April 11, 2026

DL(S)SS-RR

This post aims to provide detailed information about Deep Learning Stereoscopic Super Sampling Ray Reconstruction, or as I like to call it, DL(S)SS-RR, because who says acronyms must have a finite number of letters?

In short, what that mouthful means is that I fixed Ray Reconstruction for VR. You will now be able to use NVIDIA's hardware/AI powered acceleration for path tracing with any game in our R.E.A.L. VR collection, as long as it offers support for DLSS Ray Reconstruction (see https://www.nvidia.com/en-us/geforce/news/nvidia-rtx-games-engines-apps/ for the growing list of titles that do).

Yep, ray tracing is here to stay. And after seeing it in action in VR, despite the hardware limitations and the compromises needed to run it at a decent, consistent frame rate, I have to say that it does look mighty sweet.

Also, it grows on you. At first you are likely to see it just as a gimmick. Oh wonderful... accurate reflections, so the game will look better when it rains. Who cares! But after a while you start appreciating all the tiny details, the subtle improvements that together contribute to make the virtual world and the characters in it more realistic and credible, and when you turn it off suddenly everything looks flat. I mean, not "flat" flat, because we're still in VR. But flatter and a little dull. And that's when you'll want to be able to push that magic button in every game.

Before you get too excited though, keep in mind that even an RTX 5090 will sweat bullets running this in VR. So in a sense it's kind of like a tech demo that you can experience if you want to take a peek at how games will look in a couple of years, for those fortunate few who will have the boatloads of money and the PR connections needed to lay their hands on a next-next-generation GPU. But in another sense it is very R.E.A.L. ^_^, and you can use it even now to play complete games, provided that you are willing to accept a few compromises with the graphics options and the resolution.

DL(S)SS-RR will activate automatically when needed, but as usual with my framework if you encounter problems with it you can turn it off from the game-specific tab of the R.E.A.L. overlay, like for instance the "INDY" tab for https://store.steampowered.com/app/2830500/Indiana_Jones_and_the_Great_Circle_The_Order_of_Giants/. There is a single checkbox that controls both kinds of DL(S)SS fixes (the previous supersampling one and the new one for ray reconstruction), because they are mutually exclusive anyway. Meaning, a game can't use both at a single time: when you turn on Ray Reconstruction in the game settings, my software will automatically switch from DL(S)SS for SuperSampling to DL(S)SS for Ray Reconstruction.

Several games available now really shine (pun intended) with this technology improvement. https://store.steampowered.com/app/2842040/Star_Wars_Outlaws/ can at last be played without the disco-lights effect on every surface that its normal (and compulsory, grr) ray-tracing denoiser exhibits. Ray Reconstruction stabilizes the image perfectly, and the lighting is solid and believable. https://store.steampowered.com/app/990080/Hogwarts_Legacy/ looks MUCH better with ray tracing, and the shimmering that was still present for example on vegetation even with the DLSS fix is completely gone. Titles like https://store.steampowered.com/app/3017860/DOOM_The_Dark_Ages/ and https://store.steampowered.com/app/2677660/Indiana_Jones_and_the_Great_Circle/ are perhaps a bit more understated, with many levels taking place in semi-dark non-reflective environments where the improvements brought by ray tracing are subtler; but they also have their magic moments. For example with INDY, the initial level in the huge college rooms with glass everywhere is truly a sight to behold.

Unfortunately NVIDIA drivers are no longer as stable as they used to be in the past, and many recent versions have been affected by regressions, crippled functionality or even BSODs. If you have a powerful card and want to try out Path tracing with Ray Reconstruction, please be advised that you might stumble into driver problems. They might manifest as checkerboard patterns, flashing lights in one or both eyes, super-grainy and noisy images, you name it... and you can immediately tell they are driver problems because once they start they persist through different game sessions until you reboot the system.

If you fall victim to these issues, I only have three remedies to suggest: first clear the shader caches, both the game's and the driver's; if that's not enough, reboot; and if even that doesn't fix it, try to downgrade or upgrade your drivers until you find a version that works acceptably with your card.

Comments (25)

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Genveje til Glæde · April 15, 2026

LOVING the work being done here. I am experiencing heavy boiling on moving people, cars and in elevators when using RR & PT. 5090. Is this issue misconfiguration or just the way it is with AER? Problem disappears in mono.

