Originally posted by Nudlegaru
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NVIDIA GameWorks Integration
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Originally posted by Konflict View PostThat's an unofficial source of information, and does not represents the GameWorks solutions in any form. There is however the official site explaining the available features of the GW solutions which i'd recommend you to read instead. Most (not all but most) of the features mentioned on the official site are actually available in UE4 builds which [MENTION=31173]GalaxyMan2015[/MENTION] was kind enough to pull together into one branch already. The features you are missing doesn't appear to be part of the GameWorks, but as i mentioned before UE4 have competitive solutions as replacement that you can use, eg Screen Space Reflection was a feature from day 1. Some of the others you can recreate by yourself, using UE4's built in tools like the rain texture effects or the tessellated terrain features.Last edited by Nudlegaru; 10-08-2016, 05:56 AM.
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I just downloaded https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.13. I followed the directions and VXGI is working perfectly, but only in the left eye. In the right eye, the shadows are missing. If I go to the PostProcessVolume and uncheck Settings->Enable Diffuse Tracing, then both eyes work correctly again, but without the GI obviously. Im using an Oculus Rift with an NVidia GTX1080 using the newest drivers. Has anyone else seen this behavior?
Update: I confirmed that the same thing happens (shadows in only the left eye) in the SciFiHallway demo as shipped, so there's definitely a bug in the code itself.
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HairWorks integration upgraded to UE4.13.2, with several small fixes.
https://github.com/NvPhysX/UnrealEngine/tree/HairWorks
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Heya, I just have to thank you guys for the awesome work you've been putting into making sure all these great features work with Unreal. I'm always running with a Multi Res Shading build for my VR projects.
I am curious about one thing though, are there any plans to implement a non-vr implementation of Multi Res Shading?
Shadow Warrior 2 has apparently implemented that with great success for non-vr use, and it seems like a great alternative to checkerboard rendering, or just upscaling when you need added performance in a lot of cases.
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Originally posted by zlz_showtime View PostHey guys quick question for people messing around with flex. Been trying my hand at making a Splatoon clone, any idea on how to make your character take per poly collisions with fluids(giggity!)?
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Originally posted by Miles.Macklin View PostWe don't currently support collision against the characters polygon mesh however you can set Flex to collide against the character's bone shapes, see the flexRagdollTest.umap in the UE4 FlexProject to see how to set up the collision channels.Hobbyist trying to go pro.
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Hello! just a new artist trying to get VXGI for UE4... I just wanted to ask about the link NVIDIA provided for UE4 VXGI integrations.. are the link been put down? because when i try to access them on github it says page not found. Am I missing something? Im new to github as well, I'd appreciate any help because i really need to them.. Thanks!
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Originally posted by Kluze View PostHi, I hope to use Hairworks for 4.14. If i build hairworks 4.13 to 4.14, is it working without problem? please, i need help desperately.
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