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NVIDIA GameWorks Integration
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Originally posted by Ga.rheault View PostI've install VXGI for 4.9 and everything work fine other than the frame rate of the scene, once VXGI activated in the post process, drop from 45fps to 5fps... now i know my graphic card isn't the new generation (i have a 780), is this the reason why ? do i absolutely need a 900 series to have a good fps ?
I just compiled last version of ue4 and opened my scene, fps was 40 till i hit play button. After hitting play and closing my scene fps dropped to 5 -11 and never came back.
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Originally posted by GalaxyMan2015 View PostThe DX12 build errors have nothing to do with what ur machine is capable of, UE4 is D3D12 capable, so it has to build a D3D12 RHI set of classes. Issue is, the VXGI branch has some problems when it comes to packaging due to some data in those classes. If you look thru my branch, I committed a fix to mine that allows for packaging, u can cherry pick this commit and apply it to the NVIDIA branch.
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LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
I then tried to build UE4 in visual studio in 'Development' configuration to get UE4Game.exe and the build was successful, but after launching with F5 I get a "UE4Game.exe has triggered a breakpoint" and the following exceptions. First image from before hitting continue from the break point, and the second image for the exceptions after. Also attached the output log. Maybe I'm missing something obvious. Or maybe it is something with my configuration.. Sorry, new to this. Really want to use VXGI with my demo, but need to ensure i can package it first. Happy to donate if anyone can help.Last edited by MagicBots; 10-25-2015, 11:33 PM.
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Originally posted by alltrueist View PostSo i tried the Galaxyman2015/4.9.1_NVIDIA_Techs branch, and following the steps, i get the same error on packaging as I had with the Nvidia vxgi, and vxgi-4.9.1 branches.
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LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
I then tried to build UE4 in visual studio in 'Development' configuration to get UE4Game.exe and the build was successful, but after launching with F5 I get a "UE4Game.exe has triggered a breakpoint" and the following exceptions. First image from before hitting continue from the break point, and the second image for the exceptions after. Also attached the output log. Maybe I'm missing something obvious. Or maybe it is something with my configuration.. Sorry, new to this. Really want to use VXGI with my demo, but need to ensure i can package it first. Happy to donate if anyone can help.
UPDATE: I did a Development build and executed in VS. I get the exact same issue, so yeah don't do that. Follow the steps above and it'll package and play fine.Last edited by GalaxyMan2015; 10-26-2015, 12:02 AM.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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Originally posted by GalaxyMan2015 View PostAre you trying to run the packaged game, via the Development configuration in VS? That won't work, as its trying to launch the UE4Game.exe in the Engine binaries directory without any UPROJECT specified. This is most likely why its crashing. After you have built the Development build, you need to switch back to Development Editor and launch the editor and repackage your game, then locate the package location and run the executable there.
UPDATE: I did a Development build and executed in VS. I get the exact same issue, so yeah don't do that. Follow the steps above and it'll package and play fine.
So I've done a 'rebuild' of UE4 in 'Development' configuration, and now switched back to 'Development Editor' configuration, F5 to debug, and now packaging works, and i can launch from the packaged file! However, I'm still getting this error when I hit the 'launch' button within the editor. It's a different error this time:
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_92c_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FLauncherTask///Thread_21a4_0///####STATCAT_Advanced####
LogPlayLevel: CommandUtils.Run: Run: C:\Users\Admin\Documents\GitHub\VXGI-4.9\Samples\UserContent\SciFiHallway 4.9\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\Win64\UE4Game.exe ../../../SciFiHallway/SciFiHallway.uproject /Game/Maps/MainMapNV_full_dynamic -stdout -abslog=C:\Users\Admin\AppData\Local\Temp\C+Users+Admin+Documents+GitHub+UnrealEngine\Logs\Client.log -Messaging -nomcp -Windowed -CrashForUAT -SessionId=478DBF624EF33166F881EFBE6F0BCC49 -SessionOwner=Admin -SessionName='Play On Device'
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 255
LogPlayLevel: Stacktrace: at Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel: at Project.Run(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] CommandLine)
LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=Error_Unknown
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: copying UAT log files...
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 2.502395
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
But, as long as I can package the project I've got what I need. Thanks!
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I have merged in 4.9.2 changes and created a new branch, link in my signature. Please use this new version going forward, I will no longer be providing support or updating the 4.8 or 4.9.1 branches.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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Redownload as its a separate branchNVIDIA 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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Hi guys,
Been trying to get some of the Nvidia folks to answer some pressing questions on the Flex integration.
I'd emailed Mike Skolone but didn't hear from him(as a matter of fact, haven't seen him here for quite a while now)
Anybody know how to get hold of the Nvidia folks working on UE-Flex integration?
Many thanks!
Melvin.
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Originally posted by Melvin Eng View PostHi guys,
Been trying to get some of the Nvidia folks to answer some pressing questions on the Flex integration.
I'd emailed Mike Skolone but didn't hear from him(as a matter of fact, haven't seen him here for quite a while now)
Anybody know how to get hold of the Nvidia folks working on UE-Flex integration?
Many thanks!
Melvin.
Originally posted by vimaxus View PostSorry to insist but it seems my question got lost in the very fast paced thread.
Did anyone get normal reflections working (SSR or cubemapped)? (in the Nvidia/VXGI or GalaxyMan2015's compilation)NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostBesides this thread, the only other contact is Alexey (for VXGI) he may be able to forward your questions on to the right people.
Uh is it Alexey Kryshen? (only spotted this Alexey in the forum, though doesn't seem quite likely)
Or is it some other Alexey?
Appreciate the tip :-)
Melvin.
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Originally posted by Melvin Eng View PostHi GalaxyMan,
Uh is it Alexey Kryshen? (only spotted this Alexey in the forum, though doesn't seem quite likely)
Or is it some other Alexey?
Appreciate the tip :-)
Melvin.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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