5.3 is now officially released and raytracing in VR is also now officially supported I believe. But it’s extremely performance heavy and DLSS would help a lot here, but still no fix from Nvidia?
Well, not much I can share, but I do know that engineering is actively working on VR support.
Sad to see that there is such lackluster interest in supporting these amazing technologies in VR… we would greatly benefit fomr DLSS 3.5 support in our company projects, yet nvidia doesn’T seem to care apart from big publishers who are able to use it now…
Hello @Lesani_work, welcome to the NVIDIA developer forums.
I am happy to hear that you are interested in using DLSS 3.5 in VR.
All I can tell you at the moment that there is more than just “lackluster” interest in making this easily usable through our plugin.
We are working on it.
Thanks!
Also chiming in here to say DLSS would be huge for us. We lose too much performance to migrate from UE4 to UE5 currently (even without Lumen / Nanite) but DLSS would hopefully be able to alleviate a lot of that.
Thank you for the update and happy to hear there is working being done on this. It would be huge for VR.
It’s been broken for almost a year, possibly longer. The only workaround was found by the community by using old software. How can we take this serious when developing our games? This is unacceptable.
What I wish for this year’s Christmas is to be able to traverse Lumen-lit Nanite worlds in Unreal in VR boosted by DLSS!
I second that, would love DLSS VR support for christmas. I’m revisting VR after experimenting with it in 4.23, from what I remember DLSS looked and ran great in VR.
does anyone know how to enable the SteamVR plugin in 5.3? I couldn’t find a way since the SteamVR plugin is deprecated. would very much prefer not having to deal with SteamVR though
Hi @MarkusHoHo ,
I have just been watching the latest Nvidia webinar. Richard and Zach just said that DLSS does work in VR at the moment. I am totally confused as we have been waiting for your feedback confirming whether support has been added back in. Your last update was from October.
Can you please shed some light on this?
I can confirm, my team has DLSS working in VR in ue5.3 currently
With no workaround using SteamVR, we are using OpenXR and everything seems to be working smoothly.
Today I tried again, downloade the latest plugins for 5.3 and it still does not work for me, and I may be the only one. When I start a PIE session in VR it creates and immediately destroys the DLSS feature like that (see image).
I followed the pdf documentation and used ScreenPercentage to set it below 66% (The documentation did not say anything about pixel density, and since I see information that is only related to 5.3, I assume the pdf has been updated). I can see the DLSS works in the editor before starting PIE, but not in VR PIE. The ultimate confirm of DLSS not working is that I have a staggering 4-20 fps (alternating for no reason).
Are you using ScreenPercentage or VRPixelDensity?
I thing I want to point out is that I don’t use OpenXR, I have to use Quest (hand tracking support).
I will continue exploring the troubleshooting tips in the guide and will come back with more new information, if any.
We are currently using an Index and running through SteamVR. I am using ScreenPercentage VRPixelDensity isn’t applicable to DLSS, but I am setting DLSS through the available blueprints. (Which does the same thing I believe).
Something I found that was different in 5.1 compared to 5.3 is that you need to have TAA on with “Temporal Upsampling” set to True. Otherwise it doesn’t work. Which I don’t believe is in the documentation.
Hi @MarkusHoHo Is being more than a year can we get an update on this?