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NVIDIA GameWorks Integration

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  • replied
    Any plans to include Flex in this soon?
    <<
    11-29-2018, 03:38 PM
    Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

    This repo contains following GameWorks techs:
    - Blast 1.1.4
    - Flow 1.0.1
    - HairWorks 1.4
    - HBAO+ 4
    - TXAA 3
    - VXGI 2.0.1

    I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
    Last edited by 0lento; 03-11-2019, 10:09 AM.
    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
    >>

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  • replied
    The roadmap on trello has been updated with info showing that Niagara and Chaos integration is done for UE 4.23 although as per previous announcement we know it still is beta stage until 4.24 later on:


    https://trello.com/c/i51lp6R5/389-ni...-chaos-physics

    https://trello.com/c/naYvhUWj/387-gp...n-enhancements

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  • replied
    Nvidia released their Isaac SDK integration for UE 4.20 here: https://github.com/NvPhysX/UnrealEng...e/IsaacSim_1.2

    It's more focused about robotics, more info here: https://developer.nvidia.com/isaac-sdk

    What is interesting about this fork though is that it does come with PhysX 4 integration for UE4, including option to use the new TGS solver and also with Robot Builder plugin which implements PhysX articulations.

    The huge bummer on this all is that the Isaac SDK itself contains this super restrictive license that prevent you from doing any benchmarking or competitive analysis related to the SDK without Nvidia's permission and simply doesn't allow you to use the SDK at all if there's no Nvidia GPU on the system.

    Since the restriction apply to Isaac SDK, this limits out the robotbuilder plugin too as it also uses isaac libraries in addition to implementing physx articulations. This is major letdown for all people who wanted to see PhysX articulations in UE4 as otherwise that part of the plugin could have been ported to be used even on stock UE4 without custom engine build. The PhysX4 integration itself is portable to custom ue4 branches without the Isaac SDK so I think that could be reused. PhysX 4 part of the Isaac repo is just modified ue4 code which goes under UE4 eula and PhysX 4 is under BSD license so that should be a nonissue licensing wise.
    Last edited by 0lento; 04-12-2019, 10:42 PM.

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  • replied
    Originally posted by 0lento View Post
    This is a valid concern. I'm afraid it might affect other GW techs too, not just VXGI and Nvidia has pretty much dropped the ball for these integrations lately. I hope they can start updating them again.

    I'm about to start a test run to check on how these techs look for 4.22 now, will see if I manage to get any of them in easily.
    if Nvidia and epic both do not update the hairworks plugins. is there any solution for dynamic hair simulation?
    in most CGI project which uses UE4 for rendering, the 'plane hair' is not good enough to the others.

    about the 4.22 rendering backend change. I tried to merge the old hairworks branch for 4.22, but it does not work. And I do not know there is or not some guide for this.

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  • replied
    Originally posted by script526 View Post

    I don't think the are going to get back to this. First of all, the told they're going to get back to this several times in forums about 3-5 years ago. Secondary, as far as I get this they think that all Gameworks stuff is not necessarily has to be userfriendly and being updated all the time. It seems to me, Gameworks is for advanced programmers who could take the product at any stage and easily change it for their needs. So, as long as we're not part of those we have to struggle or eventually refuse all their products as I did long time ago.
    Hmm yeah... I know what you mean...but hopefully you're wrong haha. There must be many UE4 devs using gameworks that are a bit stuck now... I mean if you are a AAA studio using Hairworks I'm sure you can get it working in any engine you want but I can't imagine there's that many devs able to use it now, unless they stick with older engine versions.

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  • replied
    Originally posted by bishop86 View Post
    Doesn't seem right that Nvidia seem to have forgotten about Gameworks :/ I couldn't care less about ray tracing tbh... hopefully they will get back to this soon!!
    I don't think the are going to get back to this. First of all, the told they're going to get back to this several times in forums about 3-5 years ago. Secondary, as far as I get this they think that all Gameworks stuff is not necessarily has to be userfriendly and being updated all the time. It seems to me, Gameworks is for advanced programmers who could take the product at any stage and easily change it for their needs. So, as long as we're not part of those we have to struggle or eventually refuse all their products as I did long time ago.

    Leave a comment:


  • replied
    Any news about waveworks 2.0 merge to UE4?

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  • replied
    Doesn't seem right that Nvidia seem to have forgotten about Gameworks :/ I couldn't care less about ray tracing tbh... hopefully they will get back to this soon!!

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  • replied
    Hi everyone!
    I'm new with Unreal Engine and Gameworks, so maybe it's a stupid question, but still...WaveWorks are not supported by UE 4.22, right? And is there a way to use both WaveWorks and Ray Tracing? As far as I understand, WaveWorks support ends with UE 4.21 and Ray Tracing starts from 4.22, but maybe I have my facts wrong, so it would be great if someone could explain it to me.
    Thanks!

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  • replied
    0lento - Have you applied for a grant?

    IMO you definitely deserve it!

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  • replied
    Flex, HairWorks, VXGI are all no go unless someone comes up with some way to port stuff easily from old custom rendering to new one. Epic hasn't even made any guide for this but I do know the places where to look for this in engine code. FleX additionally requires all physics changes fixed from 4.21 (which was main reason why there were no 4.21 FleX) so FleX isn't happening at all unless Nvidia or some other community member does it.

    At this point, ball is at Nvidia. If they publish 4.22 versions for any of these techs I'll happily merge them and possibly upgrade to upcoming ue4 versions but manually upgrading each GW techs rendering side (which is something I have very little experience with to begin with) isn't happening from my end. :/
    Last edited by 0lento; 07-03-2019, 09:30 AM.

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  • replied
    Originally posted by 0lento View Post
    Well, they pretty much stopped updating most techs in 4.19. We got 4.20 version for Blast eventually (had to manually port it first) and 4.21 version for VXGI2 branch (so VXGI2 + HBAO+), but rest have been upgraded by the community to 4.20 and 4.21.
    can merge Hairworks to 4.22 ?

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  • replied
    Hey 0lento, thanks so much for all the work you've done on this! What's the possibility of flex for 4.22?

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  • replied
    Well, they pretty much stopped updating most techs in 4.19. We got 4.20 version for Blast eventually (had to manually port it first) and 4.21 version for VXGI2 branch (so VXGI2 + HBAO+), but rest have been upgraded by the community to 4.20 and 4.21.

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  • replied
    Yeah, that's entirely understandable.

    It's a shame that this is pretty much the end for VXGI atleast, but I imagine it won't be long until RT can do everything VXGI did, and more.
    But yeah, I do wonder how much they care about the unreal branches nowadays, VRworks is just languishing off in 4.18, for example.

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