Hello NVIDIA Developer Relations,
I’m developing a commercial railway construction and management game planned for release on Steam.
We are integrating NVIDIA Streamline and DLSS Ray Reconstruction through a custom native bridge for Unity HDRP.
Current integration:
- Streamline SDK: 2.14.1
- NGX: 310.9.1
- Engine: Unity 6000.6.4f1
- Render pipeline: HDRP 17.6.0
- API: DirectX 12
- Platform: Windows x64
- Hardware currently used for validation: GeForce RTX 5090
- Distribution: Commercial Steam release
- Requested feature: DLSS Ray Reconstruction
The signed Streamline runtime initializes successfully and accepts Unity’s Direct3D 12 device. DLSS Super Resolution and Reflex report supported, but DLSS Ray Reconstruction reports unavailable while the integration uses the temporary SDK application identity.
Streamline is currently initialized with EngineType::eUnity, the Unity version, and a project GUID. Could you confirm whether this is sufficient for a custom Unity/HDRP Ray Reconstruction integration, or whether ERA-8 needs an NVIDIA-issued numeric applicationId?
If an application ID is required, could you advise on the title-onboarding process?
I can provide Streamline/NGX logs, source snippets, screenshots and a minimal diagnostic build privately if required.