Hi,
We have successfully integrated DLSS (through ngx) in our engine (both DLSS and DLSS-FG).
However, we encounter some artefacts with DLSS (with DLLA or any upscaling mode enabled - not linked to DLSS-FG) on the terrain, 3d models, and volumetrics (actual clouds), when the camera remains still (i.e. no movement), related to the moving clouds shadow. The artefacts appear in areas which are alternatively shadowed/unshadowed (clouds are moving, therefore shadows are too): some pixels remain in a “shadowed” state despite the area being unshadowed at that time.
There is no such artefacts when there is no cloud in the scene, or when the clouds (therefore clouds shadow) are static.
Also, reseting the accumulation (NVSDK_NGX_VK_DLSS_Eval_Params::InReset = true) removes the artefacts for a few seconds (it reappears progressively then) - but we can’t really do that at runtime, as it’s very obvious to the user.
Any idea what’s causing this, and how we can resolve the issue ? We spent a few month integrating DLSS, but I’m afraid we can’t use it in production because of this issue…
Thanks a lot for your help!
Gregory Jaegy
(www.imagine3d.fr)
issue:
after resetting accumulation:
static clouds:

