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    Originally posted by PLASTICA-MAN View Post
    I thought that DX12 will bring back SFR which will be betetr for multiple GPU and will reduce the lag.
    I haven't looked into it yet, but my guess is that for VXGI, SFR SLI will be very similar to VR SLI: both GPUs voxelize all geometry, and only screen-space workload is separated.

    By the way, in the recent versions in vxgi-dev branch, you can see the time it takes the GPU to process world-space and screen-space VXGI workloads if you type "stat unit". The FPS counter is not to be trusted though, because enabling stat unit adds a CPU-GPU sync and reduces the FPS in that branch.

    Comment


      Originally posted by Musetatron View Post
      Could you please help me solve hairworks plugin for maya 2015 problem? I keep getting an export error "The 20 out of 56 fur stands share mesh verices with other lines. They will not be exported!" I use latest version of hairworks plugin. Reinstall the plugin, snap CV to growth mesh vertex 1 by 1, doesn't works. The funny thing is... it works like charm until yesterday and now it doesn't even work with simple sphere.
      Sorry to post on this thread, but the nvidia devtalk forum doesn't have living human anymore.

      this is link to scene file http://www.mediafire.com/download/nl.../tiara_hair.mb
      Try using less curves.
      Pursuit of Realistic Cinematic scene.

      Comment


        Originally posted by BrickTop View Post
        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!
        Sorry to bump this, guys. But maybe it just got buried under other posts. Still wondering if anyone knows what's going one here? It kinda stops me from using 4.8 and HBAO And I am guessing there's a good chance this will persist in the upcoming 4.9.

        Comment


          Originally posted by Gandosh View Post
          Any news on faceworks?
          You won't see a FaceWorks integration anytime soon. Sorry about that, but we have decided not to pursue the integration at this time.

          Comment


            Originally posted by Aabel View Post
            Density for Hairworks seems to be broken.
            [ATTACH=CONFIG]50832[/ATTACH]
            The density attribute works fine in Hairworks viewer. I think a few other attributes aren't working as well, I will double check later this weekend when I get some more time.
            I'm bringing this to the attention of others on the HairWorks team. I don't know what could cause the problem you describe, or whether it is a problem at all, or some miscommunication about how to tune the settings. Which UE4 branch are you using? THe official HairWorks branch, or the GalaxyMan branch?

            Comment


              Originally posted by BrickTop View Post
              Sorry to bump this, guys. But maybe it just got buried under other posts. Still wondering if anyone knows what's going one here? It kinda stops me from using 4.8 and HBAO And I am guessing there's a good chance this will persist in the upcoming 4.9.
              I just found out what causes the flickering... it was a bug in our VXGI temporal reprojection integration, which switched the Z buffers at the wrong time. Fixed internally.

              You can work around this issue by setting r.VXGI.TemporalReprojectionEnable = 0.

              Comment


                Originally posted by Mike.Skolones View Post
                I'm bringing this to the attention of others on the HairWorks team. I don't know what could cause the problem you describe, or whether it is a problem at all, or some miscommunication about how to tune the settings. Which UE4 branch are you using? THe official HairWorks branch, or the GalaxyMan branch?
                I am using Galaxymans branch. I am assuming that the attributes are supposed to work in UE4 the way they work in HairWorks viewer. In Hairworks viewer the texture acts as a multiplier to the density attribute, in UE4 the scalar attribute does nothing, the texture works, but is not a multiplier, but a direct input, which means a maximum density of 1.

                It would also be fantastic if Nvidia could provide plugins for Houdini. It's a much more cost effective solution for creating guide hairs than Maya + shave. For independent artists anyway.
                Last edited by Aabel; 08-05-2015, 02:58 PM.

                Comment


                  Originally posted by Alexey.Panteleev View Post
                  I just found out what causes the flickering... it was a bug in our VXGI temporal reprojection integration, which switched the Z buffers at the wrong time. Fixed internally.

                  You can work around this issue by setting r.VXGI.TemporalReprojectionEnable = 0.
                  Dude, you rock! That was the issue.

                  To anyone else who runs into this problem - use the cvar that Alexey has provided, and set Early Z-pass to Opaque and masked meshes (Decide automatically disables Dbuffer Decals for some reason).

                  Thanks again!

                  Comment


                    Originally posted by Aabel View Post
                    Density for Hairworks seems to be broken.
                    [ATTACH=CONFIG]50832[/ATTACH]
                    The density attribute works fine in Hairworks viewer. I think a few other attributes aren't working as well, I will double check later this weekend when I get some more time.
                    It should be due to LOD. Turn off Detail LOD and try again.

                    Comment


                      Originally posted by Gandosh View Post
                      Try using less curves.
                      Thanks, I have tried deleting curve and It works when there is only 5 curve remained but I still confuse what cause this problem because it meets the req. "one vert per curve" in the doc. Another strange issue is that some model will works smoothly if I import .Obj from other app but the model i made in maya often fail to export hairworks correctly.

                      Comment


                        Originally posted by Xu Nie View Post
                        It should be due to LOD. Turn off Detail LOD and try again.
                        This was the issue! thank you.

                        Comment


                          Hey guys,
                          I wanted to know if anyone else using GalaxyMan's branch ran into following issue (and might have a fix for it):
                          It looks like GPU particle systems are broken. CPU particle work fine, but GPU particles just stay stationary in a sphere. Everything looks fine within the particle editor preview, but as soon as I place the system within a level it breaks. The particles ignore all modules and flicker as well. If needed I can provide screenshots later on.
                          The particle systems work fine on "vanilla" UE4 builds. Does anybody have a clue?

                          Greetings,
                          Dakraid

                          Comment


                            Originally posted by Dakraid View Post
                            Hey guys,
                            It looks like GPU particle systems are broken.
                            The particle systems work fine on "vanilla" UE4 builds.
                            Vanilla builds work fine indeed but GPU particles have been broken on VXGI builds ever since the initial version.
                            I'm very much interested in a fix for this as well (that won't include 'please lower your graphics settings to mobile' ).
                            https://www.artstation.com/chesire

                            Comment


                              I'm a bit confused, is the title of this video wrong.

                              or is face works integrated with UE4.

                              Here's a video from 2013
                              Last edited by Jakeypoos; 08-06-2015, 06:17 PM.

                              Comment


                                Originally posted by Chesire View Post
                                Vanilla builds work fine indeed but GPU particles have been broken on VXGI builds ever since the initial version.
                                I'm very much interested in a fix for this as well (that won't include 'please lower your graphics settings to mobile' ).
                                Huh, I never noticed that and I'm using VXGI since the beginning as well...but thanks for the information!
                                Maybe because I haven't been creating/using gpu particle system within my project which uses GameWorks or I just forgot it.

                                I'm surprised that this hasn't been fixed already, GPU particles are quite important. Did they mention why this hasn't been fixed?

                                Comment

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