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    Hey guys.

    Thanks for the help Chesire and all that have contribute.

    I was having issues because i did not have an skylight in my scene, previously the scene was just illuminated with a directional light that with VXGI illuminates by bouncing lighting everything. But when i enable VXAO with r.VXGI.AmbientOcclusionMode 1 i need an skylight or everything that does not receive light will be black. So, does VXAO does not work together with VXGI Diffuse??

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      sorry,

      hope this is clearer. something definitely has to bounce here.
      i think i am having the same issue as yolao.
      as if the VXAO needs skylight and once its on, the GI from direct lights is disabled.
      Attached Files
      Last edited by KillingWord; 03-23-2016, 03:45 PM.

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        Originally posted by KillingWord View Post
        sorry,

        hope this is clearer. something definitely has to bounce a bit.
        i think i am having the same issue as yolao.
        Instead of that try to remove the cubes and spheres and apppy the red material to the smaller wooden floor (the one that you have the cubes on it)
        Also in the demo Chesire has set it to 4 cones. Try to increase it to like 8 or 16 and see if you get the red light on the wooden boards.
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          here we go.
          apologies for spamming this section, gladly take it elsewhere but seems relevant.
          btw the number of cones just changes the definition of the occlusion and has no other influence.

          this is the build fwiw: 4.10. VXGI-0.91.0.20358411
          Attached Files
          Last edited by KillingWord; 03-23-2016, 03:54 PM.

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            Keep in mind that enabling VXAO actually DISABLES VXGI. Yes I know that's quite confusing but think of VXGI as VXAO+GI where VXAO is 'just' AO instead of SSAO/HBAO+ etc.
            Ie, no bounces, no GI whatsoever when enabling VXAO. That's why it's much faster :-) So ehm..r.VXGI.AmbientOcclusionMode 0 maybe?

            As a tip I can't stress the importance of actually just making a total duplicate of your lighting and PPV setup when you start fiddling in earnest with this.
            It can make you go insane on why something all of a sudden stops working when all you did was disable that little tiny flag on something.
            This way you can just enable or disable entire PPV's and lights and trust me, it helps...a lot :-)
            https://www.artstation.com/chesire

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              Do you guys also CTD when setting VXGI range to 0 in the console?
              https://www.artstation.com/chesire

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                thanks that makes it much clearer.

                since i am using UE "offline" i might then use this as a separate pass eventually.
                no idea what CTD is:/

                that tip btw is a sanity saver for real.

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                  Originally posted by Chesire View Post
                  Keep in mind that enabling VXAO actually DISABLES VXGI.
                  I didn't know that. And it's actually... isn't that a little silly? Not being able to use GI in return of having a little bit nicer AO?

                  Edit:

                  think of VXGI as VXAO+GI where VXAO is 'just' AO instead of SSAO/HBAO+ etc.
                  Oh lord, this is of course confusing.
                  Enabling VXAO disables the GI, but VXAO is AO + GI so you still have the VXAO and GI?
                  Last edited by Maximum-Dev; 03-23-2016, 04:58 PM.
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                    I'm guessing it's a performance thing of course (at least until 2040 or so when current hardware has caught up and we can all run dynamic voxel cone GI) but yeah, it's not very straightforward to come to grips with for sure
                    https://www.artstation.com/chesire

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                      Originally posted by Maximum-Dev View Post
                      Oh lord, this is of course confusing.
                      Enabling VXAO disables the GI, but VXAO is AO + GI so you still have the VXAO and GI?
                      VXGI is GI + AO, VXAO is only the AO part. So if you choose VXAO you basically disable the GI part.

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                        Originally posted by Chesire View Post
                        I wrote a short 'first impressions' on SVOGI/SVOTI/Total Illumination a couple of days back (http://byzantos.com/cryengine5-svoti/)
                        I think their implementation is absolutely stunning. Especially in conjunction with Lightprobes!
                        I was able to play with SVOTI a while back as well and it looks amazing. Even the performance on my GTX970 in the woodlands scene was great as well.
                        This does make me grind my teeth even harder when thinking about UE4 still having no real realtime GI solution outside of third-party ones...
                        I hope you can get similar results with VXGI though!

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                          Couple of tests. VXAO in 'performance mode' No fluff. Skylight with cubemap (disable lower hemi black for somewhat of a fake bounce.) and a Directlight which is yoloing above the canopy.
                          Difference between ON and OFF is 10fps. Guess this at least takes care of whether or not VXAO is able to perform OCC ala broadband.
                          Attached Files
                          https://www.artstation.com/chesire

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                            Branches have nice AO but when it comes to the leaves they look like having far less AO. Which is where SVOTI really shines.
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                              Yes absolutely. I'm wondering how much of that is contributed by the actual assets and materials though?
                              https://www.artstation.com/chesire

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                                Asset matters a good deal. Materials too. Here's Koola's Lightroom tree. It uses kind of a deprecated subsurface material (no 2 sided lighting foliage shader) Here's the result with 3 different cubemaps:

                                Click image for larger version

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                                https://www.artstation.com/chesire

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