Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    [QUOTE=Maxime.Dupart;681974]Thanks Nvidia team !

    Might you have any knowledge of when the VXGI branch might be updated to 4.15?

    WIP Thread

    Comment


      Originally posted by Rhynedahll View Post
      Originally posted by Maxime.Dupart View Post
      Thanks Nvidia team !
      Might you have any knowledge of when the VXGI branch might be updated to 4.15?
      Well... Since [MENTION=649466]Maxime.Dupart[/MENTION] deleted the other thread.... I wouldn't hold your breathe that he'll release his. If nobody else releases a version, or if NVIDIA doesn't upgrade it within the next few days then sometime next week I'll probably upgrade it myself..
      Last edited by Koderz; 03-17-2017, 10:35 AM.
      Runtime Mesh Component - The best way to render procedural/runtime created meshes! - Version 4.1 out now!

      Come talk about anything RMC or Procedural Mesh Related in our Discord!

      Comment


        Nothing yet on the 4.15 VRworks branch ?
        Antoine Guillo, FR
        Virtual Reality Designer
        https://groupe-legendre.com/

        Comment


          Originally posted by Koderz View Post
          Well... Since [MENTION=649466]Maxime.Dupart[/MENTION] deleted the other thread.... I wouldn't hold your breathe that he'll release his. If nobody else releases a version, or if NVIDIA doesn't upgrade it within the next few days then sometime next week I'll probably upgrade it myself..
          I understand me spending hours and even days putting together VXGI, Hairworks and Flex together on 4.14.3 and sharing it for free for the community isn't enough for you, no need to over-dramatize really.
          LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

          Comment


            Why Flow is limited within GridActor ?
            Wasn't the point of flow to work without such arbitrary limitations ? It severely limits it's usefulness only to statically placed effects.
            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 Maxime.Dupart View Post
              I understand me spending hours and even days putting together VXGI, Hairworks and Flex together on 4.14.3 and sharing it for free for the community isn't enough for you, no need to over-dramatize really.
              Thank you for your time and effort. At this stage, it would appear to me that you could make one other important contribution to the community in the form of a guide to the process of integrating Gameworks with Unreal. All that you have learned would certainly be of value to those of us, like me, who don't have a clue as to where to start.

              WIP Thread

              Comment


                I also just heard from Nvidia that they're almost done with their official porting of VXGI to 4.15 . So there's nothing to worry about really.

                I would gladly make a small video or tutorial for the process, but i'm really busy right now with big milestone coming from my game project. But i'll keep this in mind for sure.
                LinkedIn | Link custom Shaders | Atmosphere Modelisation & Procedural Planets | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                Comment


                  Edit : D'oh! I see that Maxime just replied stating that Nvidia are almost done with their 4.15 integration for VXGI, good times!

                  Just wanted to chime in with my 2 cents here as I've been watching these VXGI threads regularly, hoping that someone will have been able to merge VXGI into 4.15 succesfully.

                  Maxime, I completely understand where you're coming from. you've spent a good deal of time merging the VXGI code into 4.15 (glad to know it's possible by the way, I was wondering if the new header system would break everything) and you're not obligated to just give everyone your work at all.

                  I think the issue here is that for all intents and purposes, UE4 is a free platform with an open codebase. VXGI is also free for the end-user. As a community of people all working on projects using UE4 (and some of us with VXGI), I personally feel that if Nvidia aren't keeping their VXGI branch up-to-date and a member of the community succesfully merges all the code in themselves, releasing that code benefits many people with zero cost to that developer as they've already done the leg work!

                  In my opinion, the more of us using VXGI the better, more support threads, more useful information out there. Holding back an integration of 2 essentially free platforms feels a little hard-nosed. We all benefit!

                  I think the other unfortunate reality here is that in months past, Galaxyman2015 actively maintained his own Nvidia Gameworks merged branches, which were available for download through Github for everyone. I guess it's just a bit frustrating to go from that to seeing that someone has achieved the same with 4.15 but doesn't want to share (for valid reasons I do admit).

                  As I said earlier though, I wouldn't feel beholden to release something I'd spent hours/days on just because people ask me to. I do understand (I think).

                  With all that said, I have a couple of completely unrelated questions regarding VXGI if anybody has any further info?

                  - Is it recognised that VXGI and Forward Shading are incompatible? Is there a reason for this? Enabling Forward Shading in my 4.14.3 branch results in a crash on project load.

                  - What are everyones thoughts on using VXGI in a VR-Based project? Obviously Nvidia have a ton of optimisations in their VRWorks branches, but as I understand it, VXGI isn't tailored to integrate with these (perhaps resulting from the Forward Shading issues I mentioned above) as the goals (VXGI = high quality realtime indirect lighting / VRWorks = high performance VR optimisations) don't really serve each other well.

                  - Is there any information out there on whether Epic will open up the plugin system to allow something like VXGI to just be dropped into an official UE4 build without the need for a custom branch?

