DLSS 4.5 on UE 5.6 fails above 8192x8192, previously working at 15360x2160 on UE 5.2 / DLSS 4.0

Hello,

We are working on a driving simulator application with a multi-display setup and a final combined output resolution of 15360x2160.

Previously, with Unreal Engine 5.2 and DLSS 4.0, this resolution was supported and the application worked correctly.

After migrating the project to Unreal Engine 5.6 and updating to DLSS 4.5, the application now crashes during DLSS initialization. Lower resolutions work correctly, but 15360x2160 no longer works.

From the log, we can see the following error:

Application provided output dimensions above the maximum supported size. Output dimensions (15360 x 2160) must be less than or equal to 8192 x 8192.

And then:

NGX_D3D12_CREATE_DLSS_EXT failed with NVSDK_NGX_Result_FAIL_InvalidParameter

Important context:

  • This is a driving simulator, so the final output resolution is not optional and must match the physical screen configuration.

  • Internally, we render using 4 separate cameras, each at 3840x2160.

  • Our current setup is based on a custom multi-view/split-screen style workflow.

  • The issue only appears at the full combined resolution. Lower resolutions do not crash.

We would like to understand the following:

  1. Is 8192x8192 now a hard limit for DLSS 4.5 in Unreal Engine 5.6?

  2. Was support for this kind of wide output changed compared to the behavior we had with DLSS 4.0 on UE 5.2?

  3. Is there an officially supported way to run DLSS per output / per viewport instead of on the final combined frame?

  4. Would nDisplay allow DLSS to be evaluated independently for each output?

  5. Or is a custom Streamline integration required for this kind of multi-display simulator setup?

If useful, we can also provide the relevant log excerpt and more details about our rendering pipeline.

Thank you.

Did you ever get an answer to this question?