glad to see someone following my previous journey Unreal Engine 5.5 <> DLSS 3.7.20 compilation error - #15 by paolofalomo
i love you, community ❤️
glad to see someone following my previous journey Unreal Engine 5.5 <> DLSS 3.7.20 compilation error - #15 by paolofalomo
i love you, community ❤️
I used your build for 5.5 that’s why I decided to contribute back to the community :)
Thank you so much for giving us an experimental build. the game is unable to build right now so hopefully Nvidia releases it soon but at least i can work in the editor for now :')
Hi, it’s been quite a while and there’s still no sign of the DLSS plugin for Unreal Engine 5.6. Do you have at least a tentative release date or any update? It’s getting really frustrating not knowing anything. Thanks.
Based on previous experience I’d settle in for a long wait followed by a sudden happy surprise - and keep your fingers crossed that some generous soul is able to improve upon the released experimental build (assuming it doesn’t work for your current usage).
I’d really like to work on it as i did for the 5.5 but i just moved from Italy to Spain and i gotta still finish up things for my current videogame; we actually want to upgrade to 5.6. since (disabling dlss) we saw great improvements!
Same here… Pinned build works with my game in editor and shipping build perfectly. I don’t have any neccessity and free time to work on it. But for those who have torubles with running it I can advice to put my build into the project’s Plugins folder instead of engine’s and try to compile it (I know this is kinda obvious, but still…). Mostly I used tip from this post Reddit - The heart of the internet. Possibly I forgot to add this lines in some modules.
Sorry to rain on the parade, but like I indicated previously in the thread, Lumen Indirect pass is flickering, same issue happens with your build.
It’s not horribly pronounced, but it IS there and requires more than just a recompile.
German PC Hardware has released an article about the new transformer model, I translated it… guess that will also apply to the new DLSS4 plugin for UE 5.6:
Nvidia Finalizes Transformer-Based AI Model with DLSS 4, Boosts Image Quality and Reduces VRAM Usage
Nvidia has officially released its Transformer-based AI model—originally introduced alongside DLSS 4—from beta status, showcasing a significant leap in neural rendering architecture that not only improves image quality but also optimizes graphics memory usage.
As part of the release of DLSS SDK version 310.3.0, Nvidia confirmed that the Transformer AI model is now production-ready. The new model powers DLSS 4 Super Resolution (SR), Ray Reconstruction (RR), and Deep Learning Anti-Aliasing (DLAA), while also enabling more efficient use of VRAM on GeForce GPUs. Detailed notes on these enhancements are available in the official SDK release documentation.
Early comparisons on Reddit between DLSS SDK versions 310.2.1.0 and 310.3.0 reveal measurable improvements. The Transformer model replaces the previous Convolutional Neural Network (CNN) and uses intra-attention and global context mechanisms to deliver crisper image details and significantly reduce visual artifacts such as ghosting—all while consuming less GPU memory.
Developers can already access the new DLSS .dll files via Nvidia’s GitHub, included in the Streamline SDK 2.8.0.
Broader Compatibility and Feature Expansion
While DLSS 4 Multi Frame Generation (MFG) is reserved for next-gen GPUs—including the GeForce RTX 5090, 5080, 5070 Ti, 5070, upcoming Blackwell GPUs, and select laptop variants—existing RTX 40, 30, and even 20 Series GPUs still benefit from key DLSS 4 features:
DLSS Super Resolution (SR)
Nvidia has also released a comprehensive visual breakdown of DLSS 4 feature support by GPU generation.
The advancements made through the Transformer AI model—particularly within DLSS SR and DLAA—are now finalized and available for immediate use.
For a more technical overview, Nvidia’s Applied Deep Learning Research team, represented by Bryan Catanzaro and Edward Liu, has published a six-minute deep dive video explaining the new capabilities of DLSS 4 and the updated feature set.
Hello, since your build is based on @paolofalomo UE5.5 build which I think is still DLSS3(?) since it’s not supported DLSS Preset K and up which is I think the newer and better Transformer model came with DLSS4. And I also notice Lumen lighting flickering like @coffeecradle mention.
