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NVIDIA GameWorks Integration
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Hi guys,
So I was hoping to use the new 4.8-dev branch. Compiled, all went well. Hbao works, which is the only feature I need, really. But unfortunately, I've got the same flickering using Deferred Decals as with GalaxyMan's merged 4.8 branch. This only happens in 4.8 branches, 4.7 had no issues. Here's a video to demonstrate what happens (switching Early Z-pass is what's causing this, shutting it off disables decals altogether)
https://youtu.be/JWq-EbM0uPI
There is something fishy with deferred decals even in the official release, but there I was able to fix it (following the same procedure here is a "no go").
So anyone has seen this before? Any idea how to fix this?
Thanks in advance for any help!
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https://developer.nvidia.com/hairworks
NVIDIA released HairWorks plugin for Maya 2016 & 3ds Max 2016.
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Originally posted by rabellogp View PostHello, guys.
I've just gotten a 980Ti myself and opened a VXGI project I have here to see the performance improvement. Check it out:
GTX 780 (~9fps)
GTX 980Ti (~30fps)
Both tests with multibounces on, and the following setup:
In general, for non-VXGI stuff, the 980Ti gives me about 175% of the 780 performance.
With VXGI stuff, it's 300% in this case.
More info and images here: https://forums.unrealengine.com/show...on)-VXGI-tests
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Originally posted by iuhiuh View Posthey guys is there a way to start the kite demo in Galaxy Branch?
http://prntscr.com/7tir5e
pressed yes
http://prntscr.com/7tirsq
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Originally posted by enoes View Post
1.Build the "Development Editor Win64"
2.Build the "DebugGame Win64"
3. Rename the "UE4Game-Win64-DebugGame.target.xml" in Engine/Build/Receipts to "UE4Game-Win64-Development.target.xml"
4. Opened HairWorks sample in the Editor then File-> Package Product -> Windows -> 64-bit
Make sure you have renamed it correctly so it's NOT UE4Game-Win64-Development.target.xml.xmlLast edited by Robert Gleaden; 07-21-2015, 04:58 AM.
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Hi, has anyone had a problem importing .apx .apb files into U4? I've exported files from Maya using the HairWorks plugin and also using the FurViewer included in HairWorks 1.1, files transfer fine between Maya and FurViewer but nothing imports into U4. U4 doesn't give me a specific error other than "Failed to import '../../../../../FileName'. Failed to create asset '/Game/FolderName/FileName'"
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Originally posted by Number47 View PostHi, has anyone tried using Ramas victory plugin with any of the NVIDIA branches, when I try to compile my game it complains that I am missing flex.h, but only if I have Ramas plugin installed in my projects Plugins folder.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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Originally posted by GalaxyMan2015 View PostI believe Rama's plugins have PhysX integrations right? If this is the case, then you will need to add FLEX to the DependencyModuleNames of the Build.cs of Rama's plugin, I had to do this myself for my project as I have some PhysX integration stuff, and it was complaining it couldn't find Flex.h until I added FLEX to the module list.
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Originally posted by JECOGames View Post64 cones is way overkill, even as little as 8 is fine, 16 is probably the sweet spot, you could get even better performance with that setting(even on your 780)
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Originally posted by jdcart View PostHi, has anyone had a problem importing .apx .apb files into U4? I've exported files from Maya using the HairWorks plugin and also using the FurViewer included in HairWorks 1.1, files transfer fine between Maya and FurViewer but nothing imports into U4. U4 doesn't give me a specific error other than "Failed to import '../../../../../FileName'. Failed to create asset '/Game/FolderName/FileName'"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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Originally posted by GalaxyMan2015 View PostAre you using the NVIDIA branch? As that error normally crops up because someone has tried to import a hairworks APX into a standard UE4 build. Otherwise Im not sure what else it could be, I have not actually used Maya Hairworks plugin, only 3dsmax which I can validate works fine.
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