NVIDIA DLSS SDK released, lets developers integrate it into custom/proprietary engines; Added new sharpening slider and auto exposure options

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The NVIDIA DLSS SDK is now available for free download from this page. Previously, developers had to sign up before they could access it. Unlike the official Unreal Engine or Unity plugins, the DLSS SDK is intended to be used with custom and/or proprietary engines.

New features of this release (version 2.2.1) also include some additional options available to game developers.

  • Sharpen slider added – Developers can now add a slider to adjust the sharpness, allowing users to sharpen or soften the image according to their own personal preferences.
  • Added support for Linux – Developers can now integrate DLSS into Linux games and applications.
  • Added auto exposure option – DLSS can automatically calculate exposure values. This function may improve the image quality of low-contrast scenes.
  • Bug fixes and stability improvements

By the way, these are the system requirements for the DLSS SDK.

Operating systems Windows 10 64 bit
DirectX End User Runtimes (June 2010)
Linux Ubuntu 18.04 or 20.04
dependencies NVIDIA RTX GPU
NVIDIA DLSS SDK requires R470 driver or newer.
Development environment Visual Studio 2017 v15.6 or later
Linux: Visual Studio Code, gcc and g++ 8.4.0 or newer
Engine Requirements:
  • DirectX11, DirectX 12 or Vulkan based
  • Additional note for Vulkan: The DLSS Vulkan path expects the application to run on a Vulkan version 1.1 or later.
  • On each evaluation call (ie, each frame), specify:
  • The raw color buffer for the frame (in HDR or LDR/SDR space).
  • Screen space motion vectors that are: accurate and calculated at 16 or 32 bits per pixel; and updated every frame.
  • The depth buffer for the frame.
  • The exposure value (when processed in HDR space).

The public availability of the DLSS SDK could potentially mean much wider adoption of NVIDIA’s Deep Learning Super Sampling technology, even when it comes to unofficial implementations. In fact, programmer and modder DarioSamo, creator of the Super Mario 64 PC port with ray tracing, quickly jumped on the bandwagon to implement DLSS in his project.

He later added via Twitter:

Okay, really, the feature needs a lot more work on the UI and tweaks. It will probably be a few days before I know the licensing side and how to integrate it into the open source build tool.

But I get results. And they are really good.

Their documentation and debugging tools are very good, and sm64rt already had most of the information DLSS needs. Your mileage may vary depending on how easy it is, depending on your engine.

Considering how quickly AMD’s FidelityFX Super Resolution (FSR) is getting support, this is great news for NVIDIA. GeForce RTX owners will soon be able to choose between DLSS and FSR in many games and mods.

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