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NVIDIA Unreal Engine 4 DLSS Plugin Introduces The Technology To More Games

Uskompuf

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Following the addition of NVIDIA DLSS to Nioh 2 - The Complete Collection, Mount & Blade II: Bannerlord, and Unreal Engine 4 last month, we're excited to announce that DLSS is now available in Crysis Remastered and the free System Shock remake demo, and will available in The Fabled Woods when the game launches March 25th.

Just last month, NVIDIA announced that game developers can access DLSS as a plugin for Unreal Engine 4.26 (UE4), making it easier for them to add the technology to their games. Developers were quick to take advantage of the tech, with the new System Shock Demo and The Fabled Woods emerging as the first games to add DLSS using the plugin.





With DLSS, frame rates are greatly accelerated, giving you smoother gameplay and the headroom to enable higher-quality effects, rendering resolutions, and raytracing. For gamers, only GeForce RTX GPUs feature the Tensor Cores that power DLSS, and with DLSS now available in nearly 40 titles and counting, GeForce RTX offers the fastest frame rates in leading triple-A titles and indie darlings.

System Shock Adds DLSS



1994's System Shock is one of the most influential 'immersive sim' action-adventure games of all time, leading to the creation of popular franchises such as Deus Ex, Thief and BioShock. Set in a space station governed by SHODAN, a sinister AI, System Shock was an amazing, transformative experience.

Night Dive Studios is now remaking the entire game in Unreal Engine 4 so a new generation of players can try to topple SHODAN. Better yet, you can download a demo today, which has been enhanced with NVIDIA DLSS (using our Unreal Engine 4 plugin) to more than double your frame rate at 4K.

With this massive speed up, the majority of our GeForce RTX 30 Series desktop GPUs can max out System Shock's graphics at 4K and still play a buttery smooth 120 FPS for the definitive experience. And at 2560x1440, every single GeForce RTX GPU can play System Shock at over 144 FPS, with most exceeding 240 FPS!

"The Unreal Engine 4 plugin makes light work of adding NVIDIA DLSS to your game, in fact we dropped it in over the weekend," said Matthew Kenneally, Lead Engineer at Night Dive Studios. "Bringing System Shock to a new generation of gamers has been a labor of love for our team, and the impact NVIDIA DLSS will have on the player's experience is undeniable."


The Fabled Woods Launches March 25th With DLSS And Raytracing



The Fabled Woods, from newcomer CyberPunch Studios and veteran publisher Headup Games, leverages our Unreal Engine 4 NVIDIA DLSS plugin to bring the tech's signature enhancements to their adventure game, enabling the GeForce RTX 3070 and up to experience the title with maxed out settings and all raytracing effects enabled at over 60 FPS at 3840x2160.

Implemented in less than a day with no assistance from NVIDIA, DLSS's recently-released Unreal Engine 4 plug 'n' play plugin delivers performance boosts of up to 1.6x at 4K. Never before has a plugin enabled developers to quickly and easily accelerate the performance of their titles for millions of gamers to such a degree.

"Adding NVIDIA DLSS to The Fabled Woods was easy thanks to the Unreal Engine 4 plugin, and the impact it makes on performance is substantial." Joe Bauer, Founder CyberPunch Studios. "With the Unreal Engine 4 plugin, adding DLSS to The Fabled Woods was a no-brainer; it really opens DLSS up to a whole new world of developers."

Crysis Remastered Introduces NVIDIA DLSS

Crytek's Crysis was the pinnacle of immersive FPS gaming upon its release in 2007, and late last year a remaster hit the beaches, employing the latest rendering techniques to enhance the much-loved title. Now, with the launch of a new Crysis Remastered update, NVIDIA DLSS makes your experience even better.

Run and gun your way through the game's jungles at faster, smoother frame rates, or reinvest your newfound extra performance by enabling additional options and ray-traced effects, which are now accelerated by the RT Cores found exclusively on GeForce RTX GPUs. Previously these effects ran via software, but now, combined with Vulkan API optimizations and other improvements, performance is significantly faster, and even faster still when NVIDIA DLSS is enabled.

More To Come

With the addition of another 3 titles, there are now nearly 40 games with NVIDIA DLSS. Plus, there are plenty of other titles with raytracing and NVIDIA Reflex, which is available now on test servers in Overwatch and Rainbow Six Siege. And of course, there are many more implementations of these technologies waiting in the wings to be announced and released in the coming weeks and months.

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Just tried System Shock Demo and although DLSS is not required for an 3090 to reach locked 4K 120hz, enabling DLSS just drop the power consumption by 100watts....sweet

DLSS OFF
SystemReShock-Win64-Shipping_2021_03_18_12_45_40_631.png


DLSS ON
SystemReShock-Win64-Shipping_2021_03_18_12_45_30_823.png


Image Quality is indistinguishable most of the time.
 

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Image Quality is indistinguishable most of the time.

Interesting you say that. Wonder how did they managed to make it into a generalized plug-in type of deal for UE4.

As even with version 2.0+ and onward DLSS desperately needed a per-game trained neural network so it does not cause all sorts of visual artifacts and even then it wasn't working near perfect ever scene in the game.
 
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Interesting you say that. Wonder how did they managed to make it into a generalized plug-in type of deal for UE4.

