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    Getting with 4.13 Preview 1 and 2 this error when I am trying to use Tesselation:
    Error [SM5] Material.usf(1542,2-16): warning X3206: implicit truncation of vector type
    Error [SM5] MobileBasePassVertexShader.usf(35,3-43): error X3000: unrecognized identifier 'FForwardShadingBasePassInterpolantsVSToPS'

    with 4.12.4 and 4.12.5 (all GalaxyMan2015 version - thanks for that work very much ) I don't have that problem. Neither does it happen in the official 4.13 Preview 2 (Preview 1 not tested).

    Comment


      Originally posted by Nekronata View Post
      Getting with 4.13 Preview 1 and 2 this error when I am trying to use Tesselation:
      Error [SM5] Material.usf(1542,2-16): warning X3206: implicit truncation of vector type
      Error [SM5] MobileBasePassVertexShader.usf(35,3-43): error X3000: unrecognized identifier 'FForwardShadingBasePassInterpolantsVSToPS'

      with 4.12.4 and 4.12.5 (all GalaxyMan2015 version - thanks for that work very much ) I don't have that problem. Neither does it happen in the official 4.13 Preview 2 (Preview 1 not tested).
      I'll take a look as FForwardShadingBasePassInterpolantsVSToPS was renamed in 4.13 so looks like I missed one.
      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
      Feel free to Donate if you wish to support me

      Comment


        Thank you so much for your hard work!
        I downloaded your branch (4.12.5) from github and everything works fine! But how can you make a flex soft body deform permanently? You mentioned it here that it now is possible but I just can't figure it out how. Would be awesome if you could help me
        Bandara

        Virtual Reality Content Studio

        Daniel Gonçalves
        VR/AR Developer

        http://www.bandara.ch

        Comment


          Originally posted by borgedan View Post
          Thank you so much for your hard work!
          I downloaded your branch (4.12.5) from github and everything works fine! But how can you make a flex soft body deform permanently? You mentioned it here that it now is possible but I just can't figure it out how. Would be awesome if you could help me
          Yeah you can't with the 4.12.5 branch, the feature was included only in the 4.13 branch.
          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
          Feel free to Donate if you wish to support me

          Comment


            Originally posted by GalaxyMan2015 View Post
            Yeah you can't with the 4.12.5 branch, the feature was included only in the 4.13 branch.
            Thanks for the quick reply! Ok, then I'll try out the 4.13 branch.
            Bandara

            Virtual Reality Content Studio

            Daniel Gonçalves
            VR/AR Developer

            http://www.bandara.ch

            Comment


              Here is a Cinematic made with sequencer featuring Apex cloth Nvidia hair works . Many thanx to GalaxyMan2015 for all the help. getting this to work.
              I'm really loving this
              Last edited by Dahandla; 08-20-2016, 01:29 PM.

              Comment


                Originally posted by GalaxyMan2015 View Post
                I'll take a look as FForwardShadingBasePassInterpolantsVSToPS was renamed in 4.13 so looks like I missed one.
                Well, that can happen. Let me know when you found something and keep up the good work.

                Comment


                  Hi everyone!

                  Recently, I upgraded my project to Galaxyman's 4.12 branch, everything works fine from downloading to project, building and packaging for me.

                  However, after I open up my shipping build game, an error message show up and says something about missing "d3dcompiler_47.dll"

                  After some research on google, I found the answer from this page:

                  https://forums.unrealengine.com/prin...&pp=40&page=82

                  After copying the "d3dcompiler_47.dll" from Engine\Binaries\ThirdParty\CEF3\Win64\d3dcompiler_47.dll to C:\Windows\System32

                  I can successfully run my shipping version without problem. But this solution still leaves me with 2 unanswered questions:

                  1. Suppose I uploaded my game to steam, if the user buying my game are using win7 and didn't have the required .dll to run the game, what can I do to

                  have their system acquire the missing .dll?

                  2. The second question is probably due to the lack of understanding of UE4 on my part, but I will like to know why the engine still need a shader compile .dll

                  when executing a cooked game? Aren't the shader already compiled in a shipping build? If I can somehow make the shipping version not compile the shader

                  again, will this mean the end user doesn't require the "d3dcompiler_47.dll" anymore?


                  Any response will be greatly appreciated, and thank you for your patience for reading my post.

                  Edit: 2016/08/28

                  After trying to run my shipping version for some times, I noticed the shipping version sometimes crashes from start for unknown reasons. (So simply copy d3dcompiler_47.dll to system32 might not be the solution for me)

                  Edit: 2016/08/28 07:51

                  I took a look of the crash dump generated from my shipping build, and found the crash is due to:

                  void FFlexFluidSurfaceRenderer::RenderDepth(FRHICommandList& RHICmdList, FPrimitiveSceneProxy* SceneProxy, const FViewInfo& View)

                  I simply comment out the function's body and rebuild again and the shipping build work without problem. (I know it's a lame way to fix the problem, but I don't use flex particle anyways.)
                  Last edited by rit; 08-28-2016, 07:55 AM.

