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    Is there currently a hardcoded limit to the amount of active particles in Flex? Changing the max to 750k particles doesn't seem to fill the expected volume and anything more than 1 million seems to create an unstable simulation.

    Besides that, I'm really impressed with the results.

    Comment


      Originally posted by Mike.Skolones View Post
      Yes, we have more work to do on tools and sample content. Have you noticed the demo application lurking in
      UnrealEngine\Engine\Source\ThirdParty\PhysX\FLEX-0.25\bin\x64\flexDemoRelease.exe? You might want to have a look, it provides some food for thought regarding what FleX might provide for games. In particular I am interested to see the melting/freezing effects in UE4.
      --Mike
      Wow, great demo, but there is any help for keyboard shortcuts and what do they do? Because many are confusing and there is no help for that.

      Comment


        Originally posted by iniside View Post
        Awesome!

        The myltui layered cloth, looked so good, and that makes to ask question.

        Will flex cloth work with characters ? Or is going to be left for APEX ? Cause that multi layered cloth looked very nice, and I can see very nice applications, for more complex character clothing than simple overcoat or single layered robe.


        Also melting effect is also awesome, especially if you freeze something and then melt it using higher temperature
        Clothing is better left to APEX because there is more to clothing than a piece of cloth. Characters are generally animated with extreme motions that would challenge a cloth solver, so there are features built into APEX Clothing that manage the combination of animated and simulated behavior. APEX clothing does have inter-cloth collision; although it is expensive it is usable as it stands, and we will be improving the performance of cloth-cloth collision too.

        --Mike

        Comment


          Originally posted by PLASTICA-MAN View Post
          Wow, great demo, but there is any help for keyboard shortcuts and what do they do? Because many are confusing and there is no help for that.
          I'll look into it.

          Comment


            Originally posted by Piers909 View Post
            Is there currently a hardcoded limit to the amount of active particles in Flex? Changing the max to 750k particles doesn't seem to fill the expected volume and anything more than 1 million seems to create an unstable simulation.

            Besides that, I'm really impressed with the results.
            Are you referring to the demo, or the UE4 map?

            Comment


              Originally posted by Mike.Skolones View Post
              Are you referring to the demo, or the UE4 map?
              I tried setting particle count to 1000000 but it seems to be not updating. Is there anyway we can see how many particles are being spawned?

              I also tried setting to even higher number like 10000000 but then Unreal crashed with this message:



              Callstack:
              Fatal error!

              Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000


              MSVCR120.dll!UnknownFunction (0x00007ffe7514c5ac) + 0 bytes [UnknownFile:0]
              UE4Editor-Engine.dll!TArray<FVector,FFlexAllocator>::AddUninitialized() (0x00007ffe73063ca1) + 48 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\public\containers\array.h:1276]
              UE4Editor-Engine.dll!TArray<FVector,FFlexAllocator>::Push() (0x00007ffe73090a75) + 82 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\public\containers\array.h:763]
              UE4Editor-Engine.dll!FFlexContainerInstance::UpdateCollisionData() (0x00007ffe730a27e1) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\physicsengine\flexcontainerinstance.cpp:355]
              UE4Editor-Engine.dll!FFlexContainerInstance::Synchronize() (0x00007ffe7309b371) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\physicsengine\flexcontainerinstance.cpp:772]
              UE4Editor-Engine.dll!FPhysScene::EndFrame() (0x00007ffe730ee838) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\physicsengine\physscene.cpp:1041]
              UE4Editor-Engine.dll!FEndPhysicsTickFunction::ExecuteTick() (0x00007ffe730f2e61) + 28 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\physicsengine\physlevel.cpp:254]
              UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask:oTask() (0x00007ffe72b85ee6) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
              UE4Editor-Engine.dll!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ffe72b919e0) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
              UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x00007ffe75e73923) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\private\async\taskgraph.cpp:428]
              UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x00007ffe75e73b1d) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\private\async\taskgraph.cpp:271]
              UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ffe75e94145) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\private\async\taskgraph.cpp:984]
              UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() (0x00007ffe72bc8d35) + 17 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
              UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() (0x00007ffe72bb3090) + 190 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
              UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() (0x00007ffe72bb5877) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
              UE4Editor-Engine.dll!UWorld::RunTickGroup() (0x00007ffe72861ac6) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\leveltick.cpp:693]
              UE4Editor-Engine.dll!UWorld::Tick() (0x00007ffe72868d3e) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\engine\private\leveltick.cpp:1118]
              UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x00007ffe710eb412) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\editor\unrealed\private\editor.cpp:1227]
              UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x00007ffe7157daa6) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\editor\unrealed\private\unrealedengine.cpp:307]
              UE4Editor.exe!FEngineLoop::Tick() (0x00007ff61af8b564) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
              UE4Editor.exe!GuardedMain() (0x00007ff61af7f9de) + 0 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\launch\private\launch.cpp:131]
              UE4Editor.exe!GuardedMainWrapper() (0x00007ff61af7fa4a) + 5 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
              UE4Editor.exe!WinMain() (0x00007ff61af8cbb9) + 17 bytes [d:\ue_nvidia\unrealengine-flex\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
              UE4Editor.exe!__tmainCRTStartup() (0x00007ff61af8db79) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
              KERNEL32.DLL!UnknownFunction (0x00007ffe97c35f72) + 0 bytes [UnknownFile:0]
              ntdll.dll!UnknownFunction (0x00007ffe9a3c9b54) + 0 bytes [UnknownFile:0]
              ntdll.dll!UnknownFunction (0x00007ffe9a3c9b54) + 0 bytes [UnknownFile:0]
              Attached Files
              Last edited by ryanjon2040; 02-02-2015, 01:02 PM.
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              Comment


