Originally posted by Yolao
View Post
Announcement
Collapse
No announcement yet.
NVIDIA GameWorks Integration
Collapse
X
-
NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
-
Originally posted by GalaxyMan2015 View PostYou will need to build in "Development Editor" configuration, "Development" is used for packaging games and does not include the editor.
thanks
Comment
-
Rebuild is fine, but it means its going to rebuild the entire engine again, where as if you had just chosen build, it would have just built the editor part (Since the engine was already built in development). But don't cancel and try now, its too late, as the first step of a rebuild is to clean.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
Comment
-
Originally posted by GalaxyMan2015 View PostRebuild is fine, but it means its going to rebuild the entire engine again, where as if you had just chosen build, it would have just built the editor part (Since the engine was already built in development). But don't cancel and try now, its too late, as the first step of a rebuild is to clean.
thanks, rebuild just finished and it report "Rebuild All: 4 succeeded, 0 failed, 0 skipped".
I build, (not rebuild this time since i did not do it before) the ShaderCompilerWorker and it reports "Build: 1 succeeded. 0 failed, 3 up-to-date, 0 skipped"
Now the folder of the VXGI-4.10 is 34.7 GB and was before around 10GB, is that normal?
Comment
-
Originally posted by Yolao View Postthanks, rebuild just finished and it report "Rebuild All: 4 succeeded, 0 failed, 0 skipped".
I build, (not rebuild this time since i did not do it before) the ShaderCompilerWorker and it reports "Build: 1 succeeded. 0 failed, 3 up-to-date, 0 skipped"
Now the folder of the VXGI-4.10 is 34.7 GB and was before around 10GB, is that normal?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
Feel free to Donate if you wish to support me
Comment
-
Originally posted by GalaxyMan2015 View PostYes that is normal, the engine will continue to grow in size, the more configurations you build, mine is around 50-60gb. Just launch the engine and leave it for a while since it will appear to get stuck at 45%, mainly because it is building the initial shaders, now i want to investigate that VXGI feature
Comment
-
-
Hi
I have a problem, i did some testing with a high res mesh and VXGI and when i hit play UE show a message that says that it will put UE to mininal features (or something like that) because the frame rate was to low, i went out of that play mode and when i came back to the normal viewport mode the Directional lights do not cast shadows even when there are activate it in the settings.
Any help is appreciate it.
Never mind.. i set the quality back to normal in Settings > Engine ScalabilityLast edited by Yolao; 02-27-2016, 03:24 PM.
Comment
-
Hi,
I'm working on multiplatform project and I need to be able to build and launch the game to android/ios too. I'm using the 4.10 VXGI branch from Nvidia, almost exclusively for HBAO+. I don't want to use HBAO or VXGI on mobile (at least, not yet :P) but I would like to use only one engine build for all my targets. Currently this build is able to create an android project, but it crashes when launching on device, logcat indicates that it crashes just after loading shaders, VXGI should be disabled with preprocessor macros on such devices.
Does anyone have experience building to mobile targets with these builds?
Thank you
Comment
-
Originally posted by The_Distiller View PostI 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.
Comment
-
Hi Guys, does anybody have a working link for me? i tried https://github.com/NvPhysX/UnrealEngine but all i got was a 404page :/
Comment
-
Originally posted by tuneful View PostHi Guys, does anybody have a working link for me? i tried https://github.com/NvPhysX/UnrealEngine but all i got was a 404page :/
Comment
-
Originally posted by Gandosh View PostHello. How can i limit emissive materials lighting range? When i use it, it penetrates thick walls and emitting lights behind that wall. Is there any way to fix that?
I dont understand how exactly VXGI works but would it be posible to somehow tell the inner voxels (and determine inner voxels) to just absorb all light? Light leaking with wall thick only two voxels isnt bothering me that much but 1m thick wall with lot of inner voxels leaking light is disappointing. Well i hope one day Alexey find out a solution. I wish him best luck.
Comment
Comment