Unreal Engine Vite Help

Upscalers and Frame Generation

Check out the UpscalerTest Sample project

Unreal Engine 5 treats upscaling as mandatory: the renderer is designed around rendering at a fraction of output resolution and reconstructing the rest. Vite takes the opposite position. The targets are native, and upscalers are available for users who want to spend the headroom on something else.

That distinction changes how you should use the plugins on this page. If your project only hits its frame target with DLSS Performance enabled, the project is over budget — fix that first, then offer upscaling as an option on top.

Bundled plugins

All of these ship in the engine repository under Engine/Plugins/Runtime. None are enabled by default; enable the ones your project offers from Edit > Plugins.

Plugin

Version

What it provides

Location

NVIDIA DLSS

8.7.0-NGX310.7.0 (DLSS 4.5)

Super Resolution, Ray Reconstruction, DLAA

Nvidia/DLSS

NVIDIA DLSS Frame Generation

1.3.0-SL2.4.0 (Streamline)

Frame Generation and Reflex

Nvidia/Streamline

NVIDIA DeepDVC

Streamline

Deep-learning dynamic vibrance

Nvidia/StreamlineDeepDVC

NVIDIA NIS

Image Scaling, spatial upscaling and sharpening

Nvidia/NIS

DLSS Movie Pipeline Support

DLSS integration for Movie Render Queue

Nvidia/DLSSMoviePipelineSupport

AMD FSR 4

4.1.1

FidelityFX Super Resolution 4 and Frame Generation, DX12

VitePlugins/FSR4-427

Intel XeSS

3.0.5

Xe Super Sampling

VitePlugins/XeSS_UE4.27_Plugin_v3.0.5

FSR 4 and XeSS 3 are notable: both are backports that do not exist in stock 4.27. FSR 4 uses the native ffx-api and requires DirectX 12.

Choosing what to ship

You do not need all of them. Each enabled upscaler adds shaders, binaries, package size and a settings menu entry that has to be tested.

Situation

Recommendation

PC release, broad hardware support

DLSS + FSR 4. Covers NVIDIA and AMD; XeSS if Intel Arc matters to you.

NVIDIA-focused, ray tracing heavy

DLSS with Ray Reconstruction

Anti-aliasing quality at native resolution

DLAA (part of the DLSS plugin), or Vite's SMAA

No upscaling, native only

Ship nothing from this page. This is a valid and supported configuration.

DLAA is worth calling out separately. It is DLSS's neural network applied at native resolution rather than as an upscaler, so it competes with SMAA rather than complementing it. It generally resolves finer detail than SMAA but reintroduces temporal accumulation, and therefore some of the artefacts SMAA avoids. Offer both and let the player choose.

Ray Reconstruction

Ray Reconstruction replaces the hand-tuned denoisers for ray-traced effects with a neural denoiser. In a Vite project this interacts directly with the ray tracing configuration:

  • It can substantially improve RT reflection and RTXDI quality under motion, where hand-tuned denoisers struggle.

  • It has no benefit for DDGI, which is noise-free by construction and has nothing to denoise.

If your ray tracing configuration is DDGI-led, Ray Reconstruction buys you less than it would in a Lumen-based project. Measure before shipping it.

Frame generation

DLSS Frame Generation (via Streamline) and FSR 4 Frame Generation both synthesise intermediate frames.

Frame generation increases displayed frame rate without reducing input latency — it can make latency slightly worse, which is why Reflex ships alongside it in the Streamline plugin. Enable Reflex whenever you enable frame generation.

The DLSS translucency patch

Vite includes an optional compile-time patch that addresses a specific quality problem with upscaling: separate translucency and volumetric fog rendering at the internal render resolution and then being upscaled, which softens particles, glass and fog against an otherwise sharp reconstructed image.

Switch

Default

Effect

VITE_DLSS_PATCH

0

Adds upscaled-resolution translucency passes and native-resolution volumetric fog

When enabled, the renderer gains two additional translucency passes, TranslucencyAfterDOFUpscaledRT and TranslucencyAfterDOFModulateUpscaledRT, which render selected translucent primitives at output resolution after upscaling. Primitives opt in through the bRenderInTranslucencyUpscaledRTPass relevance flag, and the passes are only used when a temporal upscaler is actually active.

It also adds:

CVar

Default

Effect

r.VolumetricFog.UseUpScaledSizeVolumetricFog

0

Computes the volumetric fog grid from the output resolution rather than the internal render resolution

The switch is defined in Engine/Source/Runtime/Core/Public/Misc/CoreDefines.h and defaults to off, since it costs frame time and only matters for projects that ship with upscaling enabled. See Compile-Time Switches for how to change it.

Enabling an upscaler

Add DLSS to a project

  1. Open Edit > Plugins, find NVIDIA DLSS Super Resolution/Ray Reconstruction/DLAA, enable it and restart the editor.

  2. For frame generation, also enable NVIDIA DLSS Frame Generation.

  3. Query support at runtime through the DLSS Blueprint library before exposing the option in your settings menu. Hardware and driver support vary, and an option that silently does nothing is worse than no option.

  4. Expose quality mode as a player setting rather than forcing one. Include an off state.

  5. Test the interaction with your anti-aliasing setting. DLSS replaces the anti-aliasing pass; leaving SMAA enabled alongside it wastes frame time.

See also

10 August 2026