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    Originally posted by AndrewJSch View Post
    ...
    You're looking for DoScreenSpaceReflections in ScreenSpaceReflections.cpp. If VXGI specular is enabled, then it just returns false. IMO it would be better if you could enable both without changing the source code, but the VXGI branch defaults should probably change SSR to default to disabled.

    If you enable VXGI+SSR, you probably also want to change ReflectionEnvironmentShaders.usf so it blends SSR with the VXGI specular.
    Code:
    // NVCHANGE_BEGIN: Add VXGI
    #if APPLY_VXGI
    	SpecularLighting.rgb = ScreenSpaceData.VxgiSpecular.rgb;
    #endif
    // NVCHANGE_END: Add VXGI
    
    #if APPLY_SSR
    	float4 SSR = Texture2DSample( ScreenSpaceReflectionsTexture, ScreenSpaceReflectionsSampler, UV );
    	SpecularLighting.rgb = SpecularLighting.rgb * (1 - SSR.a) + SSR.rgb;
    #endif
    ...
    Great, thank you very much.

    Comment


      Originally posted by Johny View Post
      Hello

      I have a small question, would it be possible to specify the engine version in the readme.md of the branches of NvPhysX fork without the need of downloading and compiling each branch? What i mean for example the new turbulence branch has 4.7.6 in it's name. Unfortunetly the tags are lacking behing quite a bit (4.6.0) and names of the branches does not specify versions. Like for example there in flex branch in readme.md just change the "NVIDIA Flex - UE4 Branch" to something like "NVIDIA Flex - UE4 Branch 4.8.1.1" where 4.8.1 is the engine version and last .1 is flex implementation version. or something like that.

      Of course you dont need to specify the additional .1 in the about of the engine itself. I just mean the readme.md in the git so that it would be able easy for people to tell what version is it or if it was updated.
      That 4.7.6 in the Turbulence branch name is temporary. I'll be replacing that branch with one named 'Turbulence', which is up to date with the release branch (4.8.1). We'll be bringing all of the branches up to 4.8.1 in the coming days. The branch names and Readme should never specify versions, you should be able to tell how up to date it is by looking at the log.

      Comment


        Originally posted by BrickTop View Post
        Hi guys,

        I was wondering if shader compiling with vxgi still taking few minutes to complete, like before? I would like to try to use this tech in production, but shader compilation times seem to be a major drag as of now. Also, if that's still the case, will it be addressed in the future?

        Another question is - how soon do you think it will take for HBAO+ to make to the official branch (in 4.9 maybe?), as per my tests it works perfectly in its current state.

        Thanks!
        I don't think Epic has any plans to push HBAO+ into the main line.

        Comment


          Originally posted by Mike.Skolones View Post
          I don't think Epic has any plans to push HBAO+ into the main line.
          That's a shame. It is an incredibly useful feature, it works like a charm combined with Epic's DFAO, wonder why they won't implement it, especially if it's already almost done. Anyway, hope they change their minds.


          Another question for you, Mike. In Nvidia repository, there are still separate branches for VXGI, HBAO etc., it seems. What version are they? I am having some major glitches and performance drop with 4.8 implementation, would like to maybe fall back to 4.7. Or better, is there any hack solution to copy only HBAO functionality to the official build?

          For my project I need only HBAO, and while your repository still has a separate branch, GalaxyMan's has only merged one (I think).


          Anyway, thanks a lot for amazing work you guys are doing!

          Comment


            Hey mike, is there a way to compile my project? getting error with the hairworks branch, also with galaxy one

            Comment


              Originally posted by iuhiuh View Post
              Hey mike, is there a way to compile my project? getting error with the hairworks branch, also with galaxy one
              Please post the error, since otherwise no one is able to properly help you ^^
              Have you run the setup.bat? Have you made sure you chose no when running the setup.bat and were asked to overwrite files?

              Comment


                Originally posted by GalaxyMan2015 View Post
                It appears they only just recently updated the VXGI doco, this is why mine is not up to date. I have grabbed the latest version and am updating my repo. Thanks for the heads up.
                With the risk of starting to sound like a broken record but the VXGI doc on your newer 4.8 branch is the older version.

