DLSS Status. Can It Happen?

I’ve heard that in past posts, it was said that Unity did not support DLSS or FSR, though i’m finding evidence of the contrary recently. (Link Provideded)

https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/deep-learning-super-sampling-in-hdrp.html

Would it be possible to implement DLSS at some point? I understand that it’s not a fix for poorly optimized avatars and maps, and I understand that there have been improvements in performance without it. But I truly believe that it could benefit the community that wants to push the game’s fidelity to it’s best looking with the new graphics cards

That’s for HDRP…
VRChat doesn’t use HDRP they use BiRP (Built-in Render Pipeline).

BiRP also can use DLSS, but in VRChat’s case it can’t, since DLSS is not as simple as importing it and clicking a checkbox.

The shaders in use in-game need to support accurate motion vectors, if they do not you get extremely obvious and distracting trails behind moving objects with DLSS or FSR.
Nearly all shaders in-use by avatars and worlds are typically custom shaders, the vast majority of which do not support motion vectors because they never needed to.

You used to be able to use FSR and DLSS with a script you’d chuck in your vrchat file. Unfortunately with EAC that’s no longer an option. FSR is easily doable currently and the Dev are looking into it possibly being implemented based off of a reply I got through a ticket a few weeks ago.

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