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  • replied
    After all, on top of the whole RT thing, they are doing some overhauls to the mesh renderer in general as well. (ie the 'Mesh Drawing Pipeline Refactor' )
    And yeah, it's a huge shame that Nvidia hasn't done much with the Gameworks-branches lately. (Though I suppose understandable, since it seems like their engineers are crunching at overtime on RTX, which I suspect is going to continue for the foreseeable future.)

    Good luck with the testing, and as always: Thanks for the work you've been putting into updating and maintaining these branches.

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  • replied
    Originally posted by ax448 View Post
    By the way 0lento , I imagine that at this point UE 4.22's rendering backend has changed so much that there's not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right?
    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.
    Last edited by 0lento; 04-02-2019, 03:59 PM.

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  • replied
    By the way 0lento , I imagine that at this point UE 4.22's rendering backend has changed so much that there's not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right? Though I suppose it's pretty much invalidated by the presence of RT creeping into UE anyhow.

    I guess I'll have to start messing around with RT in UE once nvidia pushes out those DXR drivers sometime now in April.
    (For anyone unaware: Nvidia is pushing a GTX Raytracing driver sometime now in April, which'll enable DXR on older Gpus. ( 1060 6GB and stronger, basically. )
    Which will let us use the RT features in unreal, though massively slower than on a RTX card. )

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  • replied
    I can't access the unreal gameworks git for some reason, I've linked my account as shown here Click image for larger version  Name:	unrealproof.PNG Views:	1 Size:	20.2 KB ID:	1601394 . I can access the normal gameworks just not the unreal stuff.
    Last edited by Iammeabc; 04-01-2019, 09:50 AM. Reason: Edit: Nevermind i never joined the epic games git

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  • replied
    I can't get VXGI 2.0 (4.21 integration) to work in VR. Is there a trick to it?

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  • replied
    Originally posted by Funkeys74 View Post

    Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust this red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
    It is also easier to deal with the blueprint, if you make an instance out of the ocean material.
    Awesome, thank you I looked at the material but was looking at the opacity node, I'll take a look at AboveWaterRefraction.

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  • replied
    Originally posted by n00854180t View Post
    I searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.
    Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust this red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
    It is also easier to deal with the blueprint, if you make an instance out of the ocean material.

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  • replied
    I searched but couldn't find it, does anyone know how to change the translucency of the water in Waveworks? I'm just working on the example scene but I can't seem to get it to be any more opaque than it is, and it's too translucent right now such that you can see the horizon through the waves.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    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
    Ahhh, it's no biggie, I tend not to use Debug builds very often either, it's just handy to have, Development and Shipping config worked perfectly fine and the installed build was able to package a test project of mine in both Development and Shipping, this is the same case with the 4.20 GameWorks branch of yours too (I switched over to it since it has all the other nVidia goodies you've merged in) so that's nice, big thank you for all your work!
    Last edited by KamikazeXeX; 03-21-2019, 10:21 PM.

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  • replied
    When will Gameworks RTX be integrated into Gameworks 4.22 engine? Or will it be installed in EPIC 4.22 as a plug-in?

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  • replied
    https://www.unrealengine.com/en-US/b...es-at-gdc-2019

    Coming Soon to Unreal Engine:
    Revealed onstage during the “State of Unreal,” Chaos is Unreal Engine’s new high-performance physics and destruction system coming in early access to Unreal Engine 4.23. The real-time tech demo is set within the world of Robo Recall. With Chaos, users can achieve cinematic-quality visuals in real time in scenes with massive-scale levels of destruction, with unprecedented artist control over content creation. In addition to the initial feature set, Epic will release demo content for Chaos physics and destruction within the 4.23 window.

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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?

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  • 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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