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Turn on NVIDIA DLSS and Frame Generation

Any · 15 min · No code if your Lyra project already has the DLSS settings (see the warning below) · Last tested: 2026-10-05 (RTX 4060 Laptop, plugin v8.8.0)

Result: the game's Video settings gain an NVIDIA DLSS group: Super Resolution (including DLAA), Frame Generation and NVIDIA Reflex Low Latency, on any GeForce RTX graphics card.

XenoCore does not include NVIDIA's plugin, because NVIDIA's licence lets it ship inside a finished game but not inside a source project sold to developers. The settings are already built in. They appear the moment you install the plugin, and stay out of sight when it isn't there.

Fails silently: a stock Lyra project has no DLSS group

The NVIDIA DLSS group lives in Lyra's own settings screen, which is part of the host Lyra project's C++, not the XenoCore plugin. A stock Lyra Starter Game project does not have it, so installing NVIDIA's plugin there adds nothing to Options › Video, and nothing warns. Adding the group to a stock Lyra needs a programmer and a C++ build; see the note at the end of this page. The XenoCore download is the plugin folder only, so it does not include those Lyra files.

Before you start

  • Windows, DirectX 12 (the project default) and a GeForce RTX card for the options to appear.
  • Frame Generation needs an RTX 40 Series or newer, and Hardware-accelerated GPU Scheduling switched on in Windows Settings > System > Display > Graphics. Multi Frame Generation (3X to 6X) and Dynamic need an RTX 50 Series.

Install the plugin

  1. Download DLSS 4.5 for Unreal Engine 5.8 from https://developer.nvidia.com/rtx/dlss.
  2. From the download's Plugins folder, copy DLSS, StreamlineCore, StreamlineDLSSG, StreamlineReflex and StreamlineNGXCommon into the project's Plugins folder (for example Plugins/NVIDIA/). Use either the project's Plugins folder or the engine's Engine/Plugins/Marketplace, never both.
  3. Open the project. The plugins are enabled by being there; let it rebuild when it asks.
  4. Recommended: in Edit > Plugins, disable the engine's own Reflex plugin (NVIDIA's replaces it).

Test it

Play, open Options > Video, and find NVIDIA DLSS. The output log shows what was applied:

LogLyraNvidia: DLSS Super Resolution ON (Quality) at 66.7% of 1707x1067
LogLyraNvidia: DLSS Frame Generation On2X
LogLyraNvidia: NVIDIA Reflex Enabled

How the settings behave

Setting Options Default Notes
NVIDIA DLSS Super Resolution Off, Auto, Quality, Balanced, Performance, Ultra Performance, DLAA Auto While on, Anti-Aliasing and 3D Resolution are greyed out: DLSS sets the render resolution. Auto turns DLSS off below 1080p, as NVIDIA's own table does.
Frame Generation Off, plus whatever the card supports: Auto, Dynamic, 2X to 6X Off Runs in Standalone and packaged builds, not in the editor viewport.
NVIDIA Reflex Low Latency Off, On, On + Boost On Locked on while Frame Generation is on.

Only the modes your card supports are listed. Auto is missing in Play In Editor; that is the plugin's own rule.

Shipping a game with DLSS

Your game now redistributes NVIDIA's binaries, which carries NVIDIA's own obligations: notify NVIDIA before release, credit NVIDIA, and include their third-party notices. Read the NVIDIA RTX SDK EULA in the download. Do not use NVIDIA logos in your store page without NVIDIA's approval.

If it doesn't work

  • No NVIDIA DLSS group: the plugin is not enabled, the card is not an RTX card, or the driver is too old. Search the log for LogDLSS and LogStreamline.
  • Frame Generation does nothing: you are in the editor viewport. Use Standalone. Check Hardware-accelerated GPU Scheduling.
  • The editor crashes after resizing the window with Frame Generation on: a known NVIDIA plugin issue (release notes 8.8.0). Turn Frame Generation off while working in the editor.
For programmers: how it works

The settings call NVIDIA's own Blueprint libraries by name, so nothing in the project links to NVIDIA's code. They are a Lyra game-settings class, LyraNvidiaSettings (in the host project's Source/LyraGame/Settings/), registered on Lyra's Video settings page. In a stock Lyra project those files must be added to LyraGame and the project rebuilt: the new LyraNvidiaSettings.h/.cpp and LyraGameSettingRegistry_Video_NVIDIA.cpp, plus small edits to LyraGameSettingRegistry.h/.cpp and LyraSettingsLocal.h/.cpp.