UE5.5.4 - (DLSS) VR Lumen & Nanite Deferred at 90FPS!
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Summary
In this technical deep dive, Wild Ox Studios explores achieving high-performance VR configurations using Unreal Engine 5.5.4. The creator details techniques to reach 90 FPS with NVIDIA's DLSS enhancements for virtual reality, using Lumen and Nanite deferred rendering while maintaining optimal performance even on midrange GPUs. The video unpacks the nuances between different UE versions, the roles of DirectX11/12, shadow map adjustments, and the advantages of specific rendering paths for developers aiming for visual and performance quality in VR experiences.
Highlights
Wild Ox Studios achieves 90 FPS in VR using Unreal Engine 5.5.4 with DLSS. ⚡
Switching to deferred rendering enhances quality without sacrificing performance. 🖥️
Creators can rely on DX11/DX12 or Vulkan for stable VR experiences. 🎧
Shadow map adjustments in UE5 ensure dynamic lighting without performance hits. 🌅
Understanding Nanite and Lumen's role in VR rendering can optimize outcomes. 🛠️
Key Takeaways
Achieving 90 FPS in VR with DLSS and Lumen on UE5.5.4 is possible for midrange GPUs. 🚀
Navigating version differences in UE5 can help stabilize and improve rendering performance. 🎮
Compatibility tips for DX11/DX12 and Vulkan can enhance VR experiences and global illumination. 🌐
Adjusting shadow maps and screen percentage are crucial for achieving visual quality in VR. 🔍
Optimizing Lumen settings using a post-process volume keeps performance costs low. 💡
Overview
Wild Ox Studios dives into the intricacies of optimizing Unreal Engine 5.5.4 to achieve 90 FPS in VR environments. The video walks through selecting appropriate versions of the Unreal Engine for best stability and performance, with a special focus on rendering improvements brought by DLSS, Lumen, and Nanite. These technologies collectively contribute to enhancing visual fidelity while keeping the frame rate high, especially on midrange GPUs.
Attention then turns to the different setups available within Unreal Engine's pipeline, primarily contrasting UE5 versions to highlight the advantages of each in detail. Emphasis is placed on how direct rendering options like DX11 or DX12, when used with Vulkan, can maximize both performance and visual depth in VR scenarios that demand nuanced textures and lighting, without forfeiting affordability in processing.
Finally, the tutorial provides a thorough examination of essential tweaks for shadow maps and VR settings, like managing shadow distances and leveraging Lumen settings to maintain dynamic and immersive lighting. By strategically adjusting these elements, developers can unlock superior VR experiences that align closer to player expectations without the need for excessive hardware upgrades.
Chapters
00:00 - 00:30: Introduction and Motivation The chapter titled 'Introduction and Motivation' introduces the topic of achieving high frame rates in PCVR applications. The speaker, from Wock Studios, acknowledges the technical nature of the content but assures that they will strive to present it in an accessible manner. The focus is on a previous video that successfully achieved 90 frames per second using Lumen with DirectX11 and FSR 2.2, which generated significant interest in the subject.
00:30 - 05:00: Choosing UE5 and VR Setup In this chapter titled 'Choosing UE5 and VR Setup,' the discussion revolves around selecting the appropriate version of Unreal Engine 5 that ensures high-quality PC VR experiences. The chapter delves into aspects like anti-aging methods and cost-performance savings that can help achieve optimal frame rates, even on mid-range GPUs, while enabling the capability to perform global interactions effectively.
05:00 - 09:00: Advantages of UE5.5.4 The chapter highlights the advantages of Unreal Engine 5.5.4, particularly focusing on its features for architecture visualization (Arc Viz) such as nanite support. It is noted that many developers and studios consult on using these features because UE 5.3 has been the most stable version for accomplishing these tasks, especially if more advanced or specific functionalities are not needed.
09:00 - 18:00: Project Configuration and Setup This chapter discusses the challenges and issues faced when setting up a project, particularly with instant stereo in VR. It highlights specific problems such as VSSM shadow casting, performance issues related to round robin occlusion querying, and ongoing work on VR I index. The chapter emphasizes the technical difficulties and considerations involved in the initial configuration and setup of projects, especially in virtual reality environments.
