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    Quoted from mittense on this reddit post

    "Yeah, I keep my main engine as a fork if epic's repo since that changes the most radically, then I update other middleware repos and just do a folder compare in Beyond Compare 3 for the merge of specific features.
    And then to be extra safe. I also check for the BEGIN/END comment tags that all middleware wrap their changes in to ensure I got all the files merged over manually. And THIS process only ever has to be done on major UE updates. Hotfixes you can just pull, merge, and be done with it.
    I keep meaning to write a good how-to on UE4 project setup, just haven't had the time lately."

    This was in response to someone asking him if Nvidia's Volumetric 4.16 build worked on 4.17. Now i don't know much about C++ so this doesn't make a lot of sense to me but maybe it will help one of you guys.

    Comment


      Originally posted by The_Distiller View Post

      Since you quoted my post. I don't see how volumetric lighting would help with the problem I described?
      LOL I need to stop posting in the forums so late at night. I quoted the wrong post entirely. Apologies for the confusion there!

      Comment


        Guys, I'm trying to add buoyancy to my ship in waveworks-4.16. But when I add the FloatingSphere component to the ship BP it starts float like a sphere (by the Z axis only). Is there a way to make ship floating in a realistic way? Maybe just to add like 4 FloatingSpheres and somehow set a location for each one (by default there is no way to set location).

        Thanks for any help.
        Last edited by script526; 10-05-2017, 11:43 AM.

        Comment


          Anyone?! Please.

          Comment


            Anyone can help me how to resolve these conflicts´╝č

            warning: you may want to set your merge.renamelimit variable to at least 4538 and retry the command.
            UnrealEd/Public/UnrealEd.h
            CONFLICT (modify/delete): Engine/Shaders/MaterialTemplate.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/MaterialTemplate.usf left in tree.
            CONFLICT (modify/delete): Engine/Shaders/LocalVertexFactory.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/LocalVertexFactory.usf left in tree.
            CONFLICT (modify/delete): Engine/Shaders/Definitions.usf deleted in HEAD and modified in WaveWorks-4.16. Version WaveWorks-4.16 of Engine/Shaders/Definitions.usf left in tree.
            Automatic merge failed; fix conflicts and then commit the result.

            Comment


              Is Nvidia GameWorks UE4 Branches compatible with iOS ?

              Comment


                Originally posted by Maxime.Dupart View Post
                Also i'm keeping this branch up to date with latest Epic Game updates to 4.17.2 (it's daily updates). You can update your build using GitBash, reproduce the update or grab the repo back to keep your version up to date with latest patch.

                You can follow the updates here: https://github.com/MaximeDup/UnrealE...17.X-GameWorks

                easiest way (to me) is to install GitBash, then using it:
                Code:
                cd [to a folder]
                git init
                git remote add originMax https://github.com/MaximeDup/UnrealEngine.git
                git pull originMax 4.17.X-GameWorks
                Then you'll be able to grab all the latest update just downloading the small delta update patches using :
                git pull originMax 4.17.X-GameWorks



                edit: @IslandPlaya it appears there's no VRWorks 4.17 branch
                Is it possible for you to add WaveWorks to this build?

                Comment


                  Hello everyone,

                  I wanted to know how is the VXGI support for SLI or NvLink.
                  I initially used amazon's g3.4x server that contains Nvdia's M60 card and the frame was much lower then expected. I use a system with a single 1080 Ti and the my frame rate was double of M60 card.

                  Later I used amazons g3.16x server having 4 M60 cards and the performance was not better then a single M60 which leads to be believe the support of VXGI on M60 cards is very bad or VXGI is not supported with SLI or NvLink.

                  I was planning to buy dual Titan Xp or 1080 Ti to do my rendering tasks with VXGI but it looks like that might not work. Can any one confirm this?

