tonfilm
January 24, 2026, 12:21am
1
Heyjo,
You’ll soon be able to test NVIDIA’s Streamline SDK in vvvv, which gives you access to their latest AI-powered rendering technologies.
DLSS 4.5
Super Resolution : Render at lower resolution and let DLSS upscale with their new transformer-based models.
Frame Generation : Generates frames between rendered frames. Up to 6x on RTX 50 series, 4x on RTX 40 series.
Dynamic Frame Generation : Auto mode that enables/disables FG based on whether it actually helps performance.
Denoising : AI denoiser for ray-traced content.
NIS (NVIDIA Image Scaling)
Spatial upscaler with sharpening. Works on all NVIDIA GPUs, no RTX needed. Lighter than DLSS, useful when you just need sharpening or basic upscaling.
DeepDVC
AI color enhancement. Adjustable intensity and saturation boost.
Status
DLSS SR: working
DLSS FG: wip (2x-6x depending on GPU)
Dynamic FG: wip
Denoising: planned
NIS: working
DeepDVC: working
Reflex: integrated
Requirements
DLSS: RTX 20+ (FG needs RTX 40+, 4x+ needs RTX 50)
NIS: Any recent GPU
DeepDVC: RTX GPU
GeForce Game Ready Driver 591.74 or later
Windows 10/11, Hardware GPU Scheduling enabled
Experimental
I’m also looking into using FG for video/non-3D-rendered content where you don’t have proper motion vectors or depth. Early research, might work, might look crappy.
Release soon-ish, will update here.
Commissioned by Refik Anadol Studio .
Cheers!
21 Likes
hello @tonfilm , any recent news regarding the development of this one?
And I know the whole internet is up in arms about DLSS 5, but I think it could potentially be a game changer for Stride with its rendering capabilities that are not where other game engines are by a long shot. It remains to be seen how well it can handle lets say abstract render scenarios. It seems to be heavily trained on humans and other game-like content. Exciting times..
2 Likes
@seltzdesign correct, I also watched a recent video (after the summer 25 announcement) for blender’s viewport enhancement with DLSS 5, which seems also to have hard times with volumetrics. For common props and known or identifiable objects it looks just amazing.
2 Likes
A preview nuget is available for over a month now:
It does not include frame generation, which needs DX12.
4 Likes
yar
March 26, 2026, 10:34am
6
@tonfilm Very interesting, but when I attempted to launch the help file, I received an exception without the patch being opened.
ReflectionTypeLoadException: "Unable to load one or more of the requested types.
Method not found: 'Void Stride.Rendering.Images.IPostProcessingEffects.Draw(Stride.Rendering.RenderDrawContext, Stride.Rendering.Compositing.RenderOutputValidator, Stride.Graphics.Texture[], Stride.Graphics.Texture, Stride.Graphics.Texture)'."
StackTrace:
System.Reflection.RuntimeModule { private static System.RuntimeType[] GetTypes(System.Reflection.RuntimeModule module) { ... } }
System.Reflection.RuntimeModule { public virtual System.Type[] GetTypes() { ... } }
VL.AppServices.VLTypeInfoFactory+d__9 { private virtual bool MoveNext() { ... } }
VL.AppServices.TypeRegistryImpl { private System.Collections.Immutable.ImmutableArray g__Compute|12_0() { ... } }
VL.AppServices.TypeRegistryImpl { public virtual System.Collections.Immutable.ImmutableArray get_RegisteredTypes() { ... } }
VL.AppServices.TypeRegistryImpl { private VL.Core.IVLTypeInfo FromNameAndCategory(string name, string category) { ... } }
VL.AppServices.TypeRegistryImpl { private VL.Core.IVLTypeInfo FromUngenericType(Irony.Parsing.ParseTreeNode x) { ... } }
VL.AppServices.TypeRegistryImpl { private VL.Core.IVLTypeInfo FromType(Irony.Parsing.ParseTreeNode x) { ... } }
VL.AppServices.TypeRegistryImpl { private VL.Core.IVLTypeInfo FromType(Irony.Parsing.ParseTreeNode x) { ... } }
VL.AppServices.TypeRegistryImpl { private VL.Core.IVLTypeInfo b__14_0(string name) { ... } }
System.Collections.Concurrent.ConcurrentDictionary`2 { public TValue GetOrAdd(TKey key, System.Func<, > valueFactory) { ... } }
VL.AppServices.TypeRegistryImpl { public virtual VL.Core.IVLTypeInfo GetTypeByName(string typeName) { ... } }
VL.AppServices.Serialization.SerializationContextV2 { protected virtual System.Type DoResolveType(string typeName) { ... } }
