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    Originally posted by reneberwanger View Post
    I Understand, and I like the plan. And VXGI is free? I was more interested in WaveWorks, but WaveWorks needs licence.
    I did not know VXGI was able to use. Because the results you see at youtube, are very heavy. And you're telling me is to decrease the parameters to get the best results?
    The Nvidia VXGI build, as a representative from Nvidia said earlier in this massive thread if I recall correctly, is free for anyone using the UE4 to use (someone feel free to correct me if I'm wrong, hunting for the exact quote in 78 pages would take all night). It wasn't Alexey who said it, it was someone else from Nvidia and the name slips my mind at the moment so I can't search for it.

    As for VXGI being pretty heavy on performance, it can be. Fortunately, it can get a lot better.

    r.VXGI.mapsize = 32 (this will make the voxels much, much larger and decrease the amount of vram it uses)
    Then in post processing, set sparse tracing to 4 and cones to 4. There may be other ways to make it a bit cheaper, but generally those are the most important ones. VXGI specular I actually find with these settings has a minimal, almost negligible performance impact on things, so you're probably safe leaving that on.

    For my personal rig, which is using the 3GB GTX 780, it's possible to make VXGI have the same performance hit LPVs have. On anything past that, Maxwell and soon Pascal, it has even less of an impact since VXGI is properly hardware accelerated.

    Comment


      Originally posted by Daniel.Wenograd View Post
      The Nvidia VXGI build, as a representative from Nvidia said earlier in this massive thread if I recall correctly, is free for anyone using the UE4 to use (someone feel free to correct me if I'm wrong, hunting for the exact quote in 78 pages would take all night). It wasn't Alexey who said it, it was someone else from Nvidia and the name slips my mind at the moment so I can't search for it.

      As for VXGI being pretty heavy on performance, it can be. Fortunately, it can get a lot better.

      r.VXGI.mapsize = 32 (this will make the voxels much, much larger and decrease the amount of vram it uses)
      Then in post processing, set sparse tracing to 4 and cones to 4. There may be other ways to make it a bit cheaper, but generally those are the most important ones. VXGI specular I actually find with these settings has a minimal, almost negligible performance impact on things, so you're probably safe leaving that on.

      For my personal rig, which is using the 3GB GTX 780, it's possible to make VXGI have the same performance hit LPVs have. On anything past that, Maxwell and soon Pascal, it has even less of an impact since VXGI is properly hardware accelerated.
      Thank You.
      A last question for now. Its simple to put it to run on 4.11? Or I need make code things that I dont know? :/
      I work as a web developer. But inside the game development scene, I am much more an artist than a programmer.
      YouTube:Coruja Games
      Twitter:@_corujagames
      Facebook:@corujagames
      Instagram:@_corujagames

      Comment


        Originally posted by reneberwanger View Post
        Thank You.
        A last question for now. Its simple to put it to run on 4.11? Or I need make code things that I dont know? :/
        I work as a web developer. But inside the game development scene, I am much more an artist than a programmer.
        Alexey is working on the 4.11 build since the engine was just updated to it only a few days ago. It may be a week or two before it's properly prepared. When it's ready, it'll be put on Github for use, and it's fairly straightforward to compile the engine using it. I'm not a programmer either and I've been able to figure it out pretty easily. It's barely 1 step more than compiling the standard UE4 build from Epic's Github, it's almost the exact same process aside from 1 step. When you run setup.bat, you just hit N for it to not overwrite the modified files. Everything else is the same.
        Last edited by Zero-Night; 04-06-2016, 03:27 AM.

        Comment


          Originally posted by Daniel.Wenograd View Post
          Alexey is working on the 4.11 build since the engine was just updated to it only a few days ago. It may be a week or two before it's properly prepared. When it's ready, it'll be put on Github for use, and it's fairly straightforward to compile the engine using it. I'm not a programmer either and I've been able to figure it out pretty easily. It's barely 1 step more than compiling the standard UE4 build from Epic's Github, it's almost the exact same process aside from 1 step. When you run setup.bat, you just hit N for it to not overwrite the modified files. Everything else is the same.
          Thank You for All. Plz check my game on signature, and follow it if you like.
          Lets see where your precious help, it will take me.
          YouTube:Coruja Games
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            Originally posted by GalaxyMan2015 View Post
            In regards to the beaufort scale, I dont think I can change that at all, as all I feed in is a number and it does the rest. For the second one, sure I can expose that function, once I figure out how to use it. Altho it will most likely have to wait until 4.11
            Bump GalaxyMan

            Hope you remember to include this exposing of "GFSDK_Waveworks_Simulation_ArchivedDisplacements()" in your 4.11 Github

            Best regards
            Carl

            Comment


              Originally posted by GalaxyMan2015 View Post
              Not yet, waiting for an addition from NVIDIA to support reverse Z projection, then I might be able to get it to work.
              Any chance you can share what you've been able to get working yet ?

