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    Originally posted by GalaxyMan2015 View Post
    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.
    crashy crash mccrash crash

    i was able to use it just fine a few weeks ago
    Trent Polack (@mittense)
    Personal Site | Development Blog | Joy Machine

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      Originally posted by mittense View Post
      crashy crash mccrash crash

      i was able to use it just fine a few weeks ago
      Okay again, crash doesn't really help when it comes to diagnosing the issue, when does it crash? in editor? in game? Does anything appear in the logs? Do you see any errors prior to the crash, what is the crash log? What are your PC specs? AMD/NVIDIA GPU? List anything you think you could to help me diagnose the issue.

      I haven't experienced any crashes personally except when initially setting up the WaveWorks actor, and im testing this on two different machines (One is a laptop). Which I described in my setup guide, which is back a page or so. Which I also described this as a Work In Progress and has the potential to crash.

      I have completely revamped the WaveWorks integration as of last week, so what you used originally is basically a completely different thing now. If your willing to help then list as much info as you can, if your not, then roll back the changes to prior to me adding the quadtree rendering.
      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
      Feel free to Donate if you wish to support me

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        Galaxy i dont really like how they implemented the hairworks.. they should change it!, i think im going to wait until you will release TressFX

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          well, play with the wind setup, your hair will look natural, though, bare in mind that for character collisions, having hair flowing all around will only result of weird mesh penetration. Hair works is an amazing tool to use, but you should use it locally in your animation and set it up properly so it would look natural.

          Comment


            Originally posted by Daniel.Wenograd View Post
            So for testing purposes, I got my hands on a Titan X today, and found a strange result when it came to performance. In the sci-fi hallway, in both the 4.8 and 4.9 VXGI builds, I noticed that for some reason, in DX11 mode (was on Windows 7 so DX12 wasn't an option), in 4.8 VXGI it was running much, much faster.

            At 1440p, MapSize 32, 4 cones, sparse tracing 4, specular disabled:

            4.8 VXGI-

            10.96ms total
            1.75ms VXGI WS
            2.15ms VXGI SS

            4.9 VXGI-

            22.4ms total
            12.19ms VXGI WS
            2.5 VXGI SS


            I went back and forth between the two engine builds for over an hour, trying to make absolutely sure the settings were the same, but no matter what I did, I could not get 4.9's build to run anywhere close to what 4.8 was putting out (And for all intents and purposes, the two builds visually looked almost the same. Just a tiny bit different in the color correction settings or something between them, but nothing that would cause another 10ms of frame time).

            Has anyone else noticed a slowdown in the 4.9 build? I know the official changelog says "Maxwell GPU features are not supported in DX12 mode yet" but that shouldn't be impacting DX11 performance so badly.
            Thank you for noticing this. There is nothing wrong with your setup or configuration, and there is a performance regression. And GalaxyMan guessed right that it's caused by refactoring: the new DX11 NVRHI backend works through UE RHI and it turns out that this way is much more expensive on the CPU side. I didn't anticipate that, so didn't benchmark that change. Sorry about that.

            I'll fix this in the next few days.

            Comment


              To anyone who ever got the
              "fur strands share mesh vertices with other lines. they will not be exported"
              error out of Max and couldn't figure out why, I disabled this Show End Result option and everything worked fine. Hopefully it does for you too!
              Click image for larger version

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                So I've been looking around, and had two questions.

                First off, is VXGI the best dynamic GI solution we currently have? And if yes, when is it going to be implemented into the release branch of the normal Unreal Engine repository so it can be used for developing games, is there an ETA on this?

                Comment


                  Originally posted by Tingle View Post
                  So I've been looking around, and had two questions.