18:00 - 23:00: Post-Process and Lumen Settings The chapter discusses the turbulence encountered when attempting to unify screen percentage in game engines such as Unreal Engine, particularly in versions past 5.3. There were technical challenges, including issues with upsamplers and DLSS crashing. The focus of this chapter is on addressing these post-process and lumen settings challenges.
23:00 - 29:00: DLSS Setup The chapter discusses setting up DLSS with an emphasis on ensuring compatibility with DirectX 12, Nanite, and VSSM. It highlights the importance of maintaining DirectX 12 at SM6 if working with Nanite. The chapter concludes with news about updates in the latest version of UE4.
29:00 - 45:00: Testing and Performance Insights The chapter discusses various technical improvements and performance optimizations in VR stereo instancing and shadow casting. It also touches upon the unification of screen percentage values for upscalers like DLSS and FSR. The speaker expresses satisfaction with the current state of these features and plans to demonstrate an example of UE5's capability in executing global tasks.
45:00 - 60:00: Lumen and GI Techniques This chapter focuses on Lumen and GI (Global Illumination) techniques in the context of graphical rendering and game development. It discusses issues related to illumination, anti-aliasing (AA) methods, and the deprecated use of older technologies such as DX11 and Shader Model 5 (SM5). The author mentions open pull requests (PRs) that were declined by someone named Kevin, reflecting ongoing changes and discussions in the field.
60:00 - 62:00: Conclusion and Community Acknowledgment This chapter discusses the focus on transitioning Lumen over to SM6 entirely, while noting the continued support for Vulkan SM5 and Metal SM5 due to hardware instabilities with SM6 on certain devices. It also highlights the goal to maintain Lumen support in these pathways.
00:00 - 00:30 hi there wock studios here and today we're going to go over some something a little technical but I promise I'm going to try to make this as easy to follow as possible um I did a video obtaining 90 frames per second and pcvr using Lumen with directx11 um and FSR 2.2 I believe back in UNR gen 53 and there's been a huge amount of interest in like
00:30 - 01:00 um what version of uv5 is you know better to obtain pcvr quality um and also give you tools to have um pretty good a pretty good anti-aging method and like cost performance savings to be able to attain a good frame rate with you know midrange uh compute mid-range gpus um and and still be be able to do Global
01:00 - 01:30 illumination now if you're one of those people that are trying to do Arc viz and you're needing nanite support then um you know this kind of applies to you too so a lot of people that a lot of developers and and Studios that have reached out to me um for Consulting on that type of stuff um you know 53 has been pretty much the best or most stable way to achieve that if you didn't want
01:30 - 02:00 to go source and you didn't want to have to deal with trying to fix um either instant stereo not being right in 54 there was a lot of like vssm Shadow casting um issues with instant stereo there's performance issues um with round robin occlusion querying uh a lot of the VR I index um stuff was being worked on
02:00 - 02:30 as well as like your screen percentage like they were trying to unify screen percentage so like up Samplers were crashing dlss was crashing in 54 and later versions um so there's been a little bit of turbulence along the path of trying to do um something like this uh in in later engine versions past u53 um there's also been you know the PSO
02:30 - 03:00 stuff with direct X12 um and of course if you're trying to do uh nanite you have to have vssm and uh directx12 at sm6 so just keep those things in in mind if you're on an Nite uh you know uh workflow or path as far as your goals now the great news is um in the latest version of uifi
03:00 - 03:30 554 um all of the VR stereo instancing Shadow casting a lot of that stuff's been resolved as well as the unification uh if that's even a word unifying the screen percentage values for like ups scalers for like dlss and FSR so we're back to a place where I figured I would do what I promised which was Show an example of ue5 um being able to do Global
03:30 - 04:00 illumination and hitting hitting full frames what a decent AA method um with Lumen and uh what I have on the screen here is um as of now dx11 and sm5 has been deprecated to some degree I have two PRS open both of them were declined a guy named Kevin in the pr basically said you know main will
04:00 - 04:30 have a sear to force this on in the future but as it stands right now um they're pretty much focusing on moving Lumen over to sm6 entirely and they're only supporting um so these are the changes that were made they're only supporting um Vulcan sm5 and metal sm5 because there's Hardware in like instabilities on sm6 with with those devices um but they still want to support lumen in these in these pack paths um so what I did was I defined a
