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  • replied
    Originally posted by ysp2001 View Post

    Hey, I have the same problem, did you get solutions?
    HairWorks not support light from VXGI,but you can light only hair with channel light, from point,spot light etc.

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  • replied
    Originally posted by FatmirVaraku View Post
    I have e question:Why HairWorks not accept light from VXGI?
    Hey, I have the same problem, did you get solutions?

    Leave a comment:


  • replied
    Thank You for the answer! i will give it a spin this sunday

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  • replied
    Originally posted by AngeIV View Post
    How stable is this build "as is" ?? Would love to try it.
    There can be side-effects from running custom repos like these, like mentioned in few previous posts the testing is limited. I mainly test that the repo builds on development conf and see that at least one sample project that uses each merged tech runs and builds fine on Windows shipping conf. If you look back of the comments of this thread lately, few users have had different issues, one noticed that 4.20 repo doesn't build on Debug conf, which I never tested myself so that slipped through. One user noticed WaveWorks giving a cost even unused on 4.21 so I just separated it into different branch now but I don't have time to systematically analyze the effects these techs have for the stock ue4.

    In general the negatives should be minimal but things like mentioned here can slip through and I give no guarantees these things work. I do try to fix all known build issues if I can but that's also limited by my time to put into this as well (I haven't had time to check the 4.20 FleX issue on debug conf for example. It must be a trivial thing to solve unless it's something Nvidia didn't ship required binaries for from their side).
    Last edited by 0lento; 03-14-2019, 08:50 AM.

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  • replied
    Originally posted by AngeIV View Post
    This branch is 25 commits ahead, 185 commits behind EpicGames:release.
    It's actually not behind at all, it's just that github doesn't count squashed commits in this case. Basically the commit https://github.com/0lento/UnrealEngi...fd882f93330fdb merges the latest engine changes for 4.21 so you should be good to go. The reason I squash commits like this is because if I just did a regular merges without squashing, it would spam the commit list with those changes instead so people wouldn't know what actual changes the repo does (as the relevant commits would be mixed with the stream of other random commits).

    I recently redid all my physics branches so that I used only latest versions as base directly, for example this https://github.com/0lento/UnrealEngi...e/4.21-Physics and the mentioned https://github.com/0lento/UnrealEngi...4.21-GameWorks are both in sync with 4.21.2 but github only reports the latter to be behind
    Last edited by 0lento; 03-14-2019, 08:41 AM.

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  • replied
    Originally posted by 0lento View Post
    Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
    https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
    This branch is 25 commits ahead, 185 commits behind EpicGames:release.
    Hmm Im not very good at this stuff :/ How stable is this build "as is" ?? Would love to try it.

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  • replied
    HairWorks 1.4 = https://www.youtube.com/watch?v=uukXXpRQpNA ?

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  • replied
    Originally posted by Sarevok View Post
    I now realized that I'm using hairworks 1.2. It is still the active link at this page:

    https://developer.nvidia.com/hairworks

    How do I download 1.4?

    It seems like 1.2 isnt saving out usable files for me.
    https://github.com/NVIDIAGameWorks/HairWorks
    NVIDIA HairWorks 1.4 beta

    https://developer.nvidia.com/gamewor...arch=HairWorks
    HairWorks plug-in for Maya and 3ds Max

    https://github.com/niexuchina/Unreal...9-HairWorks1.4
    Unreal Engine 4.19.2 for HairWorks 1.4 beta

    https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
    Unreal Engine 4.16.3 for HairWorks 1.3

    Leave a comment:


  • replied
    I now realized that I'm using hairworks 1.2. It is still the active link at this page:

    https://developer.nvidia.com/hairworks

    How do I download 1.4?

    It seems like 1.2 isnt saving out usable files for me.

    Leave a comment:


  • replied
    I got it! Thanks so much! It sent the invite link to my other email which I used for github, not that I used for Epic.... Man I'm dumb

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  • replied
    Originally posted by Sarevok View Post
    Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?
    It may take some time to activate, I think you should get email when they are linked. If link is fine, make sure you are logged in to that account when trying to access the ue4 fork.

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  • replied
    Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?

    Thanks again!

    Leave a comment:


  • replied
    Originally posted by LX.Simedix View Post
    every thing is fine and working, except for wave work
    i don't use wave work in my level but in GPU profile saying wave work using 1.7 ms
    i really dont know how can i disable itty
    Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

    https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
    https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
    Last edited by 0lento; 03-11-2019, 09:53 AM.

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  • replied
    Originally posted by Sarevok View Post
    I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
    I don't know much about HairWorks authoring but I think you still need to use matching HairWorks plugin on your modeling tool to export HairWorks assets. My 4.21 fork uses HairWorks 1.4. I'd start by looking how the HairWorks sample scene is setup and what kind of assets it uses.

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  • replied
    Originally posted by KamikazeXeX View Post
    EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine
    This frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through

    Leave a comment:

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