Need NGX/DLSS applicationId for custom Vulkan Streamline integration

I’m integrating NVIDIA DLSS through Streamline in a custom Vulkan renderer based on Blender/Eevee.

Current status:

  • Streamline runtime loads successfully
  • Vulkan initialization succeeds
  • slSetVulkanInfo succeeds
  • Streamline plugins load, including sl.dlss

Current blocker:

  • NGX disables DLSS because a valid applicationId is missing
  • The log reports:
    • “Please provide correct application id when calling slInit - NGX based features will be disabled”
    • “Missing NGX context - DLSSContext cannot run”

Question:
How do I obtain a valid NVIDIA applicationId, and projectId if needed, for this custom-engine Vulkan integration?

I’m not using Unreal or Unity. This is a custom renderer integration.

Hi there @luis136927, welcome to the NVIDIA Developer Forums.

I think the documentation for DLSS contains details on the Application ID. It might be in the UE specific plugin documentation, but holds just as well for the standalone streamline integration if I am not mistaken.

I will ask the team as well, but maybe you can check in that documentation as well.

Thanks!

Just to clarify, do you mean the UE plugin documentation is useful as a reference for how applicationId works in a standalone Streamline integration, or do you mean the UE plugin’s applicationId itself can be used in a separate custom standalone integration?

I want to make sure I’m following the correct approved path for NGX-backed DLSS.

Thanks

Well, it can be found in the UE plugin download in the Programming Guide. But it is also in the SL Programming Guide.

//! Optional - Id provided by NVIDIA, if not specified then engine type and version are required
uint32_t applicationId{};
//! Optional - Type of the rendering engine used, if not specified then applicationId is required
EngineType engine = EngineType::eCustom;
//! Optional - Version of the rendering engine used
const char* engineVersion{};
//! Optional - GUID (like for example 'a0f57b54-1daf-4934-90ae-c4035c19df04')
const char* projectId{};

The important part is to read further than the Optional in the beginning. You need either applicationId or projectId, engine type and version