04:30 - 05:00 PC you know a direct 3D sm5 platform the same way they did for Vulcan and metal um and I added it to the or statement to support Lumin and sm5 for DirectX 11 and 12 um so I have this on my git if you're in the meta Branch you're likely on Source anyway you can just pull it over into your meta Branch um um but if you
05:00 - 05:30 and I think they're at 551 now as of yesterday um if you're in launcher and you don't want to go Source then you can um lean on Vulcan um on on Windows however a little disclaimer here dx12 and sm6 runs better with dlss
05:30 - 06:00 than Vulcan sm5 I don't know why this is I haven't dug deep enough into it but I do know that directx11 is far more performant in sm5 than DX uh than Vulcan and sm5 um it's it is just the way it is and then in dx12 sm6 for Lumen you can still hit frame you can still do what you need
06:00 - 06:30 to do and you can still fall back to normal Shadow Maps you don't have to use Virtual Shadow Maps if if you don't care about nanite so that you get a little bit of call savings there but it's not going to be as cheap but um yeah if you want to uh dx11 and you want to be able to get the most out most savings out of this and not have to worry about PSO caching and fall back to that method um the codes the code is here you can see which lines you need to modify you can see where it is in the render util CPP
06:30 - 07:00 you can just go apply this or look up my PRS um and and compile it out for yourself um now we'll just jump right into the project so uh a little bit of you know I'm going to go over the majority of things that I've done here um in the previous project what I did was I started with the VR template um but as you know the VR template is built for forward rendering so you have to go
07:00 - 07:30 manually apply all of your rhi um deferred rendering instead of Ford you know you you there's a pretty lengthy process to get from Ford to to the thir and get all of your stuff right so in this project I took a bit of a different approach I started with a third person template because it's going to be set up for um UNR in five defaults and then from the Third person template what I
07:30 - 08:00 did was I then went and changed my rhi to dx11 um I went and changed my sm6 support um of course in dx1 you don't have sm6 but I went and made sure that I was on uh sm5 you know n dx11 so um then you just go to your shadow
08:00 - 08:30 Shadows um and you want to make sure that you maybe it's just Shadow uh you're on Shadow Maps instead of virtual Shadow Maps which um by its nature dx11 doesn't really support vssm so um I don't even know why it's not great out I think in previous versions this would be great out um but yeah just ensure that you're only Shadow maps not VSM and then of course
08:30 - 09:00 nanite is just not enabled um on the meshes themselves uh for VR specifically um you're going to want to go check on instance stereo um by default these may not be enabled in the third person template so you're going to want this enabled and then in round robin occlusion uh queries you can save a bit and make sure that
09:00 - 09:30 that is enabled um so yeah I'll let this restart real quick so that's the things that you're going to want to do um just to get your project in line with one supporting the global elimination the F rendering pipeline um and then to um having having the cheapest
09:30 - 10:00 Baseline that you can hit with uh with VR um let me think if there's anything else oh yeah uh when the project comes back up um actually I'm going to pause this to save some time I'll take you through what I did inside of the map because remember the VR template is built and forward so you're going to be it's going to be stationary lit and it's going to be baked so there's going to be light maps that you're not going to want pay for on your in vram um because
10:00 - 10:30 you're going to want a dynamic scene but I will take you through that process as soon as uh the shaders finish compiling okay we're back uh shaders have finished compiling so in your VR template map um first things first you're going to want to go find your directional light and you're going to want to set it to movable and then you're going to want to find um actually let's before jumping around um once you do this also you're going to want to come down to your Shadow section and um
10:30 - 11:00 by default your Dynamic Shadow distance is going to be something huge and your uh Shadow Cascades are going to be set to a value of three that's to save performance in in forward rendering um cuz Shadow Cascades are a little expensive and the less you the less Cascades you have the cheaper it becomes um it's the same thing here however your distance is going to be able to be a lot shorter uh for dynamic shadow
