DLSS for 5.8 Has Lots of Ghosting

I upgraded my project to 5.8 and now DLSS looks really bad, there’s a lot of ghosting, is this happening to anybody else? Does anyone have a solution? Turning on RR fixes the issues but is also very performance heavy and not an ideal solution.

This is the code I use to manage my upscalers, works fine in 5.7. Am I missing anything? Did something change in 5.8?

Yes, in dark areas. Extreme smudging + blinking + vol fog artifacts.

Yes. Nvidia plz fix

Hello? Nvidia?

Can confirm DLSS plugin for UE5.8 doesn’t work and causing severe ghosting and no Antialiasing at all on all objects.

The problem is “NVIDIA DLSS Super Resolution/Ray Reconstruction/DLAA” module.

I’ve spent half day doing more investigation on my project, and indeed DLSS only work if RR is turned ON using “r.NGX.DLSS.DenoiserMode”, which DLSS will use RayReconstruction Preset D by default.

DLSS 4 Preset K, DLSS 4.5 Preset M/L all doesn’t work.

Current workaround I got after tinkering was I rollback DLSS Module from community 5.7 v8.6.1 patched to 5.8, which was worked well before while waiting for official 5.8 v8.7.0 plugin. That community plugin is only work for DLSS, while DLSSG is broken.

While official 5.8 plugin DLSS is broken, but DLSSG Framegen is working.

And after checking release notes both 5.7 and 5.8 version of plugin is still using same SDK version:
Streamline SDK 2.11.1
NGX SDK 310.6.0

So I tried to replace \Project\Plugins\DLSS “Binaries” and “Intermediate” folder from community patched 5.7 plugin and suddenly DLSS is working again!

I only tried replacing the precompiled folders because trying to recompile from previous 5.7 version didn’t working well for me, so I ended up trying just replaced already compiled Binaries and Intermediate as last resort.

So while waiting for NVIDIA to fix official plugin, if you want to do like me as workaround, download community patched DLSS plugin from 5.7 for 5.8 from here:

Any hero who can compile it for 5.8 - Gaming and Visualization Technologies / DLSS - NVIDIA Developer Forums

Then instead put plugin in \Engine\Plugins\Marketplace\ put official 5.8 plugins into \Project\Plugins\

and replace \Project\Plugins\DLSS\ “Binaries” and “Intermediate” folder from community patched 5.7 plugin

This workaround is working in my Project, work in Editor Viewport (DLSS) and PIE (DLSS+DLSSG Framegen), and tested in Packaged Development, Shipping Build (DLSS+DLSSG Framegen), all Preset tested: DLSS4 Preset K, and DLSS4.5 Preset M/L

You can enable DLSS Indicator for easier testing using Regedit:

Computer\HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore

Create Dword Key, name it “ShowDlssIndicator” and change value to Decimal “1024”

Hope it helps, cheers!

Hello all, and @MattPmrd, welcome to the NVIDIA developer forums.

I forwarded the issue to our internal team, but I cannot say how soon you can expect feedback.

Thanks!

Thanks! :)

Yeah just wanted to add a corroboration here with regards to the weird issues. That’s how I found this post and what you wrote here very closely mirrors the weirdness I’m seeing on my project as well with regards to DLSS for 5.8

Especially the bits regarding objects not having anti-aliasing (especially shaders using translucent blend mode style opacity effects).

Hi guys,

First, I’m really sorry you’re all hitting this issue. A few of us are taking a look at this right now following the guidance from this forum.

I have a few questions:

  1. Are you seeing this only in low-lit scenarios? I.e. if you have like, an outdoor environment with a sky and directional light, you’re not seeing the same ghosting effect.
  2. Are you seeing this with any particular material setup on an object when either moving it or moving your camera around it?
  3. If you wouldn’t mind, would you share a small project with us that shows the issue so we can make sure we’re reproducing it right?

Here’s what we did to try and repro on our end:

  • Took v8.7.0 plugin against 5.7 and 5.8 against a project within a dark scene (single point light, no sky or anything, small room.)
  • Move around the sphere to observe the ghosting, we can reproduce the ghosting but we’re seeing it both with 5.7 and 5.8.
  • Took v8.6.1 plugin version and looked at the same 5.7 project (since we didn’t have a 5.8 compatible plugin yet for v8.6.1)
  • Compared v8.6.1 plugin version against v8.7.0 in the same 5.7 project.
    Confirmed we’re seeing the ghosting in both plugins - all based on the same low light scenarios though.

