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DLSS 5 Neural Rendering plugin for Unreal Engine 5.5–5.8 with 3D scene guides, multi-pass processing, live controls, and diagnostics.

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DLSS5ForUE5

Experimental DLSS 5 Neural Rendering integration for Unreal Engine 5.5-5.8

DLSS5ForUE5 is an unofficial Unreal Engine plugin that integrates NVIDIA NGX Neural Rendering into the UE editor on D3D12. It provides artist-facing controls, UE scene guides, temporal data, live diagnostics, Safe Mode, and optional 1-4 sequential Neural Rendering passes.

Unofficial community project. DLSS5ForUE5 is not affiliated with, sponsored by, or endorsed by NVIDIA Corporation or Epic Games, Inc.

DLSS5ForUE5 editor window

Download

Download the precompiled plugin from the Releases page and use the ZIP matching your Unreal Engine version:

  • DLSS5ForUE5-v0.6.1-UE5.5-Editor-Win64.zip
  • DLSS5ForUE5-v0.6.1-UE5.6-Editor-Win64.zip
  • DLSS5ForUE5-v0.6.1-UE5.7-Editor-Win64.zip
  • DLSS5ForUE5-v0.6.1-UE5.8-Editor-Win64.zip

The GitHub repository contains the universal source code. Normal users do not need to compile the plugin when using the matching release ZIP.

Requirements

  • Windows 10 or Windows 11, 64-bit
  • Unreal Engine 5.5, 5.6, 5.7, or 5.8
  • DirectX 12
  • Shader Model 6 recommended
  • Compatible NVIDIA RTX GPU and current NVIDIA driver
  • NVIDIA's official DLSS Unreal Engine plugin installed and enabled
  • The DLSS5ForUE5 release ZIP matching your Unreal Engine version

DLSS5ForUE5 relies on NVIDIA's official UE DLSS/NGX integration for NGX initialization. The NVIDIA DLSS plugin is therefore a required dependency.

NVIDIA DLSS plugin requirements

Installation

  1. Install NVIDIA's official DLSS plugin for the same Unreal Engine version as your project.
  2. Download the matching DLSS5ForUE5 release ZIP.
  3. Extract the DLSS5ForUE5 folder into:
YourProject/
  Plugins/
    DLSS5ForUE5/
  1. Open the project and enable DLSS and DLSS 5 for UE5 if Unreal asks.
  2. Restart the editor.
  3. Open:
Tools > DLSS 5 for UE5

Open DLSS 5 for UE5 from the Tools menu

Precompiled release ZIPs include Unreal Engine-specific plugin binaries; Visual Studio is not required for the standard installation.

Screenshots

Plugin card

DLSS5ForUE5 plugin card

Plugin Browser

DLSS5ForUE5 in Unreal Engine Plugin Browser

Engine compatibility and validation scope

The maintained source baseline is v0.6.1. The plugin provides experimental NVIDIA Neural Rendering in Unreal Editor on Windows with D3D12. A successful compile does not independently verify rendering on every engine, GPU, driver or Movie Render Queue configuration.

Unreal Engine v0.6.1 Editor Win64 status
UE 5.5 Rebuilt successfully; fresh maintainer viewport/MRQ confirmation pending
UE 5.6 Rebuilt; maintainer-confirmed Neural Rendering in viewport and MRQ
UE 5.7 Rebuilt successfully; fresh maintainer viewport/MRQ confirmation pending
UE 5.8 Rebuilt; maintainer-confirmed Neural Rendering in viewport and MRQ

The final rebuild corrected the Editor About build date to 2026-10-27, with the plugin descriptor still labeled 0.6.1 Validation Build to match the tested packages.

Packaged Development and Shipping native Neural Rendering remain unsupported. Earlier packaged runtime experiments failed NGX initialization (NVSDK_NGX_D3D12_Init_Ext, 0xBAD00002) with no successful native NR evaluations. Editor/MRQ success is not evidence of packaged-game NR functionality.

