Search Issue Tracker
Fixed in 13.0.0
Votes
0
Found in [Package]
12.0.0
Issue ID
1357722
Regression
No
DLSS with Custom Quality Modes produces unexpected results and causes artifacts in Game view with Depth of Field enabled
How to reproduce:
1. Open the user's attached "dlss-bug.zip" project
2. Open the "DLSSTest" Scene
3. Enter Play Mode
4. Select the "Main Camera" GameObject in the Hierarchy
5. Switch between the DLSS modes
Expected result: "Ultra Performance" Mode has the most FPS and no artifacts are visible in the Game view
Actual result: "Ultra Performance" Mode has the least FPS and artifacts are visible with other modes in the Game view
Reproducible with: 12.0.0 (2021.2.0b1, 2021.2.0b9, 2022.1.0a6)
Could not test with: 2021.2.0a21 or HDRP 11.0.0 and below (DLSS was introduced in 2021.2.0b1)
Notes:
- The issue seems to be reproducible only on RTX graphics cards
- The FPS between the DLSS Modes is very inconsistent
- Artifacts in the Game view are only seen with other modes (Maximum Performance, Maximum Quality, Balanced) and with Depth of Field override enabled
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
Resolution Note (fix version 13.0.0):
Fixed in 2022.1.0a12.1571