                  First off, is VXGI the best dynamic GI solution we currently have? And if yes, when is it going to be implemented into the release branch of the normal Unreal Engine repository so it can be used for developing games, is there an ETA on this?
                  It's the only dynamic GI system that supports every type of light, that offers multibounce almost for free, and that has specular tracing as well. However, Epic is not going to integrate it directly, because they want to be completely vendor agnostic when it comes to integrating tech, and their target system spec is currently consoles, where this tech wouldn't be able to run at all because they aren't fast enough. If you want to use it, your best bet is to grab it from https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.9 (or https://github.com/apanteleev/Unreal.../tree/VXGI-4.9 for a slightly more up to date, experimental build).

                  Comment


                    Originally posted by Daniel.Wenograd View Post
                    It's the only dynamic GI system that supports every type of light, that offers multibounce almost for free, and that has specular tracing as well. However, Epic is not going to integrate it directly, because they want to be completely vendor agnostic when it comes to integrating tech, and their target system spec is currently consoles, where this tech wouldn't be able to run at all because they aren't fast enough. If you want to use it, your best bet is to grab it from https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.9 (or https://github.com/apanteleev/Unreal.../tree/VXGI-4.9 for a slightly more up to date, experimental build).
                    Just wanted to add that there are two more GI systems. You have LPV, that it's of low quality but dirty cheap, and then you have AHR( that's what I'm working on), that provides a quality a bit lower than VXGI but runs faster. Also doesn't supports point lights or multiple bounces yet, but it does supports reflections.
                    There's also DFGI, but not sure on the state of that particular system, haven't heard anything about it in a while.

                    Comment


                      Originally posted by RyanTorant View Post
                      There's also DFGI, but not sure on the state of that particular system, haven't heard anything about it in a while.
                      DFGI is temporarily abandoned, the programmers that were assigned to it currently working on engine optimizations elsewhere. Using it right now is a pretty bad idea, it's even more expensive than VXGI in its current state after some changes to how DFAO computes.

                      Comment


                        Hello Flex developers at Nvidia,

                        I was told that there'd be support for the following in UE-Flex:
                        - plastic deformation
                        - fracturable bodies
                        Just wondering if there's any update on these fronts?
                        Some additional questions of interest:
                        - while I'm pretty sure solid bodies can be rendered with global illumination via VXGI, what about fluid bodies?
                        - can bubbles form if gas particles were released at depth within a body of liquid?
                        - any plans to expose contact info via Blueprints yet? (I'm currently only able to simulate various physical phenomena, but not get any much-needed state info out from it)
                        - I was also told that Flex/PhysX doesn't compute actual contact forces involved in resting contact/sliding/impact...wonder how haptics feedback(which is gaining momentum in VR development these days) is going to be possible? (unless the haptics device providers compute said forces within their own API, outside of the physics engine?)


                        Cheers!
                        Melvin.

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                          I am on 4.92 or 4.10.

                          Can Galaxymans project be used with 4.92?

                          Comment


                            Originally posted by Leesan View Post
                            I am on 4.92 or 4.10.

                            Can Galaxymans project be used with 4.92?
                            I will be upgrading the branch to 4.9.2 this weekend if time allows. 4.10 won't happen until its officially released.
                            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                            Feel free to Donate if you wish to support me

                            Comment


                              Google traductor: Thank you for such a wonderful job. After two days trying to read and understand some of the processes Finally I'm happy with the results. I already have the branches VXGI, HBAO + WaveWorks, HairWorks, FLEX integrated into unreal engine 4.9.1 the cpu works between 10 12 and 17. in a large hair and other elements in the scene scene...! It is going great. Thank you GalaxyMan2015...!
                              Last edited by SIMPLEYGENIAL; 10-23-2015, 09:05 AM.

                              Comment


                                Originally posted by GalaxyMan2015 View Post
                                I will be upgrading the branch to 4.9.2 this weekend if time allows. 4.10 won't happen until its officially released.
                                Hey GalaxyMan,

                                I worked through the crash issues I was having (old version of WaveWorks file, I think); I notice in the recent Git commits that you added support for translucent rendering, but I can't for the life of me get it to work. Any tips?
                                Trent Polack (@mittense)
                                Personal Site | Development Blog | Joy Machine

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