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    Originally posted by Jakeypoos View Post
    What is the UE 4 repo, is it the source code?
    https://github.com/EpicGames/UnrealEngine
    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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      Sorry that just shows me the same 404 page. Could you tell me what the UE 4 repo is, thanks.

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        Originally posted by Jakeypoos View Post
        Sorry that just shows me the same 404 page. Could you tell me what the UE 4 repo is, thanks.
        That is the UE4 repo, where the source code for UE4 lives. If you cannot access that, then your account is not properly linked, and you will have to get in contact with Epic
        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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          VXGI TEST

          BEFORE

          AFTER


          BEFORE

          AFTER

          NO SPECS
          Last edited by Bladerskb; 10-22-2015, 01:05 AM.

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            I gave things another test to see if there was a consistency between my findings. Here's the results for my personal GTX 780:

            Click image for larger version

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            Last edited by Zero-Night; 10-22-2015, 02:35 AM.

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              Originally posted by Daniel.Wenograd View Post
              I gave things another test to see if there was a consistency between my findings. Here's the results for my personal GTX 780:
              Is the 4.9 branch your using the NVIDIA one? Or my branch? If its mine, can you try the NVIDIA branch just in case I have done something wrong. Otherwise if it was the NVIDIA branch then mine should perform the same if of course I havent done something wrong.
              NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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                I'm using the build at https://github.com/apanteleev/Unreal.../tree/VXGI-4.9 since it's a bit further ahead of https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.9

                If anything, I would expect my 4.8 build to be the broken one, since at the time I was using it for a project that used TrueSKY and I integrated that part myself in addition to VXGI. I wouldn't expect it to actually get faster as a result of something like that though, if anything in the case of me making a mistake it should have gone slower. Visually, there's no difference between the two aside from 4.9 having the contrast tuned higher in the post process, which wouldn't add so much extra to VXGI's render time.

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                  Alexeys branch (The first link) is in active development, that might be why its running slower. The official NVIDIA branch (The 2nd link) is the one I have integrated into my branch, I have yet to test any performance, but it might be worth trying the official NVIDIA branch one and see if it does infact perform differently to Alexeys
                  NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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                    Good point. So, I ran the test again on a freshly downloaded and compiled build off the official Nvidia branch. Here's the results:

                    Click image for larger version

Name:	VXGI_49_Main.png
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Size:	61.9 KB
ID:	1091656

                    The difference is so tiny that it probably only happened to be when I pushed printscreen as opposed to anything specifically broken in the other branch, nothing even close to what 4.8 was giving me.

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                      hrm, I'm getting some crazy instability with WaveWorks that I don't remember experiencing in the past.
                      Trent Polack (@mittense)
                      Personal Site | Development Blog | Joy Machine

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                        Originally posted by mittense View Post
                        hrm, I'm getting some crazy instability with WaveWorks that I don't remember experiencing in the past.
                        Could you be more specific? What instability? What branch? How complex is your material, how is it setup, etc.

                        If it is my branch, then bare in mind that it is still a work in progress, there may still be some issues outstanding, as I work on my demo project for GameWorks, I will do what I can to improve stability and performance.
                        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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                          Originally posted by GalaxyMan2015 View Post
                          Could you be more specific? What instability? What branch? How complex is your material, how is it setup, etc.

                          If it is my branch, then bare in mind that it is still a work in progress, there may still be some issues outstanding, as I work on my demo project for GameWorks, I will do what I can to improve stability and performance.
                          Yeah, sorry, my comment was useless.

                          Using the ZIP from: https://github.com/GalaxyMan2015/Unr...IDIA_TechDemos
                          Just using the sample material/WaveWorks asset file.
                          Just dragging the actor and placing it at the origin with that material.
                          Trent Polack (@mittense)
                          Personal Site | Development Blog | Joy Machine

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                            Originally posted by mittense View Post
                            Yeah, sorry, my comment was useless.

                            Using the ZIP from: https://github.com/GalaxyMan2015/Unr...IDIA_TechDemos
                            Just using the sample material/WaveWorks asset file.
                            Just dragging the actor and placing it at the origin with that material.
                            That still doesn't describe the issue, when you say instability what do u actually mean? It stutters, freezes, crashes, etc. It may just be that the quad tree generated is too much for your machine, you might want to play with some of the settings on the WaveWorks Component (MeshDim, MinPatchLength, AutoRootLOD) as the default generates over 7000 patches when looking to the horizon.
                            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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                              Galaxy thanks for the reply but maybe i didnt explained my problem well... i found out that the hair is only simulating if you rotate it.. and if you move it, its still stiff...
                              here is my problem : https://youtu.be/ATqBQqsA7RM
                              Last edited by iuhiuh; 10-22-2015, 07:10 AM.

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                                Originally posted by iuhiuh View Post
                                Galaxy thanks for the reply but maybe i didnt explained my problem well... i found out that the hair is only simulating if you rotate it.. and if you move it, its still stiff...
                                here is my problem : https://youtu.be/ATqBQqsA7RM
                                Not sure on the translation aspect, I think thats just how its been implemented, only uses rotation/bone animation. As for your animation, it looks like you either have the mass scale set too high (so basically its too heavy) or you have no damping. You should be able to soften it out, so it doesn't move so quickly.
                                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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