NVIDIA DLSS, Output resolution and a full-size 3D at 4K #818
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BlueHeisenberg wants to merge 2 commits from
dlss into main
pull from: dlss
merge into: MagicBeanDev:main
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Delete branch "dlss"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Output resolution
The game's whole frame can be 2048x1152 (the game's default), 2560x1440 or 3840x2160. The game lays out its HUD and its render targets for that size. Docked only; applies after a restart.
Full-size 3D at 3840x2160. The game keeps its render targets in one 305 MB GPU pool sized for 2560x1440, so a 3840x2160 3D (Resolution 100% or DLAA at the 4K output) would run out of it and the game would crash as gameplay begins. The pool grows with the output's pixels (687 MB at 4K). The "Graphics" module heap that holds the pool grows with it, its budget check counts the shipped use, and the leftover heap carved from it keeps its shipped size. At 2048x1152 and 2560x1440 nothing changes.
Resolution row. It shows the 3D's size for the chosen output, in the twelfths the game really draws at, and a fixed Resolution reaches the 3D (the fixed path used to keep the dynamic path's last scale).
NVIDIA DLSS
Optional, for RTX GPUs. DLSS takes over the game's gameplay upscale. The 3D is drawn at the DLSS mode's size, and DLSS scales it up to the game's output using the game's depth and its camera's motion. Movies, menus and the HUD are unchanged. This is ported from zortos293/Lichii (its Streamline loader, camera motion and their shaders), which credits Duck912's Eglantine work.
Menu rows (Graphics tab)
While DLSS is on, the DLSS mode sets the Resolution.
NVIDIA files: not included
third_party/streamline/holds NVIDIA Streamline v2.14.16's headers only (MIT,license.txt; noted ingpu/PROVENANCE.md). No NVIDIA binaries are in the repo. At run timesl.interposer.dll,sl.common.dllandsl.dlss.dll(from the Streamline SDK) andnvngx_dlss.dllare loaded from astreamlinefolder beside the game exe. With the launcher layout, that's besidebin\hookshot.exe. Ifnvngx_dlss.dllis missing, the NVIDIA app's copy is used, but only if it is signed by NVIDIA. The interposer and the model are checked for NVIDIA's signature. Without these files, DLSS stays off and the game runs as before.Overrides:
RX_DLSS=0/1,RX_DLSS_PRESET=J..M,RX_DLSS_DIR=<folder>; tests:RX_DLSS_DEBUG=<n>.Menu rows (Graphics tab)
The Resolution and DLSS mode labels, and the DLSS mode's help text, follow the Output resolution row as soon as it changes.
Overrides:
HOS_OUTPUT_RES=0/1/2,HOS_RT_POOL_MB=<MB>; tests:HOS_RES_LOG=1,RX_VK_MENU_SCRIPT,RX_VK_MENU_DUMP.Tested
On an RTX 5090 (Windows 11): the same 140-second gameplay route at every setting below. No crash and no device lost in any run.
Without DLSS (the game renders the 3D at the Resolution's size)
With DLSS (3D size -> upscaled to the output)
Also tested at the 4K output: Ultra Performance (1280x720 -> 3840x2160, 4 runs) and DLAA with frame generation 2x. DLSS itself costs about 1.7 ms of GPU time per frame at 4K.
I am working on a solution which doesn't use Streamline so it is compatible with both Windows and Linux
Split into two PRs: #849 (Output resolution and the full-size 3D at 4K) and #850 (NVIDIA DLSS, builds on #849).