11:00 - 11:30 um and then down here you'll see this distance field Shadow distance you'll want to check distance field Shadows um what this allows for you to do is um use distance Fields um at a distance and basically with Lumen this works anyway because that's just the way Lumen works it has uh uses distance filled am inclusion um once you get to a certain place your your shadows will not be covered by Shadow maps and this distance here
11:30 - 12:00 allows you to to fill in that Gap at a distance um so yeah you'll want to um you know give yourself something reasonable there um so you don't have to worry with that so much um and these are far cheaper to do than paying for a huge distance on your CSM call so that's the two adjustments I did on a directional light
12:00 - 12:30 um and then you'll want to find your point lights in the scene uh there's these two set them both to movable um one of them is going to have a pretty large annotation Rus but I didn't adjust it um but yeah just make sure they're both set to movable and then the next thing you can delete the light Mass importance volume that's going to be in the scene I think it's like in this area here you don't need it because we're not using us baked lightings uh lighting um
12:30 - 13:00 and then in your light Maps here you'll see there's probably about 53 56 something along those lines you'll want to take this Force no pre-computed the lighting and then you'll want to come in the build and build all to clear out your light map so you're not paying um for these Textures in your vram um that's pretty much going to get you ready here the next thing that I did was um I pulled uh and I don't want to say this level because I had everything set
13:00 - 13:30 up already I pulled a post-process volume into the scene because I wanted to fine-tune my Lumen sample uh and Lumen gather rate uh to be as cheap as possible um again we are in a VR project um so uh cost is you know we're counting milliseconds here so most of these Point values are going to be0 five values are going to be a default of one I just
13:30 - 14:00 bumped them down to half uh the Lumen scene view distance because this is such a small scene we're not doing vast areas of like Landscaping um I bumped the trace and the seeing view distance down quite a bit and um of course knock these 2.5 values down here as well I don't need to mess with the color diffuse boost or Skylight leaking values um so I just kind of left them to be their default but I'll leave these up here just for a second for you guys to
14:00 - 14:30 reference um the next thing I've mentioned this in previous videos but you'll probably want to go enable the C our viewer um just because this makes working within the editor session and seeing what um different plugins and different commands are doing at runtime so um it's just a really easy way for you to be able to like go take a peek at what what you're doing here in your in your console very Ables during your
14:30 - 15:00 session and uh with dlss this is you know fairly important um because you're going to be kind of play testing and looking at aliasing and looking at your temporal smear um and it just makes it really easy to keep up with with that stuff now on the subject matter of dlss so um all you really need to do if I can spell is be able to spell
15:00 - 15:30 properly that's what you need to do um so yeah type in dlss for ue5 come to nvidia's website scroll down a little bit and then it's going to be the first download 55 the u55 dlss plugin now once you have that in your downloads folder um and we'll do go take a look at that here I'll open it up for you there's going to be some documentation that's really like you know take some time and study it it's going to help you understand what each um SAR setting for
15:30 - 16:00 dlss is going to do and then you're going to have a plugins directory with a DLS dlss folder in it um this is your cut copy this out and this is what you're going to place inside of your project plugins directory um you don't have to worry about these other ones too much um we're not doing a movie pipeline in this example so the only one I grabb was this dlss folder and um in your my my project called Lumen test but slap
16:00 - 16:30 that into your plugins directory um and you should be good to go if you're on binary you don't even have to rebuild this it includes the binaries for you you just open the project up if you're on Source then in your project you're going to want to go add a C++ class um right here just make it an empty one set it to public it'll give you a solution um like this when it gets done and then open the solution and visual studio and
16:30 - 17:00 and rebuild for the plugin um because otherwise it's going to warn you that it's not made for the version that you're running because source is detected as a different version of the engine than binary so um or than the launcher build uh and then after that you're going to be pretty much ready to rock and roll um if we go into the plugins you'll see that I already have it enabled here uh so it looks like this and by default you don't have to worry