This is why we’re asking for a small sample project that shows the regression since we’re not confident we’re reproducing what’s being reported here.

Thanks guys!

Best I can do is send my game’s project folder, i’ll zip it up and send the link to you in private soon.

Thanks! That’ll work.

Uploading it to my server as we speak, in the meantime here’s a video of how to reproduce the problem

Hello,

I couldn’t give my project sample, but I’m able to reproduce it in DLSS Sample project with added new material using Translucent and Emissive

Upon more observation, the objects are indeed has aliasing from DLSS v5.7.0 in UE5.8, but it seems it failed to smooth specular highlight and/or translucent, translucent+emissive

Here is small sample project to reproduce:

Here is short video showing with default TSR, then I’m switching between DLSS ON/OFF and Switch between DLSS Preset K, L, M showing most aliasing happen in specular and translucent+emissive I think:

I took few screenshot to give more detail, captured in 1440p with screen percentage 50% (DLSS Performance) to exaggerate the aliasing problem, but you could still see them even in DLAA screen percentage 100% too, please pay attention to specular highlight and/or object edges aliasing:

DLSS ON 1440p@50% Preset K (least problem)

DLSS ON 1440p@50% Preset L (worse aliasing)

DLSS ON 1440p@50% Preset M (bit better than L, but worse than K)

DLSS OFF 1440p@50% TAA (r.AntiAliasingMethod=2) (Notice this is much better even though it’s bit blurry)

DLSS OFF 1440p@50% TSR (r.AntiAliasingMethod=4) (Best looking right now, it’s weird because previously DLSS always beat default TSR in image quality and also less ghosting)

=====
And here is DLSS v8.6.1 from UE5.7 patched to UE5.8 from community:

DLSS ON 1440p@50% Preset K (Look the best just like back in UE5.7)

Ah fantastic thanks so much! Taking a look now and sharing with the team. I’ll circle back when I have something more meaningful to add.

Thanks everyone for your patience and help!

Hey guys, just wanted to give an update here.

So, I’m seeing there’s two separate issues, just so we know what we’re looking at and what we’re focusing on.

Reported in this forum I see the following:

  1. Ghosting after upgrading from v8.6.1 to v8.7.0, in a 5.8 project using the 5.8 Binary Plugins.
  2. Aliasing issues on v8.7.0, in a 5.8 project using the 5.8 Binary Plugins.

The key here is that there appears to be a regression for both. At least that’s how I’m reading through the comments, but please let me know if I’m mistaken!

My concern (and the team’s concern) is focusing on the fact that there’s a regression vs a general issue that’s been around that can be looked at for improvement.

MattPmrd followed up with me separately with a couple of projects which I’ve grabbed and am reviewing to compare for regressions along with the team which focuses on the ghosting.

Tackling that first before moving on to the aliasing which is next.

Thanks again guys!

I have more information on the ghosting part. This is only specific to the project MattPmrd gave me, and since I can’t reproduce the ghosting regression in another project, I can’t be sure this is the outcome.

I was able to confirm that the ghosting issue doesn’t reproduce on v8.7.0 within 5.7 when comparing between v8.6.1 and v8.7.0.

I was sent over the 5.8 version of the project with the v8.7.0 plugin set and I can confirm I see the issue. For clarity I didn’t touch anything in this project, I just launched it and followed the steps to reproduce in the video earlier in this thread.

Since I wasn’t able to reproduce in 5.7 between v8.6.1 and v8.7.0 plugin sets, I thought perhaps it could’ve been a change to 5.8 where there might be some kind of switch, cvar change, tuning update, even scalability setting.

I took the 5.7 project and upgraded it to 5.8 without changing any content. I removed the plugins from the Project/Plugins folder within the 5.7 project, and took the Plugins from the 5.8 project for compatibility.

I ensured the following was set:

  • r.NGX.DLSS.Enable = 1
  • r.NGX.DLSS.Denoisermode = 0
  • r.ScreenPercentage = 100 (I like to check with DLAA when ghosting is concerned so we can identify if it’s related to screen resolution or sampling).