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Brandon(Post Maester) · April 16, 2026

It depends on the game to an extent and its DLSS, RR/PT implementation etc. but rarely does it look remotely as good in VR as it does flat. You are much closer to it than designed for. RT especially, haven't seen it look great in any game I have played in VR. RR looks fantastic in Cyberpunk but that is the only game it has blown me away in. In Avatar for example, I still find the screen space reflections to be way better than RR in VR. I just disable the RT reflections entirely there. You can try using the latest DLSS version to see if RT looks better, as well as different presets. But I'd rather play at a really high resolution and skip RT altogether. That depends on your headset as well.

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lucia · April 14, 2026

Absolutely Luke! I tried ray tracing and you can definitely see the difference...unfortunately, I'm "struggling a bit" with my 4070, so I've decided to make a little effort and upgrade to the 5070 ti...I can't do any better! BYEEEEEEEEEEEEE

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Ernst S · April 13, 2026

“Why can’t I enable FOV optimizations in any game (Pico 4 via Pico Connect with SteamVR)? Am I doing something wrong, or is this simply not possible?”

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Brandon(Post Maester) · April 13, 2026

Are you using OpenXR or OpenVR runtime? It should say at the top of the REAL overlay. If I remember right, the Pico 4 is already optimized so there is nothing to apply.

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FlyingWaffle · April 13, 2026

how do you navigate between tabs of the REAL overlay using a controller (using a mouse rarely works because the game window is bigger than the monitor rez and the mouse pointer is constrained and can’t get to the overlay)? can we get a list of steps to enable dlsss? I thought enabling dlss in the game was sufficient but now im not so sure (i suspect the settings are in the game specific tab, since it’s a per game feature, but all i can navigate at the moment is the leftmost tab :p)

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Sabine G. · April 13, 2026

On the XBox controller it is X + the left or right bumper.

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Eduardo Robles · April 13, 2026

Fantastic progress as always, Luke! One small thing, you haven't attached the file to the post. Where can we download it?

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Brandon(Post Maester) · April 13, 2026

There is no file to attach :) This was already implemented in games a while ago. In Star Wars Outlaws and DOOM TDA for example. It is just an explanation post. The EA or Free download posts already include it in supported titles.

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Sabine G. · April 13, 2026

A dumb question but I don't see the early access version post being updated. Is the updated framework somewhere else to be found?

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FlyingWaffle · April 13, 2026

i don’t think the post date gets updated whenever the attached file gets updated (but the date is baked in the file name)

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Adzy · April 13, 2026

Request: It would be a childhood dream come true to get the classic Tomb Raider remasters in VR at some point. I think older games like this are great candidates for the Luke Ross treatment since they perform extremely well (eg. look at Dark Souls). I know there is the team beef VR mod for TR1 but that doesn't have the updated visuals :(

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Tiger Man · April 12, 2026

star wars runs incredibly well with DLSSRR whoever is playing it give it a try

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Void3008 · April 12, 2026

Can't wait to ride the dragon

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Void3008 · April 12, 2026

somthing similar perhaps with cliffs and dragons and even a red dessert

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Paul Davies · April 12, 2026

so is it all taken down now what are we actually downloading now as a paid member

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Brandon(Post Maester) · April 12, 2026

What do you mean? The only games that aren't supported currently are the ones that got DMCA'd. All the other games are available including DS2 now. Just download the Early Access version from this post and it will install for all games but the ones that got a DMCA. https://www.patreon.com/posts/early-access-152734106

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D S · April 12, 2026

Shouldn't it be DL(S)SS-(S)RR? Which is pronounced delicious-er.

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Billy Bloggs · April 11, 2026

Interesting. I'm playing a game that has ray reconstruction at the moment, called Crimson Desert.

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GHoZT · April 11, 2026

U Already know CD needs it Letz Gooooo

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flobv · April 11, 2026

Please apply it on Witcher 3 first.

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flobv · April 13, 2026

Wow, people really want Witcher 3. So far 11 likes. Let's bump this up.

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neil rosson · April 11, 2026

So will this mean cleaner dlss in vr? That would be really amazing.

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Brandon(Post Maester) · April 11, 2026

It is just a place holder post for the moment, that Luke will fill in later. It isn't anything new. It will go over his RR fix that he already implemented. Have you tried the DL(S)SS implementation in Death Stranding 2 yet? I think it is much improved there.

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Joël Querci · April 11, 2026

Nice idea! Thematic and tech post!!! That’s a good idea 😉