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SL Version 2.8.0

StreamlineSample

This project combines Streamline (https://github.com/NVIDIAGameWorks/Streamline) and Donut (https://github.com/NVIDIAGameWorks/donut) to create a sample app demonstrating a Streamline integration.

There is also an experimental option to enable NGX-only integration instead of using Streamline.

Prerequisites

  • CMake 3.20+
  • Windows SDK 10.0.22000+
  • Vulkan SDK

To get this project setup:

  1. Ensure you have CMake 3.20+ and the vulkan sdk (https://vulkan.lunarg.com) on your system.
  2. Ensure that a VK-compatible dxc.exe is available in your system PATH. The best way to do this is to install a recent (1.2.198.1 or newer) Vulkan SDK from https://www.vulkan.org/ and ensure that its bin directory is in the build machine's system PATH.
  3. Clone this repository, then run in the commandline: git submodule update --init --recursive
  4. Pick which integration path you want to use
    • Streamline integration:
      1. Ensure the CMakeLists.txt's option "Use Streamline" is ON.
      2. Copy your streamline SDK contents (bin, lib, include and, optionally, scripts) into the streamline folder
      • If you have built the Streamline SDK from source, you must run the SDK's package.bat script in order to prepare all the Streamline SDK files to be used within the sample app. After running the SDK's package script, the SDK files will be placed in _sdk (unless you specified the -dir commandline option). Copy the entire contents of the _sdk folder to the sample app's streamline folder.
      1. If you are using a prebuilt Streamline SDK, copy the entire contents of the SDK to the sample app's streamline folder.
    • NGX integration (Only Latewarp and Reflex implementations are currently supported):
      1. Set the CMakeLists.txt's option "Use Streamline" to OFF. *** Please note the disclaimers in the USE_SL=OFF path of NVWrapper.h *** *** If using Vulkan path with USE_SL=OFF, revert the patch to the donut/nvrhi/Vulkan-Headers repo ***
      2. Copy the entire contents of the NGX Latewarp SDK (nvngx_latewarp_sdk, symbols) to the sample app's ngx folder. Any versions of the SDK will work.
      3. Copy the entire contents of the nvapi SDK (amd64, x86) to the sample app's nvapi folder. This can be any of the public releases (version R560+)
      4. Though Reflex Low Latency is crucial for best performance with Latewarp, it is not currently implemented in the NGX integration path, samples for Reflex integration can be found with the public SDK (any version)
    • Be sure to clean cmake artifacts when changing configurations
  5. Pick features to enable
    • Compile time feature enabling can be toggled in CMakeLists.txt
    • STREAMLINE_FEATURE_LATEWARP and STREAMLINE_FEATURE_DLSS_FG are mutually exclusive, this will be enforced
  6. Use Cmake to make the project solution (or use make.bat). If using Streamline integration, Cmake will attempt to locate plugins by searching first the streamline/bin/x64 and then the streamline/bin/x64/development folders for sl.interposer.dll. If found, it will load all SL plugin DLLs from the folder where sl.interposer.dll was located.
  7. Open the solution and build (or use build.bat)
  8. Run the executable (or use run.bat)

Integration notes

  • D3D11 and D3D12 are integrated using the advanced 'hooking' mechanism by which we have two seperate native/proxy devices and swapchains that are passed into specific api calls. We statically link sl.interposer.lib instead of D3D libs.
  • D3D12 additionally features swapchain re-creation when toggling DLSSG. This removes all swapchain interposition when it is not needed.
  • Vulkan is integrated using the basic mechanism, by which streamline hooks all of the api calls. We dynamically link sl. interposer.dll instead of vulkan-1.dll.
  • Runing make.bat with -AMD_AGS, adds support for AMD AGS, and shows how devs might go about integrating SL around this.
  • To enable to sl.imgui plugin for debugging, the app must use the development dlls. and the user must manualy place the sl.imgui.dll and sl.interposer.json in the executable directory.

Useful commandLine arguments:

Arguments Effect
-vk Run with Vulkan
-d3d11 Run with D3D11
-d3d12 Run with D3D12
-height 1080 Sets height
-fullscreen Sets fullscreen (by default game runs in windowed)
-verbose Allows vebose info level logging logging
-logToFile Logs to file
-debug Enables NVRHI and Graphics API validation Layer
-noSigCheck Does not do streamline dll signiture check
-vsync Enables Vsync
-sllog Enables streamline logging
-scene "/myscene.fbx" Loads a custom scene
-maxFrames 100 Sets number of frames to render before the app shuts down
-Reflex_mode 1 Sets Reflex mode: 1:On 2:Boost
-Reflex_fpsCap 60 Sets Refex FPS cap to a given number
-DLSS_mode 1 Sets the DLSS mode startup: 0:Off 1:MaxPerf 2:Balanced 3:MaxQual 4:UtraPerf 5:DLAA
-viewport Specifies backbuffer viewport extent in the format: (offsetLeft,offsetTop,widthxheight) e.g. (320,180,1280x720)

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