After doing this, I cannot reproduce the issue anymore on 5.8 with the v8.7.0 plugins.

I haven’t gone into the content to verify any blueprint hookups just because I wanted to see what a pure upgrade would look like.

@MattPmrd would you mind letting me know your exact steps on the upgrade that got you to the ghosting on your 5.8 project?

For others on this thread, if you’re seeing ghosting in your projects as well after upgrading from 5.7 to 5.8 and using the 8.7.0 plugin that NVIDIA released, could you confirm your process?

Include if you made any changes to blueprints or you compiled from source, or anything like that. All of that information is helpful - thank you!

I simply upgraded the project to 5.8, cleared the plugins folder, I had pre-recompiled my other plugins to 5.8 in a blank project one by one to make sure everything worked, I discarded all the other upscaler related folders (since FSR and XeSS are not compatible with 5.8 yet) then copied in the new recompiled plugins folders and extracted the new DLSS files from the zip there too.

But I did read that there might be some issues on the engine side, Intel said they are waiting for Epic to fix something that’s currently breaking XeLL. Support UE 5.8 · Issue #40 · GameTechDev/XeSSUnrealPlugin · GitHub

Hello,

Now that you mention it, in my project I didn’t see ghosting problem like @MattPmrd did (or perhaps I haven’t see them yet), but only severe aliasing in specular/translucent/emissive shader.

But if you see my example videos at around 29 second mark, the ghosting problem indeed present in Sphere using Emissive material when using DLSS Preset L which is DLSS 4.5, but not present in Preset M and K, but all three has severe aliasing problem.

The only work for smooth AntiAliasing is using RR on using r.NGX.DLSS.DenoiserMode=1 which is using DLSS4 Preset D, but it’s more expensive.

And I haven’t test further DLSS v8.7.0 in my own project because I rollback to v8.6.1 to be able to continue working.

Can you both perhaps test Plugin v8.6.1 compiled to UE5.8 to see it fixed the problem in your project @MattPmrd @kmihalatos? That way we could definitely confirm if there’s regression, is that correct?

Though that will involve downloading community patch for DLSS v8.6.1 from UE5.7 so it able to compiled for UE5.8, so I’m not sure if it’s allowed in Nvidia?

But at least for now for me personally, it solved DLSS aliasing problem in my project, and I could still continue working while still have DLSS and DLSSG working when testing in Editor/Development/Shipping build, while waiting for official fix from Nvidia.

So here in my project I ended up using official plugin v8.7.0, except DLSS Module which still using v8.6.1

Hope that helps, thanks!

Hi, I put together a test project to help show the DLSS issues in UE 5.8. It’s a dark rain level with the first person template since the problems are most visible in darker areas. I set up shortcuts: E enables DLSS, Q disables it and switches to TSR, and 1-5 change screen percentage from 33% to 100%.

At lower percentages like 33% and 50%, light sources get blocky and flicker, bloom looks blown out, and specular highlights alias badly. TSR ends up looking better than DLSS in this case, which doesn’t seem right. None of this happened in 5.7 with the older DLSS. Swapping the 5.7 DLL into 5.8 helps a bit, so something in the 5.8 integration seems to have changed.

The project doesn’t include the DLSS plugin to keep the file size small. You’d just need to enable it before testing.

Download link: https://drive.google.com/file/d/1jSYM6z6TROMNeiXEq02MWWcjhLO6eh_v/view?usp=sharing

Sharing this in case it helps with tracking down the issue.

I never had DLSS in project folder. I had it installed into engine plugin marketplace. At 100% screen with denoiser at 0 I still have ghosting and strobing in dark areas.

It is of course possible old dlss plugin left some hooks in the project even though it was installed into engine. I caught fsr doing this to me lately.

Update.

Actually denoiser mode set to 1 fixes it for me at the cost of serious framerate drop.

Second update.

Another bug, at 50% at 1440p I get almost single light grey color where strong sunlight hits brick wall. I am talking almost flat light grey. Does NOT happen at either higher percentage, denoiser mode 1 or some dlss presets like 6. Show correct color only when I get very close, but at 20 meters or so basically flat color.