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NVIDIA GameWorks Integration

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  • replied
    Uploaded the VXGI 4.19 version i'm using:

    Don't forget to build ShaderCompileWorker

    https://github.com/MaximeDup/UnrealE.../VXGI-1.0-4.19
    Last edited by XenthorXi; 04-03-2018, 10:31 PM.

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  • replied
    Originally posted by The_Distiller View Post
    The GDC talk for VXGI 2.0 is up and freely available here:
    https://www.gdcvault.com/browse/gdc-18

    The presenter mentioned the UE4 integration will be available in mid to late April.
    Awesome news. Cannot wait for the new VXGI and area light tech to drop !

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  • replied
    https://github.com/niexuchina/Unreal...9-HairWorks1.4
    Unreal Engine 4.19.0 - HairWorks 1.4
    Last edited by Aabs Inc.; 04-06-2018, 10:21 PM.

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  • replied
    Hi all.
    The Maya apex plugin cannot install in windows 10. I downloaded 2018 and 2017 versions of the plugin, and Windows Defender blocks it saying the maker is unknown, and when overriding that, it fails installing. Any ideas?

    Also, the tutorial videos are not updated here: https://developer.nvidia.com/apex-cl...maya-tutorials <-- second video is missing.

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  • replied
    Originally posted by The_Distiller View Post
    The GDC talk for VXGI 2.0 is up and freely available here:
    https://www.gdcvault.com/browse/gdc-18

    The presenter mentioned the UE4 integration will be available in mid to late April.
    finally! thx

    Leave a comment:


  • replied
    The GDC talk for VXGI 2.0 is up and freely available here:
    https://www.gdcvault.com/browse/gdc-18

    The presenter mentioned the UE4 integration will be available in mid to late April.

    Leave a comment:


  • replied
    Originally posted by Maxime.Dupart View Post
    I made an experimental 4.19 branch with VXGI, Flow and Blast.

    Couple issues left, like Blast Editor isn't fully working (Opening or creating a Blast mesh with more than 1 depth of destruction crash the editor) and Flow grid Color map are stuck to 64.

    VXGI should be working as well as in 4.18.

    It can package games, which was the most important part of me hehe.


    Will probably share it on my github repo in coming days. Also nvidia Bgaldrikian said on Github that we would most likely get a Blast branch for 4.19 'soonish'


    Very cool!

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  • replied
    Originally posted by Maxime.Dupart View Post
    I made an experimental 4.19 branch with VXGI, Flow and Blast.

    Couple issues left, like Blast Editor isn't fully working (Opening or creating a Blast mesh with more than 1 depth of destruction crash the editor) and Flow grid Color map are stuck to 64.

    VXGI should be working as well as in 4.18.

    It can package games, which was the most important part of me hehe.


    Will probably share it on my github repo in coming days. Also nvidia Bgaldrikian said on Github that we would most likely get a Blast branch for 4.19 'soonish'


    You can separately make VXGI. I develop a game, this technology is very necessary. Thanks.

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  • replied
    Oh I should also say that I wasnt at GDC and havent found a good record of nvidia-related GameWorks stuff discussed there (apart from all the raytracing-related stuff). So I dont know if I missed any little details that would be pertinent to this debate. eg I know that an updated version of FleX was discussed along with Unity plugin and updated UE4 plugin, but I dont know what was said about the UE4 plugin.

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  • replied
    Well I know a lot of my post probably reads like a complaint too, but I dont mean it to be. I just try to create an impression that is in tune with the likely reality. And those years ago when this stuff first started being made available with UE4 integrations, I never really expected all or most of the GameWorks stuff to end up permanently integrated into standard UE4. I thought that maybe over some years, one or two modules might get integrated if they were really popular and if, for example, Epic Games needed to use them in their own projects. Some features, especially ones involving lighting, I thought less likely would ever become the UE4 standard. I thought maybe FleX would have more success and a bigger push in general. I have a deep personal interest in Flow (and any comparable solutions) becoming more normal in game engines, but such sims are not cheap on performance so I didnt set my expectations high on that one. Things like FleX and Flow were made available via the modable version of UE4-based Nvidia Fun House and in some regards thats as mainstream as these UE4 versions have got to date, but it didnt really lead to anything. Some of the other GameWorks modules I know little about so am not fit to comment on. I'm not surprised that some GameWorks tech that deals with VR optimisations made it into game engines in a more direct manner, in stark contrast to most of the stuff we are discussing here.

    Especially when discussing the history, I shouldnt leave out issues of cross-platform compatibility. It has been very pleasing to see nvidia updating some systems that were originally CUDA-only to work more broadly, and that has reduced or removed a couple of the reasons why game engine makers wouldnt rely on these technologies. Other issues remain though that quite reasonably affect engine judgements, eg developers dislike of blackbox stuff.

    So anyway, even if something changed one day and there was an announcement about a new level of integration etc, I couldnt imagine it including all of the GameWorks modules for which there have existed UE4 implementations. So some people would still be left unhappy when the GameWorks stuff they are interested in didnt get the first class treatment.

    Personally, I dont mind all that much having to compile versions to get at the GameWorks stuff, its more the thought of how many people are put off at this stage, and how that affects these systems gaining any traction and interesting examples of their use. Well, Unity is supposed to be getting an official nvidia plugin for FleX at some point so it will be interesting to see how much more it gets used by the devs in that community (personally I use both engines).

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