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    When using VXGI, what would be a better source for ambient light, a sky light or the VXGI ambient settings? Does either one provide sky occlusion without distance fields? Does DFAO affect Skylight GI?
    Last edited by Blakblt; 02-09-2016, 03:32 PM.

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      Originally posted by ioFlow Studios View Post
      4.10.2? Sweet

      I remember someone saying that making the jump from 4.9 to 4.10 was causing lots of trouble, now that it's in does that mean that getting to 4.11 will be easier? (once it's stable of course).

      Cos hairworks with the new hair/skin/cloth shader, that's gotta look pretty good doesn't it?
      I had major issues getting my branch from 4.9 to 4.10 but I believe that is because of Turbulence. I am skipping 4.10 due to the issues, and will focus on a 4.11 release, where I will most likely be dropping Turbulence.
      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 Post
        I had major issues getting my branch from 4.9 to 4.10 but I believe that is because of Turbulence. I am skipping 4.10 due to the issues, and will focus on a 4.11 release, where I will most likely be dropping Turbulence.
        Thanks for the heads-up GalaxyMan, nice to hear something from you ^^ Hopefully 4.11 will be less painful

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          Originally posted by GalaxyMan2015 View Post
          I had major issues getting my branch from 4.9 to 4.10 but I believe that is because of Turbulence. I am skipping 4.10 due to the issues, and will focus on a 4.11 release, where I will most likely be dropping Turbulence.
          oh no not turbulence

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            Originally posted by Dakraid View Post
            Thanks for the heads-up GalaxyMan, nice to hear something from you ^^ Hopefully 4.11 will be less painful
            Yeah was taking an extended break to visit family and do other things, but am starting to get back into the swing of things, so yeah hopefully upgrading to 4.11 is nice and easy

            Originally posted by olek View Post
            oh no not turbulence
            Yeah unfortunately, Turbulence requires that the DLL's are recompiled (Which can only be done by NVIDIA) as Epic have made changes to the PhysX Library, causing the versions to now be different to the NVIDIA version. So each time a new engine comes out, I have to obtain new DLL's from NVIDIA. Its easier for me to just drop Turbulence and focus on the other techs.
            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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              Hi guys.

              After while i started up galaxymans branch to test some FLEX ideas but instead ended up messing with VXGI reflections. Here is result.



              Have a nice day.

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                Thanks for your continued efforts GalaxyMan! I patiently await your 4.11 build

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                  That looks really good Nigkdo. Would you be willing to share that project? I'm interested in seeing how the reflections perform on some of my mesh materials. Thank you

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                    Originally posted by Rallii View Post
                    That looks really good Nigkdo. Would you be willing to share that project? I'm interested in seeing how the reflections perform on some of my mesh materials. Thank you
                    Well the project is big with lot of scenes and assets and it is a big mess so i dont want to share it. But there is nothing special. Just enable VXGI diffuse and specular, enable multibounce and set some good values for r.vxgi.range to fit your scene and thats it.

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                      Originally posted by Nigkdo View Post
                      Hi guys.

                      After while i started up galaxymans branch to test some FLEX ideas but instead ended up messing with VXGI reflections. Here is result.



                      Have a nice day.
                      Can you please upload that amazing sample you made (if you can as standalone)? Thanks.

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                        Originally posted by Nudlegaru View Post
                        Can you please upload that amazing sample you made (if you can as standalone)? Thanks.
                        When i get to computer ill try to compile it and upload it somewhere.

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                          Hello guys. I'm still having this FPS drop problem since 4.8 release. I'm still with 4.8 but i want to use newer versions In 4.8 Everything works smooth. But newer versions of vxgi 4.9, 4.10 when i enable diffuse tracing fps drops to 5. I thought it was performance problem but when i change my settings nothing happens. It just stuck with 5fps. I tried to increase number of cones to 64 and its same 5fps. Lowering to 4 same, any ideas?
                          Sometimes it works normal. Sometimes not.
                          Last edited by Gandosh; 02-14-2016, 10:23 AM.
                          Pursuit of Realistic Cinematic scene.

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                            What do people think of this video: https://www.youtube.com/watch?v=O7fA_JC_R5s

                            I am rather worried that I won't get a fully optimised product once Epic start working with Nvidia.

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                              Originally posted by synapse88 View Post
                              What do people think of this video: https://www.youtube.com/watch?v=O7fA_JC_R5s

                              I am rather worried that I won't get a fully optimised product once Epic start working with Nvidia.
                              I will probably get blasted by others for this, but what a crock of ... that video has a lot of incorrect information in it. He doesnt understand the tech he is talking about, its all about the visual, and even then its fairly incorrect. and it seems people want to blame NVIDIA for the fact that AMD cards are not as good at tessellation as the NVIDIA cards. Or thats at least the opinion I got from the video author. Which makes no sense.

                              Look I have no hate for AMD, I love TressFX and the other effects they have released for free (If I didnt, I wouldn't be implementing TressFX into UE4). But I also love GameWorks, being the owner of both NVIDIA and AMD cards, I have not seen the supposed massive drop in performance that others have seen in GameWorks games using my AMD card. So maybe I'm just one of the lucky few.

                              I for one will continue to support NVIDIA and their relationship with Epic, but I think its best that the GameWorks techs remain standalone to the engine (as installable plugins at best). This way people who think NVIDIA is the devil and dont want to use the GameWorks techs are not forced into it. PhysX is a different story since its the primary physics system for UE4 and runs on CPU for both NVIDIA and AMD - I know the video makes mention of this and that it still tanks on AMD cards, but as I said, I have not seen this myself, so can't really say anything.
                              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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                                I tried the latest version of HairWorks the other day and it seems to be pretty much unusable unfortunately, due to extreme temporal AA ghosting artifacts and completely black shadows (no sky light influence). I hope this can be fixed in the not too distant future.
                                ArtStation

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