Hi NVIDIA DLSS team,
I’m Chase Wood, an independent developer building Kessler Syndrome, a single-player spaceflight salvage game on a custom Rust engine (wgpu, Vulkan on Windows). You play a maintenance robot clearing the debris shell left by a Kessler cascade. The look is almost entirely hard surface: spacecraft hulls, panels, machinery and debris, lit by a single sun with Earth below. That makes it a strong, low-risk fit for DLSS 5’s neural rendering, with no faces or foliage for the model to reinterpret.
The engine is already set up for DLSS:
- Per-pixel motion vectors for every object, plus analytic motion for the sky and the rotating Earth
- Halton camera jitter with unjittered matrices, and history resets on camera cuts
- HUD composited after upscaling; reactive masks planned for glass, gas and engine plumes
- DLSS Super Resolution / DLAA via Streamline on Vulkan in progress, developed and tested on an RTX 5090
I’d like access to the DLSS 5 SDK (or the Streamline plugin) to integrate and tune it with engine masks and the structure/tone controls. I’m also happy to share feedback on Vulkan integration from a non-Unreal, non-Unity engine.
Could you tell me whether early access is available for independent developers, or when DLSS 5 is expected in the public Streamline SDK?
Thanks,
Chase Wood