                  Comment


                    Originally posted by GalaxyMan2015 View Post
                    make sure ur setting the console variable vr.MultiResRendering to 1,2 or 3 (based on how aggressive you want the MultiRes to be). I was able to get significant gains by using 3 and a screen percentage of 200 on my oculus.
                    Hi GalaxyMan2015,
                    Could you tell us where to find some document on how to use multi-res in that branch? I tried searching info on Google but nothing there and I want to resize the lower res portion in order to balance the performance and the visual in VR.
                    Nvidia doesn't provide us the official document like VXGI tech document.

                    Comment


                      Originally posted by rit View Post
                      Edit: 2016/08/28 07:51

                      I took a look of the crash dump generated from my shipping build, and found the crash is due to:

                      void FFlexFluidSurfaceRenderer::RenderDepth(FRHICommandList& RHICmdList, FPrimitiveSceneProxy* SceneProxy, const FViewInfo& View)

                      I simply comment out the function's body and rebuild again and the shipping build work without problem. (I know it's a lame way to fix the problem, but I don't use flex particle anyways.)
                      So is the d3dcompiler issue gone too?

                      In any case, shipping builds should not need the shader compiler at all, and certainly they should not link to it statically. What kind of error do you see, is it an OS message saying that it can't load an EXE or DLL due to a missing dependency, or just a regular message box from UE or ShaderCompileWorker?

                      Comment


                        Originally posted by netseeker View Post
                        Hi GalaxyMan2015,
                        Could you tell us where to find some document on how to use multi-res in that branch? I tried searching info on Google but nothing there and I want to resize the lower res portion in order to balance the performance and the visual in VR.
                        Nvidia doesn't provide us the official document like VXGI tech document.
                        There are no CVar-s or UI parameters that control the specific MRS configuration values. You can use vr.MultiResRendering to switch between various quality presets, 0-3, where 0 is disabled, 1 is more conservative and 3 is more aggressive. If you really need more control over the config, you can edit "Engine/Source/Runtime/Engine/Private/SceneView.cpp" and for example add a new setting for that CVar that would mean your custom preset, and maybe add more CVars to control that preset.

                        Comment


                          Hi Alexey!

                          Thank you for the response.

                          It is an error message from my shipping build .exe. I've done some research and confirmed that UE4 should be precompiling all shaders in packaged game. So seeing it need a shader compiler is kind of weird. (Interestingly, I could still play the game normally, but hairworks won't render in the game, which means my character is bald-headed.)


                          I tried copy the d3dcompiler_47.dll to various location in my shipping build. And found out that, if I copy the .dll to the folder where my shipping .exe is, then I don't need the .dll in my

                          C:\Windows\System32

                          directory anymore. Seems like the shipping build tend to find the .dll within local directory, if the .dll is not found, then it will resort to the clien'ts system32 directory.


                          So, I think my problem is solved (I could just copy the required .dll in my packaged game manually), albeit with a hacky approach.

                          Thank you again for the reply!

                          Comment


                            Originally posted by Alexey.Panteleev View Post
                            There are no CVar-s or UI parameters that control the specific MRS configuration values. You can use vr.MultiResRendering to switch between various quality presets, 0-3, where 0 is disabled, 1 is more conservative and 3 is more aggressive. If you really need more control over the config, you can edit "Engine/Source/Runtime/Engine/Private/SceneView.cpp" and for example add a new setting for that CVar that would mean your custom preset, and maybe add more CVars to control that preset.
                            Thanks Alexey,
                            I have tested VR works demo on HTC VIVE and aggressive preset works great but I just want to enlarge the outer portion a little. I will ask some friends who can code to get it done.

                            Comment


                              Originally posted by GalaxyMan2015 View Post
                              No idea, dont own one, but I dont see why not. Are you saying you have a 1060/70/80 and its not working?
                              Speaking only for myself, I have the MSI Gaming X edition GTX1070 [a BEAST, I'll add!] and VXGI works extraordinarily well!

                              Perhaps something didn't compile right?
                              Last edited by Aeries; 09-01-2016, 01:22 PM.

                              Comment


                                Flex Build Crashes. Fine in Editor/Standalone.

                                I have a 4.12/Flex VR project (stereo instanced rendering enabled) running fine in the editor and standalone. The project builds/packages without errors. When I run the .exe the binary throws a break and crashes with fatal error immediately when starting up. Has anyone experienced anything similar with regards to packaged Flex builds crashing, but the project source launching fine within the editor or standalone? Don't currently have access to logs so any general thoughts would be greatly appreciated.

                                Comment

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