiso kuloo nto, ke qaphela oku kulandelayo:
- I-DLSS Super Resolution ayinakonyusa i-framerate kwi-Injini ye-Unreal kuyo Kungenxa yokuba indlela yokuziphatha engagqibekanga ye-UE kukusebenzisa ukunyusa kunye nokulawula eso sigqibo siphezulu ngokuxhomekeke kubukhulu befestile. Ke xa uvula i-DLSS Super Resolution uya kufumana izibonelelo ze-AI ezongeziweyo zokunyusa, kodwa iya kusebenzisa izisombululo zegalelo ezifanayo njengokungagqibekanga.
- Oko kuthethiweyo, unokufumanisa ukuba i-DLSS SR inokusebenzisa izisombululo zegalelo elisezantsi ukufumana umgangatho ofanayo osebenzayo, kwaye i-DLSS ixhasa izisombululo zegalelo ukuya kuthi ga kwi-33% (ukusebenza kwe-Ultra)
- Ngokuxhomekeke kwindawo kunye nesisombululo segalelo, ukuphindaphinda kwentsebenzo kuyo yonke indawo ukusuka kwi-5x ukuya kwi-3x okanye ngaphezulu kunokulindeleka.
- Indawo entsonkothileyo eqhuba kwi-100% isisombululo somthonyama, i-4k, i-16fps

- Umboniso ofanayo usebenza kwi-33% isisombululo se-DLSS, i-4k, i-60fps

- I-DLSS SR isenokungafumani i-framerate eninzi kwiimeko ezibotshelelwe kwi-CPU, kuba i-GPU iyakulamba ukuze ufumane owona msebenzi uphezulu kwi-DLSS SR kufuneka uzame ukunciphisa nayiphi na imiqobo enxulumene ne-CPU enokuthi iyithintele ekusebenzeni kowona mgangatho uphezulu.
- I-DLSS Frame Generation inokunceda ekunciphiseni ezininzi iimeko ezibophelelwe yi-CPU kunye ne-GPU, inzuzo yokusebenza ingaba naphi na ukusuka kwi-5x ukuya kwi-2.2x okanye ngaphezulu.
- Umboniso ofanayo usebenza kwi-33% isisombululo se-DLSS kunye ne-Frame Generation, i-4k, i-100fps

- Qaphela ukuba zombini i-DLSS SR kunye ne-FG zineendleko zokuqala zokumisela, kwaye le ndleko iya kuxhomekeka kwindawo kunye nesisombululo. Ngokuqhelekileyo ezi ndleko zokusebenza zinokuba naphi na ukusuka kwi-0.5 ukuya kwi-2+ milliseconds, kodwa injongo kukuba inzuzo yokusebenza komnatha iya kudlula iindleko.
Funda ngakumbi ngale ncwadana & Khuphela iPDF:
Amaxwebhu / Izibonelelo
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nVIDIA DLSS3 Iplagi yokuVelisa i-Engine Frame Frame [pdf] Imiyalelo I-DLSS3 ye-Engine ye-Engine Frame Generation Plugin, i-DLSS3, i-Plugin ye-Engine Frame ye-Engine Frame, i-Engine Frame Generation Plugin, i-Plugin ye-Frame Generation, i-Plugin yesiZukulwana, i-Plugin |
