u/RevolutionaryAge7805

▲ 5 r/PalworldMods+1 crossposts

Palworld WinGDK build appears to have DLSS Frame Generation disabled at the build/platform level

TL;DR

I investigated why DLSS Frame Generation is missing from the Palworld WinGDK / Microsoft PC build on an RTX 4070 SUPER.

Normal DLSS works, but the NVIDIA Streamline runtime required for Frame Generation never loads. Based on the tests below, this looks much more like a WinGDK build/platform issue than a GPU, HAGS, driver, DX12, or config issue.

What I found

The WinGDK installation includes the expected Frame Generation libraries:

nvngx_dlssg.dll
sl.common.dll
sl.dlss_g.dll
sl.interposer.dll
sl.reflex.dll

The executable also contains Palworld's DLSS-G support logic, including:

GetDLSSFGSupport
IsDLSSFGAvailable
SetDLSSFGMode
DLSSFrameGenerationMode

I also forced the configuration to:

DLSSFrameGenerationMode=On
DLSSGeneratedFrames=1
ReflexMode=On

and temporarily made the config read-only so the game could not reset it.

Frame Generation was still completely absent from the graphics menu.

The important part

While Palworld was running, I checked which NVIDIA modules were actually loaded.

Normal DLSS:

nvngx_dlss.dll -> LOADED

Frame Generation / Streamline:

sl.common.dll       -> NOT LOADED
sl.interposer.dll   -> NOT LOADED
sl.reflex.dll       -> NOT LOADED
sl.dlss_g.dll       -> NOT LOADED
nvngx_dlssg.dll     -> NOT LOADED

So DLSS Super Resolution initializes normally, while the entire Streamline/DLSS-G chain does not initialize.

I also extracted the packaged NVIDIA plugin descriptors. The Streamline modules, including StreamlineCore, StreamlineRHI, StreamlineD3D12RHI, and StreamlineDLSSGBlueprint, all use:

"PlatformAllowList": [
  "Win64"
]

However, this build runs:

Palworld-WinGDK-Shipping.exe

I tested overriding the descriptors to also allow WinGDK, but that did not enable Frame Generation. This suggests the relevant module/platform decision may already happen when the WinGDK executable is built.

Conclusion

The current evidence points to the WinGDK / Microsoft PC build itself.

The Frame Generation files and Palworld's DLSS-G logic are present, but the Streamline runtime required for Frame Generation never loads, while normal DLSS does.

So at least in this build, this does not appear to be something that can be fixed simply through GameUserSettings.ini.

PS: I've submitted a detailed bug report to Pocketpair regarding this issue and asked for clarification on WinGDK DLSS Frame Generation support. I'll update this post if I receive any additional information. ^^

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u/RevolutionaryAge7805 — 11 days ago