                Originally posted by ryanjon2040 View Post
                I tried setting particle count to 1000000 but it seems to be not updating. Is there anyway we can see how many particles are being spawned?

                I also tried setting to even higher number like 10000000 but then Unreal crashed with this message:
                The particle count in cascade doesn't control the max count, you need to go into the Game\TestPackages\Flex folder in the content browser and select the type of Flex Container you are working with (such as flexFluidContainer). Double click that asset and you can change it's properties, as well as Max Particles in the window that opens.

                I found that out after some experimenting. If that is where you were adjusting the max count, then I am not sure why that happened.
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                Comment


                  Originally posted by DotCam View Post
                  The particle count in cascade doesn't control the max count, you need to go into the Game\TestPackages\Flex folder in the content browser and select the type of Flex Container you are working with (such as flexFluidContainer). Double click that asset and you can change it's properties, as well as Max Particles in the window that opens.

                  I found that out after some experimenting. If that is where you were adjusting the max count, then I am not sure why that happened.
                  Sorry i didn't mention that but i am adjusting the settings through container assets. In this case I was adjusting Particle count in FlexFluidContainer.
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                  Comment


                    It appears that there are no hard-coded limits, but you will be limited by the amount of available GPU memory. You can do a 'stat flex' to see how many particles are actually created. What GPU are you using?

                    Comment


                      Originally posted by Mike.Skolones View Post
                      You can do a 'stat flex' to see how many particles are actually created. What GPU are you using?
                      I'm using GTX 980. As you said I used stat flex and here is the result:



                      I set the Max Particles to 1000000 but its spawning around 14000 only.
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                      Comment


                        Should be able to spawn a lot more than that. I'll give it a try ASAP. Do you get more particles than 14000 when you reduce the max to something a lot less than a million, say 50,000?

                        --Mike

                        Comment


                          Originally posted by Mike.Skolones View Post
                          Should be able to spawn a lot more than that. I'll give it a try ASAP. Do you get more particles than 14000 when you reduce the max to something a lot less than a million, say 50,000?

                          --Mike
                          To spawn more than 16,000 particles you need to change a couple of things. In addition to the Max Particles in the container, you must also increase the life span of the particles in Cascade. I did that and spawned about 50,000 particles on my 680, maintaining about 35fps in the Fluid test map. The FleX team looked at the call stack, reproduced the problem and determined that we need some safeguards on memory allocations for large particle counts. We'll check that in ASAP.

                          Thanks,
                          Mike

                          Comment


                            I have tried to learn as much as I can about VXGI and it does look really impressive. What I can't quite figure out is if you are able to have inter-objects reflections? I see that the objects reflect each other, but do they reflect parts of themselves?

                            I don't know if that would be too heavy to render in a game, but it could be perfect for product/architectural visualization with much faster renders etc.
                            Last edited by tim.holm; 02-03-2015, 09:04 AM.

                            Comment


                              Changing the subject ever so slightly but any updates on overcoming the snags with the hairworks implementation?

                              Comment


                                Originally posted by Squarecoin View Post
                                Changing the subject ever so slightly but any updates on overcoming the snags with the hairworks implementation?
                                Ah we really need that !

                                Comment

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