VL.AppServices.Serialization.SerializationContextInternal { internal System.Type ResolveType(string fullName, System.Type staticType) { ... } }
VL.AppServices.Serialization.SerializationContextInternal { public virtual object Deserialize(object content, string name, System.Type staticType) { ... } }
VL.AppServices.Serialization.SerializationServiceImpl { protected virtual object Deserialize(VL.Core.NodeContext nodeContext, object content, System.Type type, bool throwOnError, bool pathsAreRelativeToDocument, System.Collections.Generic.IReadOnlyList<>& errorMessages) { ... } }
VL.Core.SerializationService { public object Deserialize(VL.Core.NodeContext nodeContext, object content, System.Type type, bool pathsAreRelativeToDocument) { ... } }
VL.Core.Serialization { internal static object Deserialize(VL.Core.NodeContext nodeContext, System.Xml.Linq.XElement content, System.Type staticType) { ... } }
VL.Core.Serialization { public static T Deserialize(VL.Core.NodeContext nodeContext, System.Xml.Linq.XElement content) { ... } }
VL.HDE.WindowContext { private object g__Deserialize|14_0() { ... } }
VL.HDE.WindowContext { public object get_WindowModel() { ... } }
VL.HDE.PatchEditor.EditorControl { private virtual VL.HDE.IWindow VL.HDE.IWindowFactory.Create(VL.HDE.WindowContext context) { ... } }
VL.HDE.WindowContext { internal void TryCreateWindow(bool show) { ... } }
VL.HDE.WindowManager { private VL.HDE.WindowContext CreateContext(VL.HDE.WindowDescription windowDescription, bool show) { ... } }
VL.HDE.WindowManager { public VL.HDE.IWindow CreateWindow(VL.HDE.WindowDescription windowDescription, bool show) { ... } }
VL.HDE.WindowManager { public VL.HDE.IWindow CreateWindow(string name, object windowModel, System.Nullable bounds, bool show) { ... } }
VL.HDE.PatchEditor.EditorControl { private VL.HDE.PatchEditor.CanvasWindow NewCanvas(VL.Model.Canvas canvas, bool show) { ... } }
VL.HDE.PatchEditor.EditorControl { public VL.HDE.PatchEditor.CanvasWindow OpenCanvas(VL.Model.Canvas canvas, VL.Model.Element focusedElement, bool show) { ... } }
VL.HDE.PatchEditor.EditorControl+<>c__DisplayClass39_0 { internal bool g__ShowAppPatch|0(System.Func askagain) { ... } }
VL.HDE.PatchEditor.EditorControl { public void ShowDocument(VL.Model.Document document, VL.HDE.PatchEditor.ShowSpecialPatch showSpecialPatch) { ... } }
VL.HDE.PatchEditor.NavigationMenuProvider+d__54 { private virtual void MoveNext() { ... } }
System.Runtime.ExceptionServices.ExceptionDispatchInfo { public void Throw() { ... } }
System.Runtime.CompilerServices.TaskAwaiter { private static void ThrowForNonSuccess(System.Threading.Tasks.Task task) { ... } }
System.Runtime.CompilerServices.TaskAwaiter { private static void HandleNonSuccessAndDebuggerNotification(System.Threading.Tasks.Task task, System.Threading.Tasks.ConfigureAwaitOptions options) { ... } }
VL.Model.VLSession+<>c__DisplayClass167_0+<b__0>d { private virtual void MoveNext() { ... } }
Elias
March 26, 2026, 10:45am
7
It seems the package is only compatible with vvvv 7.0.
For 7.1 the package seems to be broken because a Stride method signature changed causing MissingMethodException/TypeLoadException.
1 Like
A bit out of topic, but since @tonfilm mentioned it above and there is no any thread of official (devs) info regarding dx12. I thought that Stride itself is DX12. But I conclude that vvvv still uses DX11? what is the current stage and when it will be available to vvvvsers?
Elias
March 26, 2026, 12:01pm
9
Stride is currently undergoing a full shader system rewrite. For details have a look at their discord. During that development Vulkan and DX12 got more attention on their end - especially because the new shader compiler can emit byte code directly for those graphic APIs. We can therefor assume support for those gets better. But as long as they are not marked as stable in Stride itself there’s really no point for us to switch.
@Elias so from your saying I assume that it is matter of time?
Elias
March 26, 2026, 12:42pm
11
Matter of time and resources I’d say. But we’re going off-topic here and should continue this conversation elsewhere.
tgd
April 28, 2026, 12:12pm
12
Is the PostFx pin on the DLSSUpscale node supposed to work? It does not work for me :(
Yes, it should work. I’m currently working on this, will have a look…
1 Like