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    Originally posted by 0lento View Post
    current https://github.com/0lento/UnrealEngi...4.18-GameWorks is based on 4.18.3 and has Blast, Flex, Flow. HBAO+, VXGI and Volumetric Lighting
    Great !!! Thanks so much man

    Comment


      Originally posted by 0lento View Post

      Updated my GameWorks repo now for 4.18.3 and added NVIDIA Volumetric Lighting. Link: https://github.com/0lento/UnrealEngi...4.18-GameWorks
      i MAN!

      i using your awesome 4.18.3

      i find some BP for effects and i've request about Flame with VXGI

      is it possible to have indirect/direct lights in a scene? i mean on walls for exemple

      i didn't get



      Attached Files

      Comment


        Originally posted by nildoe View Post
        Awesome!! thanks Olento, VinaCaptcha and Sevenplex for replying!!

        While I am at it...how to incorporate 4.18.3 into your build Sevenplex?
        It's 4.18.3

        Comment


          Sevenplex thanks again for your help..but if you wouldn't mind...give me a quick crash course as to how or where to input those lines..I'm new to github and no idea as to where to begin.

          Comment


            Originally posted by nildoe View Post
            Sevenplex thanks again for your help..but if you wouldn't mind...give me a quick crash course as to how or where to input those lines..I'm new to github and no idea as to where to begin.
            If I understand your question, then you can find the answer here.
            https://www.unrealengine.com/en-US/ue4-on-github

            Comment


              Originally posted by Sevenplex View Post
              It's UE4 4.18.3
              git clone https://github.com/Sevenplex/UnrealEngine.git
              cd UnrealEngine
              Setup
              GenerateProjectFiles

              or

              git remote add Sevenplex https://github.com/Sevenplex/UnrealEngine.git
              git fetch Sevenplex
              git merge etc.
              At the end of the installation, after running Setup.bat, the following error occurs:
              Failed to Download 'http://cdn.unrealengine.com/dependencies/2466157-4ecb0085873048178dd6d2b8872eea79/81594c92fcec0b95d7d0b47ad36aef8d2605c8b8': The path or file name is too long. The full file name must be less than 260 characters, and the directory name is less than 248 characters. (PathTooLongException)

              Comment


                real-time animation rendered in UE4 .over to 200 mins animation all rendered in real-time based on NVidia VXGI, HBAO+ for dynamic GI. also, we use NVidia Flow for fire and smoke in some cases. Big thanks to UE4, NVidia and Maxime Dupart for creating custom builds of Nvidia Gamework.

                real-time animation rendered in UE4 .over to 200 mins animation all rendered in real-time based on NVidia VXGI, HBAO+ for dynamic GI. also, we use NVidia Flow

                Comment


                  to sevenplex, Im sorry I misunderstood your reply when you said its 4.18.3 ...thank you, this is just what i was looking for...after compiling thru visual studio UE4 opens BUT, it gives errors on blast as you can see on the snapshot attached..

                  thanks MiroYar for your input as well
                  Attached Files

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                    Thanks for your hard work!! This is great

                    Comment


                      Originally posted by nildoe View Post
                      to sevenplex, Im sorry I misunderstood your reply when you said its 4.18.3 ...thank you, this is just what i was looking for...after compiling thru visual studio UE4 opens BUT, it gives errors on blast as you can see on the snapshot attached..

                      thanks MiroYar for your input as well
                      It's no critical.
                      Blast works.

                      Click image for larger version

Name:	BlastTest.jpg
Views:	19
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ID:	1422906

                      Comment


                        Hello,



                        I would like to start a multiplayer prototype with a lot of destruction (like in Crackdown 3) and water physics (fluid simulation to manage how a ship sinks, and waveworks for photorealistic sea).
                        The problem is that (tell me if I'm wrong), UE4 includes PhysX APEX as a plugin, but not Blast (that is better than APEX). And UE4 doesn't include other Gameworks features in the official version. So I tried to DL and install the NVidia's UE4 fork (Blast 4.18) but I encountered 2 problems :

                        - You can see the 1st problem on the screenshot. It's happening when I'm following the steps to compile the fork. Idk how to solve this.

                        - The 2nd problem is that there is a different fork for every NVidia Gameworks feature? (https://github.com/NvPhysX/UnrealEngine) There is no version with all the features included? Then how can I use Blast, Flex and Gameworks in the same engine and project?

                        To have all these NVidia features as plugins in the market or already included in the official UE4 would be great! And to add blueprints for them.



                        Thanks for help!
                        Physics > Graphics

                        Comment


                          I recently noticed this nvidia branch: https://github.com/NvPhysX/UnrealEngine/tree/TXAA3-4.16
                          That's UE 4.16 branch with Nvidias own TXAA 3.0, I also tried updating it for 4.18.3 here: https://github.com/0lento/UnrealEngine/tree/4.18-TXAA but I can't guarantee it works properly as I don't think either the original 4.16 one or my branch does.

                          It's kinda hard to tell how that's supposed to be used, by looking at the code, TXAA should be at least enabled when AA quality is 7 and it's selected as AA solution but it really looks just like Unreals TAA, like 100% the same. I could only make two CVARs work on it, but they also have same effect if UE4 TAA is enabled or if Nvidias TXAA is enabled, which leads me to question the results. The CVARs that did work are r.TXAADebugMV and r.TXAAUseRGB. Some of the rest might do something but it's not obvious by looking at the effect in motion.

                          Also worth noting that when TXAA is selected, it will crash the editor if you try to resize the viewport, same thing also happens if you try to run TXAA on unreals forward, it just crashes the engine on launch. I think both crashing issues are related how TXAA handles motion vectors but I didn't really examine it further as I'm not sure how to run this thing properly in deferred even, or if it's supposed to work yet? It feels very WIP atm.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Originally posted by MiroYar View Post

                            At the end of the installation, after running Setup.bat, the following error occurs:
                            Failed to Download 'http://cdn.unrealengine.com/dependencies/2466157-4ecb0085873048178dd6d2b8872eea79/81594c92fcec0b95d7d0b47ad36aef8d2605c8b8': The path or file name is too long. The full file name must be less than 260 characters, and the directory name is less than 248 characters. (PathTooLongException)
                            The error tells you exactly what the problem is, your file name is too long.
                            ( Filenames include their path for stuff like this. So a file called boop.png on your desktop, is actually C:\Users\Username\Desktop\boop.png.)
                            Probably because you've got it inside folders that are inside other folders, until the entire folder path is just too long.

                            Move your files a couple levels down, like to D:\Unreal Projects\whatever, or something like that, and you won't have that issue.

                            Comment


                              is there anyone who has merged gameworks branch with truesky?

                              Comment


                                Originally posted by lkenly View Post
                                is there anyone who has merged gameworks branch with truesky?
                                Yes, I have merged gameworks branch with truesky.

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