              Comment


                Originally posted by Ad3ViLl View Post
                Any chance you can share what you've been able to get working yet ?
                I have nothing working thats the issue, basically just broken rendering, its really not worth me uploading.
                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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                  edit - oops I was too late with this bit of my reply - From whats been said so far I presume there would be no point sharing it because its not working in a useful way.

                  Lack of volumetric fog is the main thing that has stopped me really trying UE4 in depth so far, and FleX also intrigues me a lot. So GalaxyMan if you can get those two working in 4.11 I will be over the moon and will make a donation. I'm sorry that all your hard work gets you a lot of people desperate for you to share, I wish nvidia put more resources into this stuff. I've been reading this thread almost since the start and I found it slightly disconcerting that we don't hear as much from them on this thread as we used to.

                  Comment


                    Someone very generous has to integrate VXGI with 4.11...............as soon as possible.
                    Artstation
                    Join the support channel
                    Gumroad Store

                    Comment


                      Originally posted by Miles.Macklin View Post
                      Flow is a new library for performing grid-based fluid simulation, Flex remains a standalone library (separate from PhysX) for particle based dynamics. We will maintain UE4 integrations for both libraries, as they are designed to complement each other.
                      Sorry to bother you but is there any rough plan for when flow will be released? There doesn't seem to be much about it anywhere on the web apart from the GDC-related press release and a few snippets of video on youtube.

                      I think I know enough about it that I'm already in love with it despite its present low profile. Because I'm a huge fan of the 'previous generation' of this particular simulation/technique - one that was limited by the stuff being trapped by the bounds of a fixed grid, as opposed to this new one that appears to dynamically add simulation cells to new positions in space as they are needed. Practical applications for the simulation blossom with this new capability so I am virtually wetting myself over the prospect of getting my hands on an implementation.

                      Comment


                        Here is my small input on application of Flex:

                        Comment


                          So the 4.11 flex just came up on GitHub, but I am having trouble compiling. I have downloaded the zip, run setup.bat, run GenerateProjectFiles.bat and opened the solution in Visual Studio Community 2015 (fully updated) and I am getting this error:

                          From OutPut:

                          Creating library C:\UnrealEngine-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.lib and object C:\UnrealEngine-FleX\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.exp
                          5> -------- End Detailed Actions Stats -----------------------------------------------------------
                          5>ERROR : UBT error : Failed to produce item: C:\UnrealEngine-FleX\Engine\Binaries\Win64\UE4Editor-Engine.dll
                          5> Total build time: 2426,72 seconds
                          5>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(42,5): error MSB3075: The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.

                          From ErrorList:
                          Error MSB3075 The command "..\..\Build\BatchFiles\Rebuild.bat UE4Editor Win64 Development -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command. UE4 C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets 42
                          Error C2027 use of undefined type 'FFlexContainerInstance' UE4 C:\UnrealEngine-FleX\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysUtils.cpp 616
                          Error C2065 'sGlobalDebugDraw': undeclared identifier UE4 C:\UnrealEngine-FleX\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysUtils.cpp 616
                          Error C2027 use of undefined type 'FFlexContainerInstance' UE4 C:\UnrealEngine-FleX\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysUtils.cpp 619
                          Error C2065 'sGlobalDebugDraw': undeclared identifier UE4 C:\UnrealEngine-FleX\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysUtils.cpp 619
                          Error Failed to produce item: C:\UnrealEngine-FleX\Engine\Binaries\Win64\UE4Editor-Engine.dll UE4 C:\UnrealEngine-FleX\Engine\Intermediate\ProjectFiles\ERROR 1

                          Comment


                            can anyone help me. where can i get gameworks for 4.10 or 4.11... i cannot find it thanks

                            Comment


                              Originally posted by Number47 View Post
                              So the 4.11 flex just came up on GitHub, but I am having trouble compiling. I have downloaded the zip, run setup.bat, run GenerateProjectFiles.bat and opened the solution in Visual Studio Community 2015 (fully updated) and I am getting this error:
                              I got it working, and I was also using VS Community 2015. You have to follow the instructions in the readme of this FleX version - downloading the zip is no good, you have to go about everything in a particular way to avoid overwriting files that FleX needs.

                              I did skip the second part of step 2, which invites us to prepare, compile & run the main one before even getting the flex stuff. Because at this point it still complained about not having visual studio 2012 or 2013, presumably because it was an older version of UE. Happily once the steps afterwards are followed and the FleX version gets merged in, it then works with VS 2015.

                              Comment


                                Has anyone noticed with the latest VXGI-4.10 version that distance field shadows don't work at all (whether vxgi is on or not)? or is there something wrong with my settings? It still works on Galaxyman's 4.9.2 merged version.

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