I am afraid that until they release all source for GameWorks then AMD users could get support, for now it is just locked down to binary black box.
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Originally posted by AE_3DFX View PostI am afraid that until they release all source for GameWorks then AMD users could get support, for now it is just locked down to binary black box.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostI will have to test, but am nervous to upgrade in case its not fixable. So let me have a think about it.
Hmmm, can't use emoji here. All jokes don't get serious. Appreciate your work!
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Hi [MENTION=31173]GalaxyMan2015[/MENTION], can you make a tutorial video about "how to merge Nvidia Branches". It would be great if you could do this.
is this your youtube channel?
https://www.youtube.com/channel/UCeV...g6_yk4PiH-tTQw
Thanks.
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Originally posted by israfilistek View PostHi @GalaxyMan2015, can you make a tutorial video about "how to merge Nvidia Branches". It would be great if you could do this.
is this your youtube channel?
https://www.youtube.com/channel/UCeV...g6_yk4PiH-tTQw
Thanks.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Daniel.Wenograd View PostSince this has been a long standing bug since far shadow cascades were introduced in the main UE4 branch and I haven't gotten a response since I first mentioned it months ago, I figure it may help to actually show what the problem is. This is a bug -only- present in the VXGI build, the main branch doesn't seem to have this problem:
Text version:
If you have more than 4 shadow cascades of any type, the ones closest to the camera stop rendering.
4 standard cascades = normal
4 standard + 2 far = the two closest to the camera vanish
4 standard + 1 far = the one closest to the camera vanishes
3 standard + 1 far = normal
4 standard + 4 far = no normal shadow cascades render
4 standard + distance field shadows = the cascade closest to the camera vanishes
3 standard + 1 far + distance field shadows = the cascade closest to the camera vanishes
2 standard + 1 far + distance field shadows = normal
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Originally posted by enoes View Postnvida pascal not supported VXGİ ?????????????NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Hi guys!
I have this really weird situation that I can't manage to download 4.11
https://github.com/NvPhysX/UnrealEng.../MultiRes-4.11
this website shows that the branch is set to "release" and said that "@ben-marsh ben-marsh Merge branch '4.7' into release"
So I switch the branch into 4.11 version, however no matter how I press "Open in Desktop" I always get the 4.7 version.
this works fine if I press "download Zip", but others said that option "download Zip" does not work in 4.11, So I must Open in Desktop.
How should I download it.(I might new to github, so bare with me)
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Originally posted by Luupinh View PostHi guys!
I have this really weird situation that I can't manage to download 4.11
https://github.com/NvPhysX/UnrealEng.../MultiRes-4.11
this website shows that the branch is set to "release" and said that "@ben-marsh ben-marsh Merge branch '4.7' into release"
So I switch the branch into 4.11 version, however no matter how I press "Open in Desktop" I always get the 4.7 version.
this works fine if I press "download Zip", but others said that option "download Zip" does not work in 4.11, So I must Open in Desktop.
How should I download it.(I might new to github, so bare with me)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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Awesome job man! I'm curious about one thing. How can I merge two of your branches?
Not hardcore code rewriting, just your version of 12.5 with Gameworks + Ortho scene capture 2D?
As I can see ortho branch change 3 files only, but I don't understand how to properly merge them.
I need to copy-paste these files to Gameworks branch, and build whole thing in VS?
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