Hello. I’m working on a UE 5.7 title, and we are offering DLSS upscaling on supported hardware via the official plugin, v8.5.0.
We intend to support DLSS for the primary gameplay world. However, our game also contains a number of SceneCapture components that snapshot some meshes for display in the UI. We are not intending to support DLSS on those, and understand that is not a supported case.
However, when a SceneCapture component has the flag bExcludeFromSceneTextureExtents disabled, we will hit an error in the NGX level due to the increased size of some SceneTextures.
There is some code in DLSSUpscaler.cpp that attempts to accomodate some variance in the ViewRect (a comment specifically calls out r.Test.ViewRectOffset as a good way to trigger this). However, the code does not account for cases where the main View’s SceneTextures may have an increased size due to SceneCapture components.
This was problematic for us for a couple of reasons. This flag is disabled by default on all SceneCapture Components, causing new crashes any time a component of this type was added to a scene. Additionally, the plugin did not offer any sort of analysis of why NGX was not happy, only that there was some rect size mismatch.
I’m unaware of any workaround to this, other than forcing bExcludeFromSceneTextureExtents to be ON for all SceneCapture views. This seems to be acceptable in our particular case.
If this is explicitly unsupported, a more visible call-out in the documentation might be helpful.
Thanks!