DLSS frame generation through Streamline (#1114 Phase 3, ahead of FSR 3) #1517
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sky_line/Slipstream#1517
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Part of #1114 (Phase 3: DLSS frame generation), done ahead of the epic's FSR 3-first order because I have an RTX 50 to test on. Sky decides whether and when any of it lands; nothing here blocks FSR 3, and the Phase 1 pieces are meant to serve both generators.
What: DLSS Frame Generation (2x-4x, up to 6x on RTX 50) through NVIDIA Streamline with Reflex, on Windows. Built on #1451 (HDR output), which already has the world without UI and a separate UI layer.
How (licensing as DLSS RR, option B): a second MIT add-on,
contrib/slshim->slipstream_sl.dll, built and installed by the user next to the Streamline DLLs. Nothing NVIDIA ships with the viewer. In a frame generation session the same add-on also runs DLSS SR / RR through Streamline, so the NVIDIA runtime loads once.Decided:
RenderVKFrameGen(0 off, 2 / 3 / 4). On / off takes a restart; the multiplier changes live.Done (branch
framegen-sl, on top of #1451):VkSwapchain). Floater windows and VR stay native. Frame generation pauses around swapchain rebuilds and while minimised.Next:
Phase 1 overlap with FSR 3:
llvkframegenpolicy.h: VR, background, needs DLSS / HDR, main window only).The epic's "off when already capped at the display rate" rule is not in yet.