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Bug DLSS bug report.

Discussion in 'High Definition Render Pipeline' started by jjejj87, Jun 25, 2021.

  1. jjejj87

    jjejj87

    Joined:
    Feb 2, 2013
    Posts:
    1,117
    Before I begin, I would like to point out that DLSS is awesome and is very polished provided it is new. Well done Unity and thumbs up for nVidia for natively supporting it!

    Now to the topic. When DLSS is enabled, Bloom goes out of control and the threshold has to be put up from 1 -> 30 to achieve similar results.
    dlss2.jpg
     

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    PutridEx likes this.
  2. Ruchir

    Ruchir

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    May 26, 2015
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    934
    Any updates regarding this?
     
  3. Ruchir

    Ruchir

    Joined:
    May 26, 2015
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    934
    I have more Bugs related to DLSS now.
    Most of the full screen debug views stop working with DLSS On:
    DLSS on:
    upload_2021-7-14_1-31-11.png
    Now after disabling the dynamic resolution (DLSS off):
    upload_2021-7-14_1-31-31.png
    After re-enabling it(Game is still playing):
    upload_2021-7-14_1-33-56.png
    By flickering I can tell DLSS is working but it doesn't show up in the debug view in the table section.

    Also< I get errors like this(the debug view just gets stuck sometimes when using DLSS):
    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. UnityEngine.Rendering.HighDefinition.DLSSPass+CameraState.Cleanup (UnityEngine.Rendering.CommandBuffer cmdBuffer) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:511)
    3. UnityEngine.Rendering.HighDefinition.DLSSPass.CleanupCameraStates () (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:545)
    4. UnityEngine.Rendering.HighDefinition.DLSSPass.InternalNVIDIABeginFrame (UnityEngine.Rendering.HighDefinition.HDCamera hdCamera) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:649)
    5. UnityEngine.Rendering.HighDefinition.DLSSPass.BeginFrame (UnityEngine.Rendering.HighDefinition.HDCamera hdCamera) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/RenderPass/DLSSPass.cs:171)
    6. UnityEngine.Rendering.HighDefinition.HDRenderPipeline.BeginPostProcessFrame (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.HDCamera camera, UnityEngine.Rendering.HighDefinition.HDRenderPipeline hdInstance) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs:385)
    7. UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.cs:1957)
    8. UnityEngine.Rendering.HighDefinition.HDRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.0.0/Runtime/RenderPipeline/HDRenderPipeline.cs:1795)
    9. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <2e270fb580704b37a76809b5e53cf4ef>:0)
    10. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <2e270fb580704b37a76809b5e53cf4ef>:0)
    11. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    12.  
     
  4. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
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    29,723
    I think things like bloom and DOF are quite reliant on resolution. So you would want to tune it for the quarter res DLSS version etc.. at least that's my first guess.
     
  5. jjejj87

    jjejj87

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    hmmm...
     
  6. francescoc_unity

    francescoc_unity

    Unity Technologies

    Joined:
    Sep 19, 2018
    Posts:
    193
    For DLSS the post processing pipeline runs at the resolution of the backbuffer (post-upscale), so shouldn't behave significantly different from without DLSS.

    Can you please file a bug so can be tracked in our system?

    Thank you
     
    Ruchir likes this.
  7. Onat-H

    Onat-H

    Joined:
    Mar 11, 2015
    Posts:
    195
    DLSS currently breaks if physical DOF is on. It then only renders a part of the game view (seems to be the actual resolution as the quality setting has influence on the size of the rendered part of the game view)
     
  8. francescoc_unity

    francescoc_unity

    Unity Technologies

    Joined:
    Sep 19, 2018
    Posts:
    193
    We are aware of this issue, the fix will be soon added to master alongside Temporal Upsampling.
     
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