                  - Related to the question above. Realtime GI in general in UE4! LPV is really the only option (DFGI also, but this is even less developed than LPV) developed by Epic and my understanding is that it's not being actively maintained or developed. Is there a reason for this? We're hitting a point where most gaming PCs can happily handle realtime GI, but without a custom version of the engine using something like VXGI, it's pretty limited. Does anyone know if Epic has a plan to iterate on LPV or otherwise build a new 1st-party solution at any point in the future?

                  Comment


                    Originally posted by Maxime.Dupart View Post
                    I understand me spending hours and even days putting together VXGI, Hairworks and Flex together on 4.14.3 and sharing it for free for the community isn't enough for you, no need to over-dramatize really.
                    I'm not over-dramatizing anything... Please calm down... Again I was replying to someone else, and stated that you deleted the thread, which you did.

                    Like I've now said 3+ times, I haven't been asking you to do any more work. You've claimed you already have it running, pushing it to github is no real work as I haven't asked you to support it, or extend it, or even upgrade it further, or actually even to make sure it works before you did. If you haven't looked at my footer or read what I said on your other thread... I know all about putting large amounts of time in to both free plugins (my RMC) and free submissions to the engine or just free engine branches (RMC collision, Texture Arrays etc. ). I maintain those partly for myself and then also to help others which is how the community has gotten several great projects and also had several great additions to the engine. I'm pretty sure in one of the threads I did actually thank you for your work even though I can't actually use it since I'm locked to 4.15. At this point I'll just wait for NVIDIA or update it myself if they haven't released it by the time I need it.
                    Runtime Mesh Component - The best way to render procedural/runtime created meshes! - Version 4.1 out now!

                    Come talk about anything RMC or Procedural Mesh Related in our Discord!

                    Comment


                      Originally posted by Miles.Macklin View Post
                      Just a note to say that the official Flex and Flow integrations into UE 4.15.0 are now available here:

                      https://github.com/NvPhysX/UnrealEng...ee/FleX-4.15.0
                      https://github.com/NvPhysX/UnrealEng...lowPlugin-4.15
                      when I click these links I get a 404 error. Has that happened to anyone else, or is there a trick to it? I have a GitHub account and I'm logged in....

                      Comment


                        Originally posted by ideefixe View Post
                        when I click these links I get a 404 error. Has that happened to anyone else, or is there a trick to it? I have a GitHub account and I'm logged in....
                        You need to be linked to the Epic Games github group to be able to view the engine or its forks.

                        Goto... https://www.unrealengine.com/dashboard/settings and put your github username in the field and you should get linked to the organization pretty quick.
                        Runtime Mesh Component - The best way to render procedural/runtime created meshes! - Version 4.1 out now!

                        Come talk about anything RMC or Procedural Mesh Related in our Discord!

                        Comment


                          ugh, thanks. Apparently I didn't accept the invitation from March 2015...the links work now!

                          Comment


                            Just to let everyone here know. NVIDIA just pushed the official update so VXGI should be working on 4.15. Let them know if you find any bugs.
                            Runtime Mesh Component - The best way to render procedural/runtime created meshes! - Version 4.1 out now!

                            Come talk about anything RMC or Procedural Mesh Related in our Discord!

                            Comment


                              Iirc it's floating around somewhere on the VXGI Q&A 'forum' on Github.
                              1onlineapotheke.de Cialis bestellen levitra kaufen

                              Comment


                                I just tested Flow, and I can only say... AMAZING!

                                BUT, I have a question, I've seen that it can cast shadows on itself (from directional light). My question is: Can it cast shadows from itself onto other geometry? (surrounding map). And can it cast shadows from other light types like spot lights and point lights? Can the simulation be frozen and baked to like a single frame (like here: https://i.gyazo.com/f4b9b68e5b2984f3...05b60d09ac.mp4 (but so it can be used without simulating or playing the level))?

                                [MENTION=330604]Miles.Macklin[/MENTION] can you answer those questions?

                                Heres a showcase how the Smoke example looks like:

                                https://i.gyazo.com/b30e3d5d3adfb12b...246ef37d62.mp4

                                Smoke from geometry:

                                https://i.gyazo.com/a29ba0a1f1e9976c...97c4a44285.mp4

                                https://i.gyazo.com/a6da85031ba7b217...51edf3c964.mp4

                                Smoke interacting with collider (I didn't get the actual skeletal mesh to work, so I just attached a cube onto him to act as a collider):

                                https://i.gyazo.com/b9908527868803d9...0a95f88223.mp4

                                Oh also, when I have 2 Flow emmiters like shown in the last example, the bounding box seems to be smaller (?), you can see it aswell in the last example when I move the sphere up, the smoke from both emmiters just kinda stops at the top for a while and then it continues to grow again. Any fix for that?

                                It actually happens on 1 Flow emmiter aswell I guess (see the first link of the smoke from geometry example, it kinda stops at the top, and I'm sure that the grid is much bigger than the actual simulation.)
                                Last edited by overfuze; 03-19-2017, 07:48 AM.

                                Comment

                                Working...
                                X