17:00 - 17:30 about it too much um everything is going to be just set up and ready to go for you um so if you come down to Nvidia dlss you'll see uh it's already enabled for dx1 and dx12 rhis um and d d AA is on for everything except for the editor viewport so that means when you're testing M pie at least um you will see the advantages of it working and then
17:30 - 18:00 you could get crazy and adjust these presets yourself um but I I haven't found a need to to to get into it all that much um the next thing is is when you're testing the great thing about unifying the the screen percentages across um VR and flat is that um when you go to test uh your scalability settings over
18:00 - 18:30 here for your um screen percentage um is going to pretty much give you what you want to need when you switch between uh performance balance quality native Etc um or you can run the uh dlss command for the preset um so if you just type in dlss here you'll see all of these um uh sear Val use here
18:30 - 19:00 um and there is parody between like performance and Native mode uh with dlss so you don't have to worry about like passing these CS in directly um which is pretty nice uh so for me whenever I've been testing I've just been hitting play in my um VR preview um and we can just do the selected preview now actually let's go select the um third person game
19:00 - 19:30 mode so that we have that um third person character in the scene and you can see like right away um pretty pretty good sharpness and as I'm moving around um the smear it's nowhere near as bad as TSR that's just something the LSS has always done better um it's still there but it's it's fairly impressive um um and we'll REM minimize and we'll go look at my
19:30 - 20:00 settings here so you can see my you know I'm at I'm at Native with dlss turned on but let's say we go to balanced or like let's do worst case uh 50% which is performance um even here the Reconstruction of the scene I can see a little bit of artifacting um between the light and dark areas but it still does a much better job job in my opinion than
20:00 - 20:30 native TSR that's built into Unreal Engine so um probably Y dlss is the preferred upscaling method um for NVIDIA users now you can still see like um velocity um artifacting on that yellow section of that Cube as the camera moves around it's not horrible it's just a little bit of reconstruction on that um but I will
20:30 - 21:00 say that like on flat uh these little minute things uh with with artifacting to the scene are not like noticeable by many um unless you're just nitpicky and your your eye is trying to look for these kind of things on a daily basis kind of like mine is but in VR um FSR and dlss AR affecting is a pretty big deal people you know in
21:00 - 21:30 deferred rendering the reason why people go with foring forward rendering is because Edge Clarity is you know it's a thing um so you know um how does it stack up against like normal TAA with the FD rendering I would say if you tweet your TAA values kind of like no man's sky or um or Skyrim and you super sampled just a tad and you are using like a cheaper SM 5 dx11 you know normal deferred pipeline
21:30 - 22:00 without Lumen and you didn't have the Lumin cost then um you could obtain some really really good results in the third rendering um but the the edge Clarity that you're going to get out of dlss like even if you go play No Man's Sky um combined with a little bit of you know lowering that native resolution and giving you some upscaling is going to get you over that frame rate and give
22:00 - 22:30 you the edge clearity that that is kind of like this um I don't know it's almost like this optimal place to be where it's like you don't have too much artifacting going on you get really sharp edges uh that you're used to seeing in a Ford rendering pass but you also get all the bells and whistles of the ambient light that you get from deferred rendering um so let's get off into that um a lot of people want to know like why why not stick with forward rendering well let's
22:30 - 23:00 think about like the forest let's think about Ark Survival let's think about no man's Sky all of these games have day night cycles which you can do in forward rendering um but the thing that they do really well that forward rendering can't do so well is they defer the occlusion of Shadows and handle that in a very cheaper way and you get things like screen space Ami
23:00 - 23:30 occlusion or even in in Unreal Engine 5's case you get uh distance field AO as well as you get um you know distance field occlusion on the inside of areas like this so your ambient lighting um is far more detailed and um just uh is of a higher Fidelity and quality in the third rendering than you can achieve in forward um so it just it just kicks it up a notch as as far as
