The problem is, nothing seems to happen! RenderDoc shows that the DLSSPass is executed, but the only two commands are “Discard View(CubeInputSurfaceCachedUAV)” and “ClearView(0,0,0,0)” on the texture I want to write the result into.
I am generating log files, they don’t print any warnings or errors. Are there any more diagnostics I can enable? The NVidia internals are a black box, and right now I have no idea what else I can do.
NVSDK_NGX_D3D11_GetCapabilityParameters returns that DLSS should be supported.
(I tried to integrate Streamline Streamline | NVIDIA Developer , but that seems to conflict with Unity internals. Unfortunately we can’t update to a newer Unity version.)
The event shows up in renderdoc, so this code is definitely reached and executed.
Edit: I am now wondering if it goes through some private API that is not recorded by RenderDoc… That would explain it, but not help with the integration.
Apparently the DLSS DLL uses some private API that is not captured by RenderDoc. It works, and if you use the development DLL you will see the overlay, but generally from RenderDoc’s position the output texture is not touched, making everything after the DLSS pass harder to debug.