hi this link https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.9 is a official merge for vxgi in ue 4.9????? with new version of vxgi ?? or the vxgi version is the same of ue 4.7 ??
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Thats the official NVIDIA 4.9 VXGI branch.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by BrickTop View PostHi Alexey,
I've been able to pinpoint what was causing an issue. I do not need VXGI, only HBAO in my project, but when VXGI is present, the shader compilation is getting really slow (like it's almost unusable in production). Thus, I have successfully used a trick that GalaxyMan showed me, which is setting "Definitions.Add("WITH_GFSDK_VXGI=1");" to 0 in ..\..\Source\ThirdParty\GameWorks\VXGI\VXGI.Build.cs This has worked great in 4.8 version, but if I do it in the newest 4.9, it results in those errors I was getting, and the engine is not built.
So the question - is there any way to work around the problem? Or do I just have to stick with 4.8 til GalaxyMan hopefully releases his version and give that a try?
Thank you!
The problem is that I forgot to add some #if-s, and certain pieces of code still referenced VXGI when you disable it.
The fix is easy: https://github.com/apanteleev/Unreal...7f921d79ec1811 (you can switch to my VXGI-4.9 branch to get updates quickly, or apply the patch manually to your working copy).
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Moved the infiltrator scene to VXGi , removed most of the lights near emissive surfaces , Was getting about 40 fps with a Titan X@1240Mhz , Rendered this video using the Movie Output of matinee , Ignore the animations I kinda screwed it up somehow didnt care to fix because it was 4 AM when I did it.
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Originally posted by Alexey.Panteleev View PostThanks for reporting this.
The problem is that I forgot to add some #if-s, and certain pieces of code still referenced VXGI when you disable it.
The fix is easy: https://github.com/apanteleev/Unreal...7f921d79ec1811 (you can switch to my VXGI-4.9 branch to get updates quickly, or apply the patch manually to your working copy).
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Hi there,
Tried building GalaxyMan's "4.8_NVIDIA_Techs", but encountered the following errors:
"Module.D3D11RHI.cpp.obj : error LNK2019: unresolved external symbol NvAPI_D3D11_CreateRasterizerState referenced in function "protected: struct nvgiutil::FVXGIRendererInterfaceD3D11::StateSet const & __cdecl nvgiutil::FVXGIRendererInterfaceD3D11::getStateSet(struct VXGI::RenderState const &)" (?getStateSet@FVXGIRendererInterfaceD3D11@nvgiutil@@IEAAAEBUStateSet@12@AEBURenderState@VXGI@@@Z)
D:\UnrealEngine-4.8_NVIDIA_Techs\Engine\Binaries\Win64\UE4Editor-D3D11RHI.dll : fatal error LNK1120: 1 unresolved externals
ERROR : UBT error : Failed to produce item: D:\UnrealEngine-4.8_NVIDIA_Techs\Engine\Binaries\Win64\UE4Editor-D3D11RHI.dll
Total build time: 58186.21 seconds
C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(43,5): error MSB3075: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Rebuild All: 2 succeeded, 1 failed, 0 skipped =========="
Can anyone shed some light here?
Btw I'm using Visual Studio Pro 2013 running on Windows 10.
Thanks!
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Make sure to select 'N' when running setup.bat when it prompts you to overwrite files, as it will revert a number of files required by VXGI.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by WarGoat View Post
Moved the infiltrator scene to VXGi , removed most of the lights near emissive surfaces , Was getting about 40 fps with a Titan X@1240Mhz , Rendered this video using the Movie Output of matinee , Ignore the animations I kinda screwed it up somehow didnt care to fix because it was 4 AM when I did it.
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Originally posted by GalaxyMan2015 View PostMake sure to select 'N' when running setup.bat when it prompts you to overwrite files, as it will revert a number of files required by VXGI.
Setting up a project that I'd like to use WaveWorks in. Currently I'm using the Launcher version of 4.9.1 which addresses some landscape issues, but I'd be happy to compile if I could get access to WaveWorks.
If it's not in this branch, what is the latest build that supports WaveWorks?
Thanks so much for this, it's great!!
ff.
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I havent tried myself yet, planning on giving it a go over the weekend, I have the VXGI 4.9 branch as my base, I will merge all the others into this one, so hopefully by Sunday I will have something to show.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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