23:30 - 24:00 like those Base building like survival based games or whatever so yeah let's get to it let's like actually do some testing cuz I'm I'm excited for you guys to see this um firsthand um and also keep in mind like the example I'm about to show you I'm on the quest so I probably need to to take you through this so um the graphics preferences on a quest when you're in link uh is going to recommend you run at
24:00 - 24:30 72 Hertz now there's a reason for this not to say that you can't hit 90 but when I'm benchmarking between steam VR uh on my VI Pro which by the way is comparable to the quest uh resolution so it isn't like the hmd resolution is so drastically different that um you know the the cost that the trade-off on the cost on the GPU is like trying to renter to a higher res or something like that
24:30 - 25:00 so like the index the the Vive Pro and the quest are pretty comparable to each other uh Quest does have a little bit U more um you know eye resolution uh but nothing that's going to like drastically change uh between like the pro and the index uh to where it's like uh going to bump you down into reprojection so just keep that in mind the the reason why the quest recommend 72 Hertz is because it's
25:00 - 25:30 doing a compression and decompression of a codec signal that it's streaming to your hmd um and then it's running reprojection and AWS on uh asynchronous space warp on top of that which is heavier in its nature having to do all of that at at 4128 by 2208 so if I run in Steam VR directly on my VI Pro which is what I did in the FSR 2.2 and
25:30 - 26:00 53 um you'll notice that I was running natively at 90 htz and not capping at 72 I just wanted to outline like that this is why I'm I'm testing natively on my quest 3 right now but I have tested on Steam VR and it's perfectly fine you hit full frames no differently than I'm going to hit 72 htz here um just know that there is a little bit of an additional cost in in um running meta link uh because your gpus got to got to
26:00 - 26:30 basically uh create a uh a streamed feed and then send it over to the quest headset to to decompress so um just wanted to make sure I was covering all of my bases there so yeah I'm going to pause the video right now and get the headset on so we can do some testing real quick okay
26:30 - 27:00 probably not coming out of the right mic yeah sorry about that I had to get my mic closer to my face so uh this is really weird I got my headset on my head and I got my mic hanging like my other headset hanging around my neck so that I can talk closer to the mic when I talk to you guys um so here we go let me get this pulled over my face and we will give this a test so we are here um let's go ahead and pull up stat FPS real
27:00 - 27:30 quick and as you can see on the top right hand side I'm at full frames um and I am running at performance mode and Edge Clarity is pretty good I'm dynamically casting Shadows um nothing is too crazy and I'm recording an OSB uh OBS Studio sorry OSB OBS studio right now um without any issues and and this looks fairly decent um I can make out pretty much all of the
27:30 - 28:00 edges on it everything um it honestly um it is looking really really good and has surpassed my expectations even upscaling um with the LSS as far as like texture Edge quality um and and what I would uh basically be comparing to MSS uh msaa and Ford um um the other thing is like things in motion are are looking
28:00 - 28:30 really really good and as you can see I've applied like this um kind of glowy emissive material to my darts here um just so we can see like Lumin in action the thing that I will mention that is a little strange um and as you can see my point light over here is casting Dynamic Shadows on the wall um the thing that I noticed that's a little strange um and I didn't notice this in the uh FSR demo but maybe it was happening is that the
28:30 - 29:00 um the screen space effects for the Lumin GI um they appear to render a a little differently or do something a little different than um like your ambient occlusion that's happening from uh your distance field but it's not um it's it's not really a distraction like right here the glow you
29:00 - 29:30 would expect it to be on the same vertex plane as the ground like you in VR you would have to look at this with your own eyes but like the glow you would in your mind you would think in 3D stereo space the glow would be aligned with the normal the vertex normal of a surface but that's not what I'm seeing here like on the ground here when it glows the glow is not presenting itself or projecting itself
29:30 - 30:00 to the surface of the object but because it's screen space it doesn't it doesn't understand the surface of the object so it's just it it almost feels like a flat plane on the surface of the screen that's just glowing around the object but you know what with all that aside um it's still not a huge distraction for someone who wants to go this workflow and still have Lumen G GI it's um it's
