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    Originally posted by PLASTICA-MAN View Post
    Welcome back and thanks for the upload you and the Nvidia team.
    I downloaded the first zip file and I couldn'tgenerate project files. I was still downloading the new version from zip after adding NVAPI and I just stopped it after I saw you uploaded an overview doc. Does the zip file get upated too and where do I find it in the new zip? Thanks !
    Yes, sorry for the hiccups. The zip should be updated automagically by Github. I think they zip every time there is a checkin, or something like that.

    Comment


      Originally posted by Mike.Skolones View Post
      Those are console commands.

      [ATTACH=CONFIG]26055[/ATTACH]
      Thanks for the info. Where can I download this whole presentation of this? Also he said he set materials for sth, I can see materials settings but what for? Are they for meshes or for the lighting itself? The main console variables are for the source code in C++ right? (sorry I am just debuting).
      Last edited by Nudlegaru; 02-20-2015, 06:02 AM.

      Comment


        Originally posted by PLASTICA-MAN View Post
        Thnaks for the info. Where can I download this whole presentation of this? Also he said he set materials for sth, I can see materials settings but what for? Are they for meshes or for the lighting itself?
        It's in the root directory of the repo, the latest commit added it. Three slides is all there is right now, I'm afraid. Here is the other useful one:
        Click image for larger version

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        The materials settings are near the bottom of the rollout panel in the materials editor:
        Click image for larger version

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        Last edited by Mike.Skolones; 02-18-2015, 04:34 PM.

        Comment


          Ok. I finally managed to run it and here are my few cents:
          1. Specular GI, is extremly slow, it add 15ms, to SunTemple scene. I won't consider it as issues as long as metalic surfaces, will be able to work with build in reflections.

          2. Diffuse GI is fast. With diffuse GI only it runs at 15ms, which I guess pretty acceptable (;.
          3. It looks good. Though, it's to notice any indirect shadowing on SunTemple map.

          I really like it overall. Going to test on landscape map.

          Edit:
          What I noticed though, that on SunTemple when you get to fist closed room, and look directly at windows, on left side, GI just stop working. Zero indirect lighting.


          What really impresses me most, is that this method despite only one bounce, can be easily used light entire scene, without using sky light.
          Last edited by iniside; 02-18-2015, 04:37 PM.
          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

          Comment


            Originally posted by iniside View Post
            Ok. I finally managed to run it and here are my few cents:
            1. Specular GI, is extremly slow, it add 15ms, to SunTemple scene. I won't consider it as issues as long as metalic surfaces, will be able to work with build in reflections.

            2. Diffuse GI is fast. With diffuse GI only it runs at 15ms, which I guess pretty acceptable (;.
            3. It looks good. Though, it's to notice any indirect shadowing on SunTemple map.

            I really like it overall. Going to test on landscape map.

            Edit:
            What I noticed though, that on SunTemple when you get to fist closed room, and look directly at windows, on left side, GI just stop working. Zero indirect lighting.
            Which GPU are you running?

            And where do I find the map? Could you post with/without screenshots?

            Comment


              GTX 780 with latest drivers on Windows 10.

              Edit as for map. From Unreal Launcher .

              Edit, I'm uploading few screenshots.
              Last edited by iniside; 02-18-2015, 04:48 PM.
              https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

              Comment


                Originally posted by iniside View Post
                GTX 780 with latest drivers on Windows 10.
                Windows 10 Preview doesn't have DX12 in it yet from what I heard, so I hope an update with DX12 for windows 10 and an update with DX12 renderer comes for the nvidia repository to increase performance.

                Comment


                  Actually Windows 10 have DX12(or so at least dxdiag tells), we just don't have public drivers yet.

                  GI On:

                  https://dl.dropboxusercontent.com/u/...nshot00001.png
                  (yes first this is with GI, I don't know what happen, that when you look at certain angle, there is no bounce)
                  https://dl.dropboxusercontent.com/u/...nshot00002.png
                  https://dl.dropboxusercontent.com/u/...nshot00003.png
                  Gi Off:
                  https://dl.dropboxusercontent.com/u/...nshot00004.png
                  Last edited by iniside; 02-18-2015, 04:55 PM.
                  https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                  Comment


                    So VXGI works on all DirectX11 hardware? Or just on CUDA hardware?

                    Comment


                      Originally posted by iniside View Post
                      Actually Windows 10 have DX12(or so at least dxdiag tells), we just don't have public drivers yet.

                      GI On:

                      https://dl.dropboxusercontent.com/u/...nshot00001.png
                      (yes first this is with GI, I don't know what happen, that when you look at certain angle, there is no bounce)
                      https://dl.dropboxusercontent.com/u/...nshot00002.png
                      https://dl.dropboxusercontent.com/u/...nshot00003.png
                      Gi Off:
                      https://dl.dropboxusercontent.com/u/...nshot00004.png

                      When you move the light source in the viewport, do the lighs and shadows move in real time? Did you try to set up a moving sun to seefit this works well in a dynamic cycle theme?

                      Comment


                        From your museum video here: https://developer.nvidia.com/gi-works , you say that your tech has only one bounce. I saw other techs having more bounces. Do you plan to increase the number in the near future?

                        Comment


                          Originally posted by Mikand79 View Post
                          So VXGI works on all DirectX11 hardware? Or just on CUDA hardware?
                          All DX11/Windows, not just CUDA; however I wouldn't be surprised if you find issues with some HW/driver configurations, it's a new feature and we haven't tested it that broadly yet.

                          Comment


                            Originally posted by PLASTICA-MAN View Post
                            From your museum video here: https://developer.nvidia.com/gi-works , you say that your tech has only one bounce. I saw other techs having more bounces. Do you plan to increase the number in the near future?
                            I don't have a timeline for that, those decisions will be driven by the performance/quality dynamic. In our research we found that their isn't enough quality to be gained from multiple bounces in a real-time game application to justify the performance impact with today's GPUs. We will continue to refine the implementation as new GPU architectures move into the mainstream.

                            --Mike

                            Comment


                              Originally posted by Mike.Skolones View Post
                              I don't have a timeline for that, those decisions will be driven by the performance/quality dynamic. In our research we found that their isn't enough quality to be gained from multiple bounces in a real-time game application to justify the performance impact with today's GPUs. We will continue to refine the implementation as new GPU architectures move into the mainstream.

                              --Mike
                              I tested some cryengine dynamic GI tech with double bounces and I found that double bounces add more to the scene: you can watch the video here and download the tech in description: https://www.youtube.com/watch?v=8PCnkJBvIrY (you can watch more videos of the same tech in his channel)

                              Also The Tomorrow Children on PS4 has 3 bounces for its dynamic GI and in 16 directions in an octane rendered scene and characters and you can see the difference btween the 3 bounces in this article: http://www.dualshockers.com/2014/09/...p-screenshots/

                              I know both are different from your tech, but still more bounces add more life and realism to the scene.

                              Anyway:Looking forward to see your Pascal and Volta cards. You will present your Pascal cards at this GDC right? (please say yes, cus I will be one of its first buyer ) !
                              Last edited by Nudlegaru; 02-18-2015, 06:30 PM.

                              Comment


                                @Mike.Skolones Any words on Turf Effects? Really excited about hearing more.

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