Originally posted by PLASTICA-MAN
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Originally posted by Mike.Skolones View PostThose are console commands.
[ATTACH=CONFIG]26055[/ATTACH]Last edited by Nudlegaru; 02-20-2015, 06:02 AM.
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Originally posted by PLASTICA-MAN View PostThnaks 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 materials settings are near the bottom of the rollout panel in the materials editor:
Last edited by Mike.Skolones; 02-18-2015, 04:34 PM.
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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.
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Originally posted by iniside View PostOk. 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.
And where do I find the map? Could you post with/without screenshots?
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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.
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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.pngLast 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.
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Originally posted by iniside View PostActually 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?
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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?
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Originally posted by Mikand79 View PostSo VXGI works on all DirectX11 hardware? Or just on CUDA hardware?
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Originally posted by PLASTICA-MAN View PostFrom 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?
--Mike
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Originally posted by Mike.Skolones View PostI 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
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.
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