30:00 - 30:30 pretty it's pretty nifty it I I'm not super mad at it um and the and the effect tends to be more drastic over longer distances uh and I guess that's just because the surface area is more massive um whenever an object grow glows from a larger distance um you just you kind of get that larger screen space effect now what I will say here like you know and I even
30:30 - 31:00 think back to u53 um I will say that the the GI has come a long way the Lumen effects of this scene that I've remembered seeing in in FSR 2 um maybe they've adjusted eye adaptation a little bit but that's what I'm seeing here and when I step out here you know of course the um the eye adaptation that like the the um
31:00 - 31:30 exposure uh you know uh fall off kicks in and things kind of diming back up but I will say like I'm fairly impressed this is um you know I am comfortable in telling you guys to go forth and Conquer n pcvr if Lumen n pcvr is your is your goal and you're wanting to hit decent frames um and and have a pretty good
31:30 - 32:00 experience on uh the visual quality of what your up Samplers are going to do as far as being able to Target this kind of workflow um now I'm going to um hit alt pull up my engine because I want to see what scalability we are we are running here and we yeah this is at performance um I'm going to bump it up let's go ahead and go to like balanced
32:00 - 32:30 which is going to give me a little bit more native res and we're still bumping into the 72 but I can see that we're yeah we're still 72 it's it's kind of creeping into like I see 60 creeping in um and the funny thing is like it's not even I'm asking myself is it is it worth the that I'm seeing on the display and I
32:30 - 33:00 can't that little added cost for bumping the native res up just a little bit um and bumping into reprojection in certain areas like I just bumped into reprojection and just come down a second um I almost can't say that it's worth it um I would rather the higher frame rate so like keep that in mind people like of course give them the dlss options for upscaling but I would say
33:00 - 33:30 performance mode has enough Edge Clarity that you almost don't have to worry um and again I'm on a 2080 ti so like you know higher end um higher end gpus are going to have a much easier time with this um but I mean this is great performance mode on this freaking 2080 TI even it it's fine
33:30 - 34:00 it looks perfectly fine it's great um so yeah that's that's my overview I'm going to hit stop now and then switch back over to headset I mean uh yeah my my actual audio headset and uh I apologize for my fan going super crazy um so yeah you can see I applied a projectile emissive material
34:00 - 34:30 to um the gun projectile just so I could play around with some of the glowing effects in in Lumen um and let's go see if the console varial like I wanted to pop this up for you guys so you could see what the console variables were doing as I was playing um in editor with with uh dlss enabled and adjusting my scalability um so yeah um you know um I'm pretty
34:30 - 35:00 excited to finally get this out to you guys and go over it um I can confidently say that you know I didn't I want I don't want to make this video go too long but I did test directx12 at sm6 and I I can hit full frame so if you guys aren't wor wanting to worry with compiling source to be able to get the X11 sm5 um you know on a 2080 TI which is you know it's a
35:00 - 35:30 good GPU but it you know the 30 series cards do do direct X12 better than the 20 series you should be fine doing direct X12 at sm6 um just keep all of the other cost savings things in mind that I mentioned in this video and and you should not have to worry about needing to go back to dx11 um just remember PSO pre-at ing is a necessity if you're running
35:30 - 36:00 dx12 um there's no way to avoid that uh anyway um I want to say thanks for all the uh to all the patreon members for the wild Studios uh patreon Channel um thanks to all of the uh developers Studios and people who have been like really reaching out and uh suggesting stuff like this content like this and you know offering me uh Consulting gigs um like all of you
36:00 - 36:30 guys are amazing I love the wildo family I love everyone in the Discord uh you guys uh challenge me to think about new problems that I alone would not find myself so it it keeps me kind of flexing uh my skill set so you know thanks thanks for that um I want to say uh thanks to everybody who's joined the YouTube family um so you know consider doing that if you haven't if uh the
36:30 - 37:00 content I make is is um adding value to you and your your you know your Dev cycle in any way shape or form and you'd like to return a favor remember this you know incentivizes me to continue doing this type of thing um hit that like And subscribe button guys uh if you haven't already and until next time happy developing and TOs