Coz there was no HBAO+ doco at the time. If there is now, I will add it.
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NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Thank you very much Galaxyman2015 for the reply. I request for a small help.
I wish to observe the effects of HBAO+ in UE4. Before starting Unreal in UnrealEngine-4.8_NVIDIA_Techs/Binaries/Win64 - UE4Editor.exe , I set r.HBAO.Enable 1 in UnrealEngine-4.8_NVIDIA_Techs/Engine/Config/ConsoleVariables.ini . After the engine starts , can you please guide as to how to see the HBAO+ effects in UE4 ?
As far as I understand , it is for ' special soft shadows '. (For example, to observe the VXGI effect , we need to select the light elements, as every light element in the scene has a VXGI parameter to vary for effects. ) When I open NVTechDemos/NVTechDemos.uproject , it opens HairWorksExampleMap as one of the tabs .
Please help ..
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r.HBAO.VisualizeAO 1 in the console should show u the AO contribution.
The NVTechDemos, are my demos, they are in no way connected to NVIDIA, there is a HairWorks demo and two VXGI ones, they aren't anything spectacular, just some quick examples to show the tech.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by order66 View PostCan you give a quick overview which features/branches will work on XB One and PS4 ?
It would be nice to know how well (or if at all) the current provided techs (WaveWorks, HBAO+, VXGI, Flex, HairWorks and Turbulence) work on different gpu architectures (Maxwell, Kepler and AMD ones).
Some kind of table or rough explanation would be very nice, since I have no way of testing these techs across different GPUs. I only have my single 970 and nothing else, so getting a bit of light in the dark would be appreciated.
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Originally posted by Dakraid View PostYeah, would be nice to know how fast one could meltdown one of these with GameWorks. Just kidding. I would like to get some clarification too, but for a different aspect.
It would be nice to know how well (or if at all) the current provided techs (WaveWorks, HBAO+, VXGI, Flex, HairWorks and Turbulence) work on different gpu architectures (Maxwell, Kepler and AMD ones).
Some kind of table or rough explanation would be very nice, since I have no way of testing these techs across different GPUs. I only have my single 970 and nothing else, so getting a bit of light in the dark would be appreciated.
--MikeLast edited by Mike.Skolones; 06-16-2015, 01:50 PM.
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Originally posted by Daniel.Wenograd View PostGalaxyMan, 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.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostMy branch now contains the LPV updates. Everything minus the AsyncCompute, as that is only for XBOX One and requires other per-requisite commits to work, and actually results in no difference on Windows (as far as I could tell). Directional Occlusion can be enabled via the Post Processing Volume. Spotlights do work, but they cannot be "Inverse Square" and they must be very bright to even contribute.
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