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    Originally posted by DsyD View Post

    Any luck figuring out if this can be fixed? I was hoping it could be done with material or VXGI settings, but no luck so far...

    https://forums.unrealengine.com/comm...51#post1438351
    @DsyD:
    i cheked it, man
    you need disable in Post Process Volume "Enable Specular Tracing"
    OR you if you need you VXGI Specular with SSR(screen space reflections), use console command: "r.VXGI.CombineSpecularWithSSR 1"
    Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

    Comment


      I think the problem isn't that specular tracing is on, it's that the entire mesh is ignored when only one material slot is translucent.

      In the third picture here: https://forums.unrealengine.com/comm...ration/page287 the Opaque material slots are recognized by VXGI, but one material slot (the top of the table) is ignored. That's the "correct" behavior I would expect.

      In the second picture, the WHOLE mesh is ignored, even though only one material slot should be ignored. Both pictures have specular tracing enabled. And the Opaque materials are identical in both pictures.

      The reflection in the second picture should look like the reflection in the third picture, but it's not. This seems like a bug or at least unexpected behavior. I was wondering if it's user error, like maybe there are some material settings or VXGI settings that would make it behave "correctly"?

      Comment


        WindyStrife loving your 18.3 build. telling all my friends about it lol
        do you have plans to upgrade it to 4.19?
        CEO of Prydetech

        https://www.artstation.com/ixicalibur

        Originally posted by ixicalibur
        Here you go, this is a link to every tutorial you could ever need plus instructions to access all the collective knowledge of mankind: [Super massive awesome link that every amazing game developer uses to instantly learn to be super awesome at making stuff]

        Comment


          Hi! guys.

          I tested ue4 project made by VXGI-4.18 branch version in https://github.com/NvPhysX/UnrealEngine.

          I met error! I don't know why occured error. help me please.

          It's executed by ue4 4.18.3 original version.

          os : windows 10
          visual studio 2015

          -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

          Source file name : D3D11Commands.cpp
          error position :

          //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
          void FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FIndexBufferRHIParamRef IndexBufferRHI,uint32 PrimitiveType,int32 BaseVertexIndex,uint32 FirstInstance,uint32 NumVertices,uint32 StartIndex,uint32 NumPrimitives,uint32 NumInstances)
          {
          FD3D11IndexBuffer* IndexBuffer = ResourceCast(IndexBufferRHI);

          // called should make sure the input is valid, this avoid hidden bugs
          ensure(NumPrimitives > 0);

          RHI_DRAW_CALL_STATS(PrimitiveType,NumInstances*NumPrimitives);

          GPUProfilingData.RegisterGPUWork(NumPrimitives * NumInstances, NumVertices * NumInstances);

          CommitGraphicsResourceTables();
          CommitNonComputeShaderConstants();

          // determine 16bit vs 32bit indices
          uint32 SizeFormat = sizeof(DXGI_FORMAT);
          const DXGI_FORMAT Format = (IndexBuffer->GetStride() == sizeof(uint16) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT);

          uint32 IndexCount = GetVertexCountForPrimitiveCount(NumPrimitives,PrimitiveType);

          // Verify that we are not trying to read outside the index buffer range
          // test is an optimized version of: StartIndex + IndexCount <= IndexBuffer->GetSize() / IndexBuffer->GetStride()
          checkf((StartIndex + IndexCount) * IndexBuffer->GetStride() <= IndexBuffer->GetSize(),
          TEXT("Start %u, Count %u, Type %u, Buffer Size %u, Buffer stride %u"), StartIndex, IndexCount, PrimitiveType, IndexBuffer->GetSize(), IndexBuffer->GetStride());

          StateCache.SetIndexBuffer(IndexBuffer->Resource, Format, 0);
          VerifyPrimitiveType(PSOPrimitiveType, PrimitiveType); <------------------ error line
          StateCache.SetPrimitiveTopology(GetD3D11PrimitiveType(PrimitiveType,bUsingTessellation));

          if (NumInstances > 1 || FirstInstance != 0)
          {
          Direct3DDeviceIMContext->DrawIndexedInstanced(IndexCount, NumInstances, StartIndex, BaseVertexIndex, FirstInstance);
          }
          else
          {
          Direct3DDeviceIMContext->DrawIndexed(IndexCount,StartIndex,BaseVertexIndex);
          }
          }
          //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

          [Call Stack]

          > UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer * IndexBufferRHI, unsigned int PrimitiveType, int BaseVertexIndex, unsigned int FirstInstance, unsigned int NumVertices, unsigned int StartIndex, unsigned int NumPrimitives, unsigned int NumInstances) Line 1662 C++
          UE4Editor-Renderer.dll!FMeshDrawingPolicy:rawMesh(FRHICommandList & RHICmdList, const FMeshBatch & Mesh, int BatchElementIndex, const bool bIsInstancedStereo) Line 170 C++
          UE4Editor-Renderer.dll!FShadowDepthDrawingPolicy<0>:rawMesh(FRHICommandList & RHICmdList, const FMeshBatch & Mesh, int BatchElementIndex, const bool bIsInstancedStereo) Line 1280 C++
          UE4Editor-Renderer.dll!DrawMeshElements<0>(FRHICommandList & RHICmdList, FShadowDepthDrawingPolicy<0> & SharedDrawingPolicy, const FShadowStaticMeshElement & State, const FViewInfo & View, FShadowDepthDrawingPolicyContext PolicyContext, const FDrawingPolicyRenderState & DrawRenderState, const FStaticMesh * Mesh) Line 1391 C++
          UE4Editor-Renderer.dll!DrawShadowMeshElements<0>(FRHICommandList & RHICmdList, const FViewInfo & View, const FDrawingPolicyRenderState & DrawRenderState, const FProjectedShadowInfo & ShadowInfo) Line 1420 C++
          UE4Editor-Renderer.dll!FProjectedShadowInfo::RenderDepthInner(FRHICommandList & RHICmdList, FSceneRenderer * SceneRenderer, const FViewInfo * FoundView, TFunctionRef<void __cdecl(FRHICommandList &,bool)> SetShadowRenderTargets, EShadowDepthRenderMode RenderMode) Line 1982 C++
          UE4Editor-Renderer.dll!FProjectedShadowInfo::RenderDepth(FRHICommandList & RHICmdList, FSceneRenderer * SceneRenderer, TFunctionRef<void __cdecl(FRHICommandList &,bool)> SetShadowRenderTargets, EShadowDepthRenderMode RenderMode) Line 2090 C++
          UE4Editor-Renderer.dll!FSceneRenderer::RenderShadowDepthMaps(FRHICommandListImmediate & RHICmdList) Line 2338 C++
          UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 883 C++
          UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 2110 C++
          UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 784 C++
          UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 651 C++
          UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 560 C++
          UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 327 C++
          UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 478 C++
          UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
          UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
          Last edited by 황용수; 03-19-2018, 09:38 AM.

          Comment


            Finally i built UE4 after compiling it on Visual Studio 2015 community. But couple of things i am confused! Can someone help me on this. after compilation the UE4 editor automatically opens when i do debugging. well but my problem is that how should i run that same project next time without running Visual Studio.

            2nd problem where can i get asset for fluid. to create water.

            Comment


              Originally posted by ixicalibur View Post
              WindyStrife loving your 18.3 build. telling all my friends about it lol
              do you have plans to upgrade it to 4.19?
              I will try as soon as posible, now i am too busy
              Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

              Comment


                This will be interesting! Let's hope that with the recent focus on optimization, VXGI is finally a practical solution.
                http://schedule.gdconf.com/session/a...-nvidia/856294
                ArtStation - Portfolio

                Comment


                  Originally posted by WindyStrife View Post

                  I will try as soon as posible, now i am too busy
                  please get this integrated as soon as possible

                  https://developer.nvidia.com/gameworks-ray-tracing

                  Comment


                    Originally posted by jojo8026 View Post

                    please get this integrated as soon as possible

                    https://developer.nvidia.com/gameworks-ray-tracing
                    I think you might have to be patient, that one's not even released yet. ( And probably won't be until after Nvidia's Volta GPUs are out on market, since it's designed primarily for those.)



                    There is one thing I'm curious about. Most of the interest here is on the gameworks things in general, but I'm curious about their VRWorks.
                    I used the Multires-shading previously when that was standalone, but does anyone here have experience with using their newer VRWorks-Graphics bundle?

                    I'm curious how many features are enabled in the unreal build, and also very curious if stuff like multi-res-shading nowadays is compatible with forwards rendering as well.

                    Comment


                      Originally posted by jojo8026 View Post

                      please get this integrated as soon as possible

                      https://developer.nvidia.com/gameworks-ray-tracing
                      It's for NVIDIA Volta Card

                      But i will try if i can
                      Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

                      Comment


                        hi guys any update from gdc 2018 for vxgi? any video? rtx great tech but (4x titanV over priced for me lol) we can use vxgi still on 970 gtx like old GPU's limit mapsize at 32-64.

                        i got some tests and package link in youtube. https://www.youtube.com/watch?v=Ts76Y_828Hk
                        Last edited by Nocturness; 03-24-2018, 05:40 AM.
                        Amberify Asset Pack | UE4.18 / 4.24
                        Neonfiy Asset Pack | UE4.18 / 4.24
                        Kinetica Asset Pack | UE4.23 / 4.24

                        Comment


                          Who started transfer GameWorks to 4.19?

                          Comment


                            Hi all!

                            https://github.com/Sevenplex/UnrealEngine/tree/4.19-HairWorks




                            Many thanks Xu Nie (niexuchina) for the hint UpdateBounds() in HairWorksComponent.

                            Comment


                              Excuse for impudence, and long still to wait for GamerWorks?

                              Comment


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