DLSS-G is in invalid state - Reflex not enabled

Hello,
I’m trying to enable DLSS-G in UE 5.2.1. I have the debug window up and it shows DLSS-G On but Reflex Off. After a few seconds I get a hard crash.

Assertion failed: State.status == sl::DLSSGStatus::eOk [File:C:\BuildAgent\work\61e303c4da3d085b_stage\plugin\Plugins\Streamline\HostProject\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineDLSSG.cpp] [Line: 449] DLSS-FG failed at runtime with DLSSGStatus::eFailReflexNotDetectedAtRuntime (2). This runtime check can be disabled with the r.Streamline.DLSSG.CheckStatusPerFrame console variable

UnrealEditor_StreamlineCore!GetDLSSGStatusFromStreamline() [C:\BuildAgent\work\61e303c4da3d085b_stage\plugin\Plugins\Streamline\HostProject\Plugins\Streamline\Source\StreamlineCore\Private\StreamlineDLSSG.cpp:448]
UnrealEditor_Engine!UEngine::SetPresentLatencyMarkerEnd() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:2428]
UnrealEditor_SlateRHIRenderer!TRHILambdaCommand<FRHICommandListImmediate,<lambda_f4f21a60b430678be9c3d99e3e158b7e> >::ExecuteAndDestruct() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h:457]
UnrealEditor_RHI!FRHICommandListBase::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:587]
UnrealEditor_RHI!<lambda_720a96d581de9603c136416f02291598>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:899]
UnrealEditor_RHI!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1310]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_RenderCore!FRHIThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Hi there @stefan.barlow and welcome to the NVIDIA developer forums.

Reflex must be enabled for DLSS-G to work correctly an normally will be activated automatically as soon as you enable DLSS-G. So either the plugin installation is incomplete or you are enabling DLSS-G manually through some other means.
Or you still have a pre version 5.2 Blueprint in your project.

I recommend reading closely the Reflex specific notes in DLSS_Frame_Generation_Quick_Start_Guide.pdf, specifically the section about “Streamline Reflex”

Beyond that it is really difficult to figure out what might be wrong simply from the error message above. One thing to note though is that the engine should not crash after that error. This might hint at a generally defective plugin integration.

Thanks, I did download the latest version of the plugin before posting for 5.2.

I have enabled it from the console with r.Streamline.DLSSG.Enable 1

I disabled the default Reflex plugin that comes with Unreal.

I do see this in the logs:
[2023.12.19-17.20.03:013][ 0]LogStreamlineAPI: [Info]: [19.12.2023 17-19-50][streamline][info]pluginmanager.cpp:1064[processPluginHooks] Plugin ‘sl.reflex’ has no registered hooks
[2023.12.19-17.20.03:013][ 0]LogStreamlineAPI: [Info]: [19.12.2023 17-19-50][streamline][info]commonentry.cpp:891[ngxLog] error: no matching adapter found

There’s a new geforce driver, installing that and will test again after reboot. I was running one from Sept.

That didn’t resolve it.