What's new in v0.6.1

  • NVIDIA Neural Rendering runtime updated to 310.9.16.0 in the Editor release packages.
  • Maintainer-confirmed Movie Render Queue and viewport output in UE 5.6 and UE 5.8.
  • Improved display-pixel motion-vector guidance and depth/motion resolution alignment.
  • Optional highlight preservation to retain bright tonemapped details.
  • Improved launch-CVar and Editor control synchronization.
  • Updated cross-version Editor binaries and build-date metadata.

See v0.6.1 release notes and contributor credits for the precise adopted changes and remaining limitations.

Features

  • Dedicated Tools > DLSS 5 for UE5 window
  • Natural and Cinematic styles
  • Neural Rendering preset control
  • Intensity, Local Tone, Local Structure, and Skin Structure controls
  • Automatic Mask and UI Correction controls
  • UE Scene Depth guide
  • Dense DLSS-compatible motion-vector guide
  • Jitter, pre-exposure, camera-cut, and history-reset tracking
  • Automatic history reset
  • 1-4 sequential Neural Rendering passes
  • Live diagnostics for runtime, NGX, guides, subrects, temporal state, and frame counters
  • Safe Mode recovery
  • Console commands under DLSS5.* / r.DLSS5.*

DLSS 5 Pass Count

Pass Count can run Neural Rendering from 1 to 4 times sequentially. Each pass consumes the previous pass output rather than repeatedly processing the untouched source image.

More passes significantly increase GPU cost and are not automatically better. Start with 1 pass and increase only when the stronger cumulative result is desired.

Scene Guides

The plugin can feed UE scene depth and generated dense motion vectors into Neural Rendering. Scene guides were found to improve temporal stability and reduce visible flicker in tested scenes.

Motion-vector handling remains experimental because some UE render-hook states expose the native object-velocity source as a 1x1 dummy texture. The plugin reconstructs camera/background motion from depth when necessary.

Diagnostics

Useful console commands:

DLSS5.Open
DLSS5.Status
DLSS5.SafeMode

Common CVars include:

r.DLSS5.Enable
r.DLSS5.PassCount
r.DLSS5.Intensity
r.DLSS5.EnableSceneGuides
r.DLSS5.FeedSceneGuides
r.DLSS5.UseDepth
r.DLSS5.UseMotionVectors

DLSS5.Open is an Editor-only command. For runtime diagnostics, use DLSS5.Status.

See docs/COMMANDS.md for the full list.

Known issue: Movie Render Queue / Streamline

Certain NVIDIA Streamline plugin builds can assert when Movie Render Queue starts a PIE-style render session. The observed crash originates inside NVIDIA's StreamlineRHI::OnBeginPIE() rather than DLSS5ForUE5.

See docs/KNOWN_ISSUES.md for details and workarounds.

Source builds

The repository uses one version-aware source tree for UE 5.5-5.8. Compatibility code is selected at compile time with Unreal Engine version guards. UE 5.5 requires legacy ISceneViewExtension overrides, while UE 5.8 uses the newer FCoreDelegates::GetOnPostEngineInit() API.

Developer

Praveen Kumar

Contributors

  • @scragnog - identified and fixed the NR GPU feature-lifetime and temporal-history isolation issue in #1 / #2, including per-view/pass histories, GPU-fence retirement, guide/history fixes, motion-vector corrections, and regression coverage.

See CONTRIBUTORS.md for the complete acknowledgements, including pending contributions that have not been merged.

Documentation

Third-party software

NVIDIA's proprietary Neural Rendering runtime is not covered by the repository's MIT License. Redistribution of the experimental nvngx_dlssnr.dll used in local v0.6.1 validation is not yet authorized or established for this project. See THIRD_PARTY_NOTICES.md.

License

The original DLSS5ForUE5 source code in this repository is released under the MIT License. NVIDIA software, Unreal Engine, and other third-party components remain governed by their respective licenses.

About

DLSS 5 Neural Rendering plugin for Unreal Engine 5.5–5.8 with 3D scene guides, multi-pass processing, live controls, and diagnostics.

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Contributing

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