So then I tried to compile DLSS4 plugin based on latest plugin from Nvidia 2025.04.16_UE_5.5_Plugin_4.0.2 and tried fix from that Reddit post you mentioned, and try to “copy” error-ed lines from your build if there’s another compile error, and to my surprise it compiled?
So far I tried in PIE, Shipping build, and Development build and it seems to be working, and seems like Lumens flickering is also didn’t present in this build. I tried to compare to default TSR and XeSS and results seems similar (as in working), with DLSS4 win in image quality and temporal stability, I think.
Also since I’m still on 3090 so I couldn’t test for any FG.
I did notice some small(?) alias on some emissive material, but I was not sure if it always like that, so I tried to check my 5.5 build and indeed it’s there, too. So I’m not fully sure yet..
But anyway here is the link to build, if anyone want to test it while waiting for official release:
Great @putut.maulana…, it turned out really well. It works almost the same as in 5.5. I want to make it clear that Unreal Engine 5.6 has a serious problem with fine details and thin textures — it’s not DLSS’s fault, it’s the engine itself. UE 5.6 has a lot of broken things. Just like NVIDIA’s developers, Unreal also has people who are clearly incompetent and not doing their jobs properly. Unfortunately, that has become the trend.
Sorry for the lack of respect, but they honestly deserve it. Just look — someone from the community compiled DLSS 4 for UE 5.6, and NVIDIA? Over a month has passed and there’s no sign of any progress.
Thanks to the community for making everything easier. These big companies are just embarrassing.
hey, good job on this. @paolofalmo gave us something to bridge the gap (thanks!) and your version carries the latest K profile with the added bonus of being able to package our game again, it’s just money. so thanks again to both of you!
After comparing my project using UE5.5.4 + DLSS and UE5.6.0 with this experimental version DLSS, I am quite impressed. This version runs identical in performance to the prior on my 4090 and FG also works identical. It is a great stopping ground if you need DLSS for UE5.6.0 until it officially gets released.
Hey! It gives me a build error when I try to build, do you have any suggestions on what might be going on?
EDIT: placed the plugin in Project folder as well and rebuilt the project using Rider, successfully packaged a dev build after that!
Looks like the official DLSS 4 for UE5.6.0 is now released
Affirmative!
After converting from Unreal 5.5 to 5.6 - 5.6.1 and exporting the package, the result is the following:
Resolution: 1920x1080
DLSS in Ultra Performance
The render settings are exactly the same.
If someone could tell me how I can disable an improvement they introduced in version 5.6 that is causing this damage, I would be very happy. I have touched everything possible, but nothing work.
Hi there @creatormovie, welcome to the NVIDIA developer forums!
I forwarded your issue to our engineers and got some questions back as a reply. It would help us greatly to understand what might be going on if you could check these out.
Before that one comment on your cvar usage:
In the begin of your video, in your blueprint, you are trying to set the read-only r.NGX.Enable cvar to 0. That cvar is only read at startup and can be used to disable all of NGX at the lower level.
If you want to disable DLSS, the cvar is r.NGX.DLSS .Enable.
But the recommendation is to the BP library call UDLSSLibrary::EnableDLSS(false)
Now for the questions:
You are using the same UE plugin 8.2.0 for both your UE 5.5 and UE 5.6 projects?
Do you see the same difference between UE 5.5 and UE 5.6 with the built-in TSR Temporal Super Resolution
And then similarly between UE 5.5 and UE 5.6 for some of the other DLSS/DLAA modes?
Depending on that outcome of that, it would be good having UE logs or preferably UE GPU dumps for https://dev.epicgames.com/documentation/en-us/unreal-engine/gpudump-viewer-tool-in-unreal-engine:
Thanks in advance!
Hi, and thank you so much for your reply. I’m a 3D effects artist and I mainly use Houdini. I’ve been exploring Unreal and it’s phenomenal. Unfortunately, since I’m not a programmer, I don’t quite understand what you need. I took the liberty of making a different type of video so maybe you can better understand the situation. Thank you so much for what you’re doing, and I hope this helps.
Hi again.
No worries, I think the video might help already.
The ask was to provide GPU dumps, more or less log files for your specific setups, both for the working and the non-working case. And the link in my last post describes how to create and save those logs.