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85 lines
4.5 KiB
Markdown
85 lines
4.5 KiB
Markdown
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# Deep learning super sampling (DLSS)
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NVIDIA Deep Learning Super Sampling (DLSS) is a rendering technology that uses artificial intelligence to increase graphics performance. The High Definition Render Pipeline (HDRP) natively supports DLSS. For more information about DLSS see [Deep learning super sampling](https://docs.unity3d.com/Manual/deep-learning-super-sampling.html).
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## Requirements and compatibility
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This section includes HDRP-specific requirements and compatibility information for DLSS. For information about the general requirements and compatibility of DLSS, see [Deep learning super sampling](https://docs.unity3d.com/Manual/deep-learning-super-sampling.html).
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### Platforms
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HDRP supports DLSS on the following platforms:
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* DirectX 11 on Windows 64 bit
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* DirectX 12 on Windows 64 bit
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* Vulkan on Windows 64 bit
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**Note**: HDRP doesn't support DLSS for Metal, Linux, Windows using x86 architecture (Win32), or any other platform.
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To build your project for Windows, use x86_64 architecture (Win64).
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For information about the hardware requirements of DLSS, see [NVIDIA'S DLSS requirements](https://developer.nvidia.com/nvidia-dlss-access-program).
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## Using DLSS
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To use DLSS in your scene:
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1. Add the NVIDIA package. You can either do this automatically or manually.
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* To install the NVIDIA package automatically:
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1. Select an [HDRP Asset](HDRP-Asset.md) and view it in the Inspector.
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2. Go to **Rendering** > **Dynamic Resolution** and click **Install NVIDIA Package**.
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* To install the NVIDIA package manually:
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1. Open the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html) (menu: **Window** > **Package Manager**).
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2. Select **Packages**, then select **Built-in**.
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3. In the packages list view, find and select the NVIDIA package.
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4. In the bottom right of the package-specific detail view, select **Enable**.
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2. Enable DLSS in your HDRP Asset.
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1. Select the HDRP Asset you want to enable DLSS for and view it in the Inspector.
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2. Go to **Rendering** > **Dynamic Resolution** and select **Enable**.
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3. In the **Dynamic Resolution** section, select the **Enable DLSS** property to expose other properties that you can use to customize DLSS. For information about these properties, see the [HDRP Asset](HDRP-Asset.md) documentation.
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3. Enable DLSS for each Camera you want to use it with.
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1. In the Hierarchy or Scene view, select a Camera and view it in the Inspector.
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2. Select **Allow Dynamic Resolution** to expose the DLSS settings. For more information see the [Dynamic Resolution](Dynamic-Resolution.md) guide.
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3. Enable **Allow DLSS** to expose other properties that you can use to customize DLSS for the Camera. For information about these properties, see the [Camera](hdrp-camera-component-reference.md) documentation.
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4. Set the DLSS quality mode. You can do this on a project level or a per-Camera level. For information about the available quality modes, see [Quality modes](https://docs.unity3d.com/Manual/deep-learning-super-sampling.html).
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* To change the DLSS quality mode for your whole project:
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1. Select the HDRP Asset that has DLSS enabled and view it in the Inspector.
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2. Go to **Rendering** > **Dynamic Resolution** > **DLSS** and set the **Mode** property to the quality mode you want.
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* To override the DLSS quality mode for a particular Camera:
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1. In the Hierarchy or Scene view, select a Camera and view it in the Inspector.
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2. Select **Use Custom Quality**.
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3. Set the **Mode** property to the quality mode you want.
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### DLSS and Dynamic Resolution
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The **Use Optimal Settings** checkbox in the [HDRP Assets](HDRP-Asset.md) is enabled by default. This means that DLSS sets the dynamic resolution scale automatically.
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If you disable this checkbox DLSS uses the same dynamic resolution scale set by the project. For more information see the [Dynamic Resolution](Dynamic-Resolution.md) guide.
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### Mip bias in DLSS
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To enable automatic mip bias correction when you enable DLSS, open the [HDRP Asset](HDRP-Asset.md) and enable the **Use Mip Bias** checkbox.
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If you need a specific custom mip bias for a Texture, create a custom sampler that samples from TextureInput, SamplerInput, UV, and MipBias. To do this, enter the following script into the Node Settings ' Body field. The images below display this example:
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```glsl
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Out = SAMPLE_TEXTURE2D_BIAS(TextureInput, SamplerInput, UV, MipBias);
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```
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![](Images/CustomMipSupportNode.png)
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![](Images/CustomMipSupportNodeExample.png)
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