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  • replied
    ahmadsy1 he was quoting my post from last month (I dunno why):
    Originally posted by 0lento View Post
    The main issue with FleX is just the work amount, I haven't encountered any showstoppers there, I just simply don't have time to fix all the issues. Main thing that will keep people busy who will try to port it to 4.21 is the physics changes but you can find plenty of examples of the new physics interface on the code base (this is how I ported Blast to 4.21).

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  • replied
    edulofter Hi. Can you explain to me how to move flex last stable release for ue4 (it's 19.2 version) to 21.1.2 i.e to a repository "GameWorks" by 0lento ? How i can start to do it? I'm a beginner but i very, very need it. Any advice will be very highly rated.

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  • replied
    The main issue with FleX is just the work amount, I haven't encountered any showstoppers there, I just simply don't have time to fix all the issues. Main thing that will keep people busy who will try to port it to 4.21 is the physics changes but you can find plenty of examples of the new physics interface on the code base (this is how I ported Blast to 4.21).....

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  • replied
    Why are you guys messing with 4.20 when it has a lot of issues, especially with physics, shouldn't you be messing with 4.21. At least.

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  • replied
    Ya it took several hours because 4.19 had shader and camera matrix changes from 4.18, so I had to change a few things around in the code. I think 4.20 has more of these changes so I am not sure about going any further with it. I even used Notepad++ instead of github lol.
    Last edited by Cytokinetik; 02-11-2019, 08:19 AM.

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  • replied
    Originally posted by Gallonmate View Post
    Maybe 0lento has some tips.
    If the gitignore is setup right, all you'd need to do is to make your own fork, checkout 4.19.2-release and make a custom branch from it, then copy/paste from your offline version there and overwrite all engine files in that dir, add all changes to git, commit and if it's fine, push to github.

    Sometimes these GameWorks branches don't have all things setup for gitignore so it will also ignore some needed binary files but can't tell how it was on VXGI. I personally avoid issues like these most of the time by doing the merges in place so those binaries will be included regardless. If some files do get left behind, you just have to manually edit the .gitignore.

    All this being said... karma4jake how on earth did you manage to merge VXGI 1 without git? There are tons of changes all around the engine for this so doing it manually must have taken ages (plus it's more error prone).

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  • replied
    I mean I'm not too familiar with git but why can't you just fork from UE4 and create new file/upload your files as a new branch.
    I don't personally use gameworks right now, I just didn't want to see anyone get in trouble, but I also don't want to see you waste hours rebuilding a repository if you don't need too.

    Maybe 0lento has some tips.
    Last edited by Gallonmate; 02-10-2019, 05:55 AM.

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  • replied
    Originally posted by Gallonmate
    karma4jake you can't share ue4 source code openly like that. You risk losing your entire UE4 account lol. You can only share it privately with other UE4 licensed users, or through a proper forked git.
    I was worried about that, it is because I did not originally use github locally, and would have to spend hours starting from scratch for no reason. I guess I will have to take it down now,

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  • replied
    Originally posted by formatmezzz View Post

    just upload the branch onto github i would like this thanks, maybe 0lento can get VXGI 1 merged in with newer 4.20+
    I will checkout 4.20 and try to branch it all the proper way
    Last edited by Cytokinetik; 02-10-2019, 05:10 AM.

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  • replied
    Originally posted by karma4jake View Post

    I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

    I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
    can you upload this to github or something? thanks

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  • replied
    Originally posted by formatmezzz View Post
    maybe 0lento can get VXGI 1 merged in with newer 4.20+
    I doubt it'll be quick port to 4.20+, at least VXGI 2 wouldn't have been (also reason why there's no VXGI 2 on my 4.20-GameWorks branch).

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  • replied
    Originally posted by karma4jake View Post

    I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

    I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
    just upload the branch onto github i would like this thanks, maybe 0lento can get VXGI 1 merged in with newer 4.20+

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  • replied
    Originally posted by formatmezzz View Post
    I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

    I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.

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  • replied
    Originally posted by DsyD View Post
    For the VXGI build, does anyone know how to get the engine to "ignore" a slot in a multi-material-slot mesh for the purposes of determining occlusion?

    It seems that Translucent materials are ignored, which I guess makes some sense.

    But if I have a mesh with multiple material slots, it seems to ignore the entire mesh if just one slot has a Translucent material, even if all of the other slots are Opaque.

    Here for this table mesh, I have two material slots.

    Image 1: both slots Opaque:

    Both slots opaque

    Image 2: One slot Opaque, other Translucent (entire mesh is missing from reflection):
    One Opaque, one Translucent

    Image 3: One slot Opaque, the other WorldGridMaterial (only WorldGridMaterial is missing from reflection):
    One Opaque, one WorldGridMaterial

    In the last image, you can tell from the reflection that the engine is treating the Opaque-material part of the mesh (bottom part of table) as an occluder and ignoring the WorldGridMaterial (top of the table). How can I get it to do the same thing with the material setup in Image 2?
    Does anyone know if this problem above is fixed in 4.20.3 VXGI?

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  • replied
    how to get access to FLEX download? can't open github pages crr 404

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