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SL Version 2.4.10

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.

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. Copy your streamline SDK contents (bin, lib, include and, optionally, scripts) into the streamline folder
  5. Use Cmake to make the project solution (or use make.bat). 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.
  6. Open the solution and build (or use build.bat)
  7. 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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