Will DLSS 3.0 be supported in VR msfs?

More technical mumbling for those interested :smiley:

Based on some more analysis of the DLLs and some disassembly, this is how I’m guessing it works:

  • Streamline SDK works by exposing properties to set things up, and then the app has to “tag” resources with specific marker (“hey this is the image from the game”, “hey this is a depth buffer”, “hey this is where you should place the supersampled image output”). This is information you can find in the Streamline documentation (but none of the DLSSG specific bits yet of course).

  • Strings analysis shows some new properties and markers related to interpolation:


  • Strings DLSSG.* correspond to input properties to the DLSS API. Strings sl.dlss_g.* correspond to Streamline properties and markers for the application to use. These are the ones we care about.

  • The app must create a texture to receive the result of the frame interpolation, and tag it with sl.dlss_g.interpolated.buffer.

  • The app also provides all the traditional input for regular DLSS, sl.dlss_g.depth.buffer, sl.dlss_g.mvec.buffer, and all the other input parameters such as sub-pixel jitter for the frame etc, and also tag a destination texture to received the supersampled (anti-aliased) non-generated image (sl.dlss_g.real.buffer)

  • Upon calling the traditional DLSS “Evaluate” function, DLSS will now produce two outputs: the sl.dlss_g.real.buffer supersampled image for the input, and the sl.dlss_g.interpolated.buffer image to fit between the previous output and the current output.

  • It is then the responsibility of the game to asynchronously present the two frames (interpolated then real) at the appropriate time.

That last bit is quite important, because it needs the game engine to understand the concept of interpolated frame, and write extra logic to display the frame at the right time. If that bit is not there in the game engine, it cannot just be hacked up (in something like OpenXR Toolkit for example :smiley: )

But none of this helps with solving the latency issue mentioned in my earlier post :slight_smile: that’s still the biggest blocker in even considering frame generation for VR


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