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Should DLSS 3 Frame Generation work today? #103
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I don’t know how exactly how DLSS3 works (tbf, I don’t know the details about DLSS2 either :)), but I’m pretty certain that getting support for it would still need work on several places in the stack. So yes, at least from my limited knowledge, DLSS3 not being available should be the current state. For reference, bringing DLSS2 to Linux/Proton resulted in work in the NVIDIA driver, in DXVK/VKD3D-Proton and in this project. But I don’t know if the same applies to DLSS3. From my understanding DLSS3 is also a very different kind of beast than DLSS2. Yeah, the spoofing work around is really just for a certain range of DLSS2 versions, newer versions know about Ada and for those Ada architecture will be reported. |
Correct! :) |
@jp7677 Curious if new NV 530 Linux driver branch has some progress toward supporting DLSS3 frame generarion on Proton? |
@adamnv is nvidia working on exposing Frame Gen on Linux? |
I wouldn't be able to say... |
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The Cyberpunk 2077: Phantom Liberty expansion has been released, and there is support for NVIDIA DLSS 3.5 Ray Reconstruction ... and of course it does not work on Linux - this is just a 'supplement' to the above-mentioned report ... |
@eXt73 As far as I know, ray reconstruction works. You just need to make NVAPI report a higher driver version and enable path tracing. |
☝️ This is correct, @eXt73 you need make sure you don't have outdated driver that doesn't support Ray Reconstruction (find The requirement to enable Path Tracing to use Ray Reconstruction is the same as on Windows. In fact, support for Ray Reconstruction in dxvk-nvapi has been implemented in b4b33c2 and merged over a month ago. |
You're right ;) I'm honoring Nvidia here... the entry: DXVK_NVAPI_DRIVER_VERSION=53742 works as it should. Thanks. ... but... we still don't have frame generation :P Best regards |
Maybe > since Nvidia is still not kind enough to provide us with FG... maybe it would be possible to use the code of this modification? ;) |
See #106 |
Was there |
Well, yes? If NVIDIA didn't care then why would they bother adding necessary work on vkd3d-proton side to support this in the future? Let's stay calm for a little longer, this stuff takes (a lot of) time. |
@gilvbp Please don't distribute binaries here from non GitHub CI locations. |
I know it's under review but I tried the vkd3d-proton/dxvk-nvapi commits. |
You need the Proton Wine commit too |
@shelterx That's the one game (with Frame Generation) for which we hide Ada GPUs by default because of a bug in some external middleware it uses, so requiring the override there is currently expected. I haven't asked around for some time now whether it had been fixed or not but GoT should probably be given another look once DLFG support is merged. |
Yeah, I remember that. that's why I tried AD100 instead. I'm not sure if it's my proton but FYI, Black Myth says it need HAGS to be enabled. I used to have the HAGS patch but maybe it got removed... What proton patch is needed then? |
The new nvapi dlls also need to be placed in the prefix system32/syswow64 |
Well, I think I got a working proton now so tried again GoT, FG works but it does not run well with AD100 exposed, but we knew that. |
I've been trying to work out if the existing DLSS support is supposed to be enough to enable frame generation? There hasn't been any unambiguous statement from nvidia. I've been trying out Portal RTX on a 4090 and the Frame Generation option is not exposed, although the rest of the DLSS functionality works just fine.
Is there additional work nvidia needs to do? Is this related to the fact that dxvk-nvapi reports Ampere instead of Ada as noted in the 0.6 release notes - although that says its only for DLSS 2.0 -> 2.4 and Portal RTX should be using 3.0? or something else?
Thanks!
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