UE5.6 - How to use DLSS Plugin with MRQ and Path Tracer

I want to test out the DLSS4 Plugin with MRQ and Path Tracer, but I’m not finding any specific MRQ / Path Tracer documentation. Can someone point me to this? The only thing I was able to find in the DLSS docs was this (see below), which I did implement. I also removed the Anti-Aliasing section from my MRQ and added the DLSS section (set to QUALITY), but I’m still getting very noisy renders as if there is NO Denoiser enabled.

===== from: _DLSS_Super_Resolution_UE_Plugin_Guide.pdf =====================================
7. DLSS-RR in Game: DLSS-RR requires all denoisers to be deactivated. This is most true when the project uses ray tracing. Make
sure that the following cvars are set.

  1. r.NGX.DLSS.denoisermode 1
  2. r.Lumen.Reflections.BilateralFilter 0 - In engine versions 5.2 and 5.3, changing this setting at runtime via console or
    blueprints can lead to engine runtime assertions if the resolution later changes. It should be set only by changing a config file
    such as DefaultEngine.ini. So if you wish to re-enable r.Lumen.Reflections.BilateralFilter when DLSS-RR is disabled, it
    would require a config setting change and engine restart.
  3. r.Lumen.Reflections.ScreenSpaceReconstruction 0
  4. r.lumen.Reflections.Temporal 0

SOLUTION:

As per the new v8.30 plugin release, the docs now state that it only works for DEFERRED Rendering (ie: Lumen).

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