                  Comment


                    Originally posted by Maxime.Dupart View Post
                    I've updated the GameWorks 4.17 merged branch with the latest update from the VXGI branch which are truly awesome.
                    I suggest you check it out for yourself:
                    https://github.com/NvPhysX/UnrealEng...mits/VXGI-4.17

                    There's also a HBAO+ upgrade included.
                    @Maxime.Dupart: VolumetricLightning And VRWork updated for 4.17, hope see your update soon
                    Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

                    Comment


                      I'm looking to use VRWorks SLI in a project, can anyone shed some light on the hardware requirements necessary to make use of this feature.
                      I understand that you need three Pascal based cards in SLI mode for VRWorks SLI to work, is this correct? If so how should these cards be configured?
                      I'm a little confused as the Nvidia docs seem to indicate that SLI for Pascal is only supported with two cards.

                      Many thanks,

                      Andrew

                      Comment


                        Originally posted by WindyStrife View Post

                        @Maxime.Dupart: VolumetricLightning And VRWork updated for 4.17, hope see your update soon
                        I'll look into updating the branch later today There's also a VXGI update regarding SLI that i need to merge

                        edit: i updated the VXGI part of the merged build for the latest SLI update. Unfortunately i tried to merge Volumetric Lightning 4.17 and the engine had issues generating the proper visual studio project of the engine afterward, i had to rollback the update.
                        Last edited by MaximeDupart; 10-24-2017, 03:59 PM.
                        LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                        Comment


                          Hi Maxime and everybody here that keep that discussion awesome !

                          I have a problem with the "4.17.2 All in one" by Maxime:
                          After downloading and deziping the file I run the setup.bat and generateprojectFiles.bat and everything seems ok except...
                          I don't have a ue4.sln generated so i can't complile it inside VS2015.

                          Any ideas ?

                          I've succefully used other released but i'd like to have a 4.17.2 with VXGI (and all the other stuffs you've putted in !).

                          Thanks in advance for any tips !

                          Best regards !

                          Comment


                            Originally posted by gonzohot View Post
                            Hi Maxime and everybody here that keep that discussion awesome !

                            I have a problem with the "4.17.2 All in one" by Maxime:
                            After downloading and deziping the file I run the setup.bat and generateprojectFiles.bat and everything seems ok except...
                            I don't have a ue4.sln generated so i can't complile it inside VS2015.

                            Any ideas ?

                            I've succefully used other released but i'd like to have a 4.17.2 with VXGI (and all the other stuffs you've putted in !).

                            Thanks in advance for any tips !

                            Best regards !
                            Ue4.sln not being generated was the issue i had after adding volumetric light ans before rolling back. Maybe you grabbed the source before i removed volimetric light, i'll look into that.

                            I have just downloaded the source and successfully generated the ue4.sln file for VS2015.
                            Please be sure not to overwrite the .dll files when asked to (setup.bat).
                            You might have grab it during the couple hours it was corrupted.


                            NB: Please, do not try to contact me on Facebook, i already had a couple people reaching out to me on it. I'd rather answer question here in this thread.

                            Best,
                            Last edited by MaximeDupart; 10-27-2017, 08:19 PM.
                            LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                            Comment


                              Hello Cube2222,

                              When we have FleX in 4.18.X ?


                              https://github.com/NvPhysX/UnrealEng...ee/FleX-4.18.0

                              Thanks!

                              Comment


                                I have updated the merged 4.17 build with the addition of Volumetric Lightning:

                                https://github.com/MaximeDup/UnrealE...17.X-GameWorks

                                In the video below i'm playing with the updated HBAO and mixing VXGI/Volumetric light in the Museum demo scene from Vol.Light Samples.
                                The setup of the Museum is similar to the one i did back on 4.14.3 a while back.
                                The updated HBAO is awesome !



                                You can download a packaged development build of this Museum Scene on this link:
                                https://drive.google.com/open?id=0B1...mNkVlJpMHViMHc

                                It'll allow you to play with all the parameters using the console, testing the performance etc..
                                HBAO seems to be disabled by default, you'll have to use r.HBAO.Enable 1 to activate it.
                                Last edited by MaximeDupart; 10-30-2017, 12:25 AM.
                                LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP

                                Comment

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