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DLSS, Licensing, and the Streamline SDK


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Heya everyone!

The instructions for configuring DLSS (Upscaling with DLSS and FSR - Documentation - Unigine Developer) involve copying binaries from the NVIDIA Streamline SDK into your project, but they don't really address any licensing concerns that may arise from this. I'm not a lawyer, nor an expert on software licensing, but copying something like nvngx_dlss.dll without addressing the existence of nvngx_dlss.license.txt that sits right next to it, feels like asking for trouble. There's not even a mention of the Streamline SDK's license.

Are there any plan to address this in the future? For example, packaging the required distributable components of the Streamline SDK (plus their licenses, any required attribution etc.)  within the Unigine SDK?

As it stands, I'm concerned that the existing instructions invite Unigine users to unwittingly violate licensing terms.

-Simon

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Hi Simon,

Yes, you are right. Thank you for pointing that out.

We will update instructions and include that you need read and accept terms of DLSS license from nvngx_dlss.license.txt before using it. Regarding Streamline SDK license - it's already included in our 3rd party notice page (it's not as restrictive as DLSS anyways because we are not using the sl_nvperf files), but probably it's better to mention it as well.

 

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Are there any plan to address this in the future? For example, packaging the required distributable components of the Streamline SDK (plus their licenses, any required attribution etc.)  within the Unigine SDK?

Right now we can't ship these libraries on our own, but probably the situation will change in the future.

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