As even with version 2.0+ and onward DLSS desperately needed a per-game trained neural network so it does not cause all sorts of visual artifacts and even then it wasn't working near perfect ever scene in the game.
It does not need per game training. What causes all the glitches are game engine optimizations that are not compatible with dlss2.0. For example all rendered things on screen need to have motion vectors tied to them at all distances, otherwise you get strange blurring effects or smearing. This means that you can’t ”fake” certain effects in the post processing pipeline, and you need to retain all motion vectors even to the horizon which can be expensive.
 
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It does not need per game training. What causes all the glitches are game engine optimizations that are not compatible with dlss2.0. For example all rendered things on screen need to have motion vectors tied to them at all distances, otherwise you get strange blurring effects or smearing. This means that you can’t ”fake” certain effects in the post processing pipeline, and you need to retain all motion vectors even to the horizon which can be expensive.

That could explain why the higher CPU usage with DLSS ON, in my screenshots the DLSS OFF has the CPU usage at 36% and DLSS ON it's at 54%.
Nvidia is really pushing everyone to upgrade their CPU there :laugh:.
 
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Interesting you say that. Wonder how did they managed to make it into a generalized plug-in type of deal for UE4.
As even with version 2.0+ and onward DLSS desperately needed a per-game trained neural network so it does not cause all sorts of visual artifacts and even then it wasn't working near perfect ever scene in the game.

You are deeply confused lad ! DLSS 2.0 doesn't need per game training , thats the whole point of DLSS 2.0 ....... https://www.anandtech.com/show/15648/nvidia-intros-dlss-20-adds-motion-vectors .
 
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You are deeply confused lad ! DLSS 2.0 doesn't need per game training , thats the whole point of DLSS 2.0 ....... https://www.anandtech.com/show/15648/nvidia-intros-dlss-20-adds-motion-vectors .

The point DLSS2.0 is that nVIDIA provides a general purpose neural net that "works" with everything. Still not particularly well with vegation for example.
AFAIK you can still feed it a custom NN trained on your games image data so it works better, but that needs a lot of server time to get damn near perfect.
 
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making it easier
Mm, OK.
How much easier is "easier" though?
With DLSS, at lower resolution frame rates are greatly accelerated
:D

Image Quality is indistinguishable most of the time.
Oh boy... Going form 110fps to 120 fps when lowering resolution by 2.2 times...
Priceless...
:D


"not that DLSS implementation", I know.

As even with version 2.0+ and onward DLSS desperately needed a per-game trained neural network so it does not cause all sorts of visual artifacts and even then it wasn't working near perfect ever scene in the game.
DLSS 1 was true AI training (per game even), but failed to deliver (not least, because you have limited compute capacity for processing).

DLSS 2 is just a glorified TAA derivative, sprinkled with buzzwords like AI and wrapped in idiocity:


it exposes strength and weaknesses of all TAA derivatives, naturally: added blur, wiped out details, very bad with quickly moving, small objects.


That being said, DLSS 2 is arguably the best TAA derivative at this point, although, quite power hungry (eats sizable chunk of performance gained by reducing resolution, e.g. 1440p is 2.2 times less pixels than 4k) and nowhere at what headless chickens claim it to be ("better than native"... :roll:)
 
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"not that DLSS implementation", I know.

Guy who made the video:"DLSS is Magic, Shaper images, more FPS"
You: "DLSS cause ghosting" :roll:

Thanks for providing a splendid example of how mindless some Team Red supporter are :D.
Btw do you understand what "locked 4k 120hz" means? it means I locked the framerate to 120hz....
 
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Guy who made
The amazing part is that you think:

1) It matters who the guy is
2) bovine feces exposed in a video of a guy that tries to hype the hell out of NV's TAA derivative somehow speak in TAA derivative's favor... :D

it means I locked the framerate to 120hz....
Ah, THAT much could be seen on that single screenshot?
Dayum, dude, uber skillz you have... :D
 
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Thanks for providing a splendid example of how mindless some Team Red supporter are :D.
I'd pay to go a day in this forum without seeing this sort of accusations. Fanboyism is getting old.
 
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DLSS 2 is just a glorified TAA derivative, sprinkled with buzzwords like AI and wrapped in idiocity:


it exposes strength and weaknesses of all TAA derivatives, naturally: added blur, wiped out details, very bad with quickly moving, small objects.


That being said, DLSS 2 is arguably the best TAA derivative at this point, although, quite power hungry (eats sizable chunk of performance gained by reducing resolution, e.g. 1440p is 2.2 times less pixels than 4k) and nowhere at what headless chickens claim it to be ("better than native"... :roll:)

:shadedshu: :shadedshu: :shadedshu: Did you even watched the video you posted ( i mean without your eyes and ears closed ) ?

Pretty much it shows the exact opposite of what you claimed with DLSS 2.0 at 540p providing a sharper image and better detail preservation than native 1080p with TAA ........

How did you came to this conclusion is a total mystery :kookoo: .
 
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The amazing part is that you think:

1) It matters who the guy is
2) bovine feces exposed in a video of a guy that tries to hype the hell out of NV's TAA derivative somehow speak in TAA derivative's favor... :D


Ah, THAT much could be seen on that single screenshot?
Dayum, dude, uber skillz you have... :D

You understand that the guy who made the video is looking at raw uncompressed footage, and you are looking at heavily compressed video on Youtube right?
Even a compressed image is very different to the original, yet you claim to see better than the guy who made that clip :kookoo:.

Anyways back to topic, how easy it is to integrate DLSS plugin? it's copying a folder name DLSS into Unreal Engine installation
 
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