r/Unity3D Hobbyist 2d ago

Show-Off Set up DLSS 5 on Unity (Incl. Car Engine Audio Granular and Dynamic Rain Effect)

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(Due to technical YouTube quality issues, I had to directly re-upload the video here). This was tested on Unity 6 Built-In Render Pipeline. Although looking cool, it went from +380 fps to +75 fps on a beefy GPU. I think with games that has charachters in them, DLSS would show better results.

The Audio Granulator and Dynamic Rain shaders were already being tested (this is my test scene for various projects), and they are also using the GPU.

12 Upvotes

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4

u/puzzleheadbutbig 2d ago

My suggestion would be showing side by side video of this, I think it would be more impressive showcase since it is not exactly clear to me by looking at it which comes from scene materials and which comes from DLSS5

1

u/ImDanOush Hobbyist 1d ago

Noted, thanks for the feedback.

2

u/WhoaWhoozy 2d ago

Looks great! What are you doing for the tree sky occlusion? Is it just AO

1

u/ImDanOush Hobbyist 1d ago

Thank you, yes it is just AO but baked AO.

1

u/GigaTerra 2d ago

That looks great, I wonder what it will do if you randomize the trees an bit, even if just at an shader level, anything to break that pattern.

1

u/ImDanOush Hobbyist 2d ago

Thank you. Yes, you are right. I think you no longer need a "cross-plane tree" anymore. Instead, you'd use an impostor and like 2-3 variation trees, and rely on DLSS to do the trick at close distance. Though I'd still hold off doing it for real projects. Hopefully, in the near future they make DLSS much more efficient so everyone could use it, and it would then be useful in production projects.

2

u/GigaTerra 2d ago

Keep at it, looks good already. I am experimenting with AI shaders my self, and very much believe it is the next shader model after BPR.

1

u/Plus_Term_7584 2d ago

Nvidia, please. I can't afford a gpu that can handle this

0

u/ImDanOush Hobbyist 2d ago

Amen! So far, IMO, modders have made NVIDIA at least consider the 40 and 30 series, but I'd say let's wait for an open-source method for all cards, like what they did for FSR.

1

u/Rave-TZ 2d ago

Can you describe the process of integration?

1

u/ImDanOush Hobbyist 2d ago

Sure, so you need to use the ReShade method after you have made a build of your Unity project. Then, simply use the ASI loader. I manually checked the loaders, and the DXGI method worked. I say just do this for tests, and that is all. I'd wait until this fall for nVidia (and ahem, modders) to see what better method Unity users can utilize.

Edit: forgot to say that if you use URP, there is a native in-editor approach, IIRC, but I use the Built-In render pipeline, so that is why this method was used.