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    Originally posted by Daniel.Wenograd View Post
    GalaxyMan, when you update the engine, could you see if merging https://github.com/EpicGames/UnrealE...62b2f929189de8 would be possible? It's not in the official 4.8 branch yet, but it is a significant update to LPVs. The main changes are that it adds spotlight support and directional occlusion. Always a good idea to keep both systems up to date, for lower spec machines to be able to run the game.

    I also just noticed the Nvidia branch updated with this: https://github.com/NvPhysX/UnrealEng...rbulence-4.7.6

    I was under the impression that ApeX Turbulence's functionality was already adapted in some way in-engine for the GPU particles. Does anyone know if there's a significant difference between them?
    I will update with the LPV changes, was planning on doing that, but had forgotten, so thanks for the reminder. As for turbulence. I believe Epic went with their own GPU particle solution in the end so as to remain GPU and OS agnostic. But Turbulence now encompasses more than just GPU particles, it also includes what used to be called FlameWorks (Please correct me if I am wrong here).

    Will try to merge Turbulence and WaveWorks as well.
    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
    Feel free to Donate if you wish to support me

    Comment


      Originally posted by Daniel.Wenograd View Post
      GalaxyMan, when you update the engine, could you see if merging https://github.com/EpicGames/UnrealE...62b2f929189de8 would be possible? It's not in the official 4.8 branch yet, but it is a significant update to LPVs. The main changes are that it adds spotlight support and directional occlusion. Always a good idea to keep both systems up to date, for lower spec machines to be able to run the game.

      I also just noticed the Nvidia branch updated with this: https://github.com/NvPhysX/UnrealEng...rbulence-4.7.6

      I was under the impression that ApeX Turbulence's functionality was already adapted in some way in-engine for the GPU particles. Does anyone know if there's a significant difference between them?
      Wait what? Turbulence? really?
      Pursuit of Realistic Cinematic scene.

      Comment


        Originally posted by Daniel.Wenograd View Post
        GalaxyMan, when you update the engine, could you see if merging https://github.com/EpicGames/UnrealE...62b2f929189de8 would be possible? It's not in the official 4.8 branch yet, but it is a significant update to LPVs. The main changes are that it adds spotlight support and directional occlusion. Always a good idea to keep both systems up to date, for lower spec machines to be able to run the game.

        I also just noticed the Nvidia branch updated with this: https://github.com/NvPhysX/UnrealEng...rbulence-4.7.6

        I was under the impression that ApeX Turbulence's functionality was already adapted in some way in-engine for the GPU particles. Does anyone know if there's a significant difference between them?
        I second Daniel's request to include the LPV update, unless it provides too much work, maybe it could be added later on maybe? But the general thought of providing the user a cheaper alternative is a good thing.

        Also, you are right Daniel. Some of the features of Turbulence are already included in the cascade editor, but maybe Nvidia updated or extended the functionality? https://answers.unrealengine.com/que...idia-turb.html

        Maybe Mike could tell us more about this new branch?

        Comment


          @Alexey. Thank you for your answer.

          Comment


            begging for help!!!!!!!pleassssssssssssse!!!!

            I downloaded the UnrealEngine-4.8p3_VXGI_FleX_HW_HBAO

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            what should I do to make it work???????





            sorry for my english

            Comment


              Run the setup, select N for no, and let it download all the files it needs to.

              Comment


                Originally posted by Gandosh View Post
                Wait what? Turbulence? really?
                Sorry for the lack of fanfare, I pushed it to the server late in the week, and hadn't finished my round-trip testing yet. I'm working on that now. This branch has Turbulence integration on top of UE4-4.7.6...and yes, we do plan to upgrade to 4.8 ASAP.

                Edit: I ran a clean test using a fresh clone, the branch appears to be complete and functioning properly.

                --Mike
                Last edited by Mike.Skolones; 06-15-2015, 10:05 AM.

                Comment


                  Originally posted by Daniel.Wenograd View Post
                  Run the setup, select N for no, and let it download all the files it needs to.
                  Thank for your help!!!!!!It finally works!!!!!!!!!! Thank you so much!!!!!!!

                  Comment


                    Originally posted by Mike.Skolones View Post
                    Sorry for the lack of fanfare, I pushed it to the server late in the week, and hadn't finished my round-trip testing yet. I'm working on that now. This branch has Turbulence integration on top of UE4-4.7.6...and yes, we do plan to upgrade to 4.8 ASAP.

                    Edit: I ran a clean test using a fresh clone, the branch appears to be complete and functioning properly.

                    --Mike
                    no thats fine. So now we have ability to simulate fluid fire, smokes right?
                    Pursuit of Realistic Cinematic scene.

                    Comment


                      Originally posted by Gandosh View Post
                      no thats fine. So now we have ability to simulate fluid fire, smokes right?
                      Hmmm, not sure about that. Turbulence is usually used for spells, weapons effects, etc. It is a grid-based fluid simulation into which you inject particles. The particles are rendered, but generally the fluid simulation itself is not.

                      Comment


                        https://github.com/NvPhysX/UnrealEng...rbulence-4.7.6
                        why!! the link = 404!!!!!

                        Comment


                          Originally posted by ankaZY View Post
                          Make sure your logged into your github account and that it is linked to your UE4 account as per this link:

                          https://www.unrealengine.com/ue4-on-github
                          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                          Feel free to Donate if you wish to support me

                          Comment


                            Okay I have updated my merged branch to the latest 4.8 build. You can get the updated branch here: https://github.com/GalaxyMan2015/Unr...8_NVIDIA_Techs

                            This is just the same as the preview 3 one, contains VXGI + HairWorks + FLEX + HBAO+. Now also contains RyanB's POM material function. I will add Turbulence and WaveWorks (If I can) and also the latest LPV improvements from Lionhead
                            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                            Feel free to Donate if you wish to support me

                            Comment


                              You rock! thank you.
                              Pursuit of Realistic Cinematic scene.

                              Comment


                                Hello Galaxyman2015 , thank you very much for updating the merged branch to the latest 4.8 build.
                                After the setup.bat and GenerateProjectFiles.bat , I built the entire Solution UE4 (with 42 projects) (So, I did not compile ShaderCompileWorker separately.). Then in the Doco folder, I get VXGI , Hairworks and Flex folders with their documentaions , but there is no HBAO+ !!! Can you please guide ? Why is HBAO+ MISSING ?

                                Note : I downloaded the ZIP file, https://github.com/GalaxyMan2015/Unr...IDIA_Techs.zip , to get the code from your Github , instead of cloning from Github .

                                Comment

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