                But you still kick butt

                Comment


                  ops i mean package not building the whole branch, i did it already successfuly now when i want to package the whole project in the editor, im getting error.. would be nice to release my own super mario techdemo with hairworks example, so people can test and look how it runs here my problem is this one http://prntscr.com/7m3ff3

                  Comment


                    Originally posted by iuhiuh View Post
                    ops i mean package not building the whole branch, i did it already successfuly now when i want to package the whole project in the editor, im getting error.. would be nice to release my own super mario techdemo with hairworks example, so people can test and look how it runs here my problem is this one http://prntscr.com/7m3ff3
                    I think packaging is broken for now, but Nvidia is working on it.
                    Mike should know more about this I think ^^

                    Comment


                      Originally posted by iuhiuh View Post
                      ops i mean package not building the whole branch, i did it already successfuly now when i want to package the whole project in the editor, im getting error.. would be nice to release my own super mario techdemo with hairworks example, so people can test and look how it runs here my problem is this one http://prntscr.com/7m3ff3
                      Check this commit here, This fix worked at my end
                      https://github.com/okqi/UnrealEngine...7de7ec1c844e8a

                      Comment


                        Originally posted by GalaxyMan2015 View Post
                        I dont believe packaging works at this time for my build, I know there are a couple of pull requests on the main NVIDIA branch for fixing packaging with HairWorks, so maybe imlpementing that would allow packaging for all techs to work (maybe not). Each tech might have its own reasons for packaging failing. At this time I have no plans to look at that, as my version of the engine is still in constant flux, once it settles down and I have all the features I want, then I will take some time to look at it, but that is still a while away.

                        I am happy to accept any pull requests from anyone who may be looking at fixing packaging.
                        Opened a pull request with the fixes for Hairworks

                        Comment


                          same here pulling a request.. would be so awesome if it would work in galaxy's branch

                          Comment


                            Originally posted by iuhiuh View Post
                            same here pulling a request.. would be so awesome if it would work in galaxy's branch
                            Well you can see all the changes i made here, and some instruction if you are struggling to package up, On my end it works perfectly!
                            https://github.com/GalaxyMan2015/UnrealEngine/pull/1

                            Comment


                              THX Robert and does that work with galaxy branch aswell? you are my hero :]

                              only need to do this?

                              Build the "Development Editor Win64"
                              Build the "DebugGame Win64"
                              Rename the "UE4Game-Win64-DebugGame.target.xml" in Engine/Build/Receipts to "UE4Game-Win64-Development.target.xml"
                              Opened HairWorks sample in the Editor then File-> Package Product -> Windows -> 64-bit

                              Went to the output directory and ran "HairWorksDemo.exe" and it opened perfectly and i could see the hair..

                              edit: can you upload the 2 files? with the fixes? would be awesome
                              Last edited by iuhiuh; 06-28-2015, 07:56 PM.

                              Comment


                                Originally posted by iuhiuh View Post
                                THX Robert and does that work with galaxy branch aswell? you are my hero :]

                                only need to do this?

                                Build the "Development Editor Win64"
                                Build the "DebugGame Win64"
                                Rename the "UE4Game-Win64-DebugGame.target.xml" in Engine/Build/Receipts to "UE4Game-Win64-Development.target.xml"
                                Opened HairWorks sample in the Editor then File-> Package Product -> Windows -> 64-bit

                                Went to the output directory and ran "HairWorksDemo.exe" and it opened perfectly and i could see the hair..

                                edit: can you upload the 2 files? with the fixes? would be awesome
                                He has done a pull request to my branch, I am just testing them now, and if I get a successful build, I will accept the pull request.

                                EDIT: Even with the above fixes, packaging works fine, but the hair vanishes in game for me.
                                Last edited by GalaxyMan2015; 06-28-2015, 08:54 PM.
                                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                                Feel free to Donate if you wish to support me

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