Implement DLSS (Deep Learning Super Sampling) to massively boost performance.
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Shadix
As we all know VR isn't very easy to drive and FPS can get quite low sometimes, seeing as it constantly needs to render 2 viewpoints.
With Nvidias recent improvements to the performance and ease of implementation of DLSS, i think it would be a wonderful thing to have in VRChat.
For anyone who doesnt know about it, you can find infos on Nvidias website : https://www.nvidia.com/en-us/geforce/news/nvidia-dlss-2-0-a-big-leap-in-ai-rendering/
Just earlier today at a Q&A on Reddit Nvidia confirmed that DLSS SDK 2.1 now supports VR. Link : https://www.reddit.com/r/nvidia/comments/ilhao8/nvidia_rtx_30series_you_asked_we_answered/
Does VRChat have high quality motion vectors to implement DLSS 2.1 ? And if not, is this something you are planning to implement in the near future ?
Seeing as VRChat has the biggest active playerbase out of any VR game I'd like to believe that Nvidia would actually care to help the VRC devs realize the implementation. It would be a win-win for both companies.
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Chirping_Cat
I wouldn't be surprised if input latency and motion sickness were a reason there is lukewarm reception for this. Are there other VR games that have widely-used DLSS?
мосна
Chirping_Cat i agree with you on that. I think its a terrible idea to bring it to the game but i think its a good idea to at the very least have the option there. I'm not going to use it because i dont need extra latency if my frames + perf already look good.
Gerzybow
I hope there's some progress on this! With the recent release of DLSS 4 in 2025 this year, I feel this can greatly benefit the experience of users who are in large instances or are on lower-end systems and need those extra frames for better performance.
This may be the answer to increasing player retention on the platform because VRChat can be a very graphically intensive application at times. Of course, this mainly benefits PC users over Quest players so developers still need to optimize their content properly. But I believe it's a step in the right direction in terms of quality of life performance improvements.
Flufflestuff
It's been 3 years and I've been using wrappers that eac has whitelisted like lossless scaling and reshade to inject things like dlss/fsr and put a gamma slider so my busted eyes can see in this game, can we just get these features put in yet so video players stop breaking from me having to use jank to workaround it?
Smash-ter
feel like this may never be implemented because DLSS is an SRP feature. Shaders would not be forward compatible with the new systems and DLSS/FSR has nothing in terms of VR support.
Flufflestuff
AMD FSR was easily added by a simple .DLL injection that didn't even cause many issues if you neglected to updated for a year and a half pre-eac. It's actually incredibly stable and easily implemented too. (personal experience. )
-_zenix_-
the post is 3 years old... I hope the developers will be able to implement this idea.
Scout - VRChat Head of Quality Assurance
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GrimSqueaker
This would be lovely, and training-wise it would be very doable, but everyone seems to overlook the fact that FSR and DLSS only support the HDRP in Unity. Sorry, I'd love this as a feature, but switching rendering pipeline, as much as I'd want it, is a rather larger project than just adding hooks for an NVIDIA/AMD library.
peq42
DLSS isnt supported by most devices. FSR would be better
night____
peq42: I don't see why that would be a reason to not implement it. Add both FSR and DLSS for people that have supported GPUs.
Furriest
Not just DLSS, but AMD FSR and FSR 2.0, upscaling technique support would help reduce the blur in VR by providing sharp lines at a higher resolution, making VR feel much much more smooth.
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