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    Any update on VXGI 2.0? How performance improvement should we expect?

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      Hey, I was able to compile what you uploaded, but im unable to access NVIDIA flow. am i missing something? are there some extra steps i need to be following?

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        I'm having a problem with UE4 and Hairworks for sometime now.
        Both in FurViewer and AnimBP, the hair move realistically with my character.
        When I try it in game though, the hair move slowly as if they have less gravity.
        What I mean is that they stay more time in air and they follow slowly my character's animations.
        Is there an option somewhere or is this common with UE4 and Nvidia Hairworks?

        *For some reason I can't create a new thread , so that's why I post it here*

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          I'm seeking for a merged git of HairWorks and VXGI for the UE 4.19, someone has it under his hand ?

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            Originally posted by Novarek View Post
            I'm seeking for a merged git of HairWorks and VXGI for the UE 4.19, someone has it under his hand ?
            i am waiting for VXGI 2.0 to do this one
            Nvidia GameWorks builds | 4.18.3 : Flex, Flow, VXGI, Blast, HairWorks, Volumetric Light, WaveWorks - Here

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              Originally posted by WindyStrife View Post

              i am waiting for VXGI 2.0 to do this one
              Oh? I will wait then, thanks.

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                I am SO excited for vxgi 2.0 - to meet visual targets for our game!! Are we looking at 4.19 + vxgi 2.0 release before May, still, or has it been pushed back? :3

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                  Hi everyone,

                  UE 4.19 branch with VXGI 2.0 is up on GitHub: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19

                  I'll try to answer your questions about it here.

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                    Originally posted by Alexey.Panteleev View Post
                    Hi everyone,

                    UE 4.19 branch with VXGI 2.0 is up on GitHub: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19

                    I'll try to answer your questions about it here.
                    Nice job !
                    Now just have to wait for the merged GameWorks git ^^

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                      They've updated Flow for 4.19 as well: https://github.com/NvPhysX/UnrealEng...ee/NvFlow-4.19
                      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                        I'd also love to get some NVIDIA staff response on what's going on with the TXAA's UE4 integration. They also seem to neglect the issue thread on the repo about it. I could never get it to work (it compiles but it looks 100% same as Unreals built-in TAA, I have exactly same ghosting with it so it's safe to say it's not really running on TXAA). The branch on TXAA is also pretty old (based on 4.16) and it has some issues, like if you resize the viewport in editor it will just crash right away.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                          Originally posted by 0lento View Post
                          I'd also love to get some NVIDIA staff response on what's going on with the TXAA's UE4 integration. They also seem to neglect the issue thread on the repo about it. I could never get it to work (it compiles but it looks 100% same as Unreals built-in TAA, I have exactly same ghosting with it so it's safe to say it's not really running on TXAA). The branch on TXAA is also pretty old (based on 4.16) and it has some issues, like if you resize the viewport in editor it will just crash right away.
                          Ok, I'll ping the author of that branch (or take a look at it myself).

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                            Originally posted by Alexey.Panteleev View Post
                            Hi everyone,

                            UE 4.19 branch with VXGI 2.0 is up on GitHub: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19

                            I'll try to answer your questions about it here.
                            THAT TIMING, THOUGH!! *dies happily*

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                              Originally posted by Alexey.Panteleev View Post

                              Ok, I'll ping the author of that branch (or take a look at it myself).
                              I just went ahead and ported the TXAA integration to 4.19 and fixed the crash on viewport resize. It's not perfect (e.g. I expect the dynamic resolution feature will not work properly yet), but it's better than before.

                              To make sure that you're using TXAA and not built-in TAA, do something to break it, for example set r.TXAA.EnableColorClipping to 0 and observe trailing artifacts when moving the camera.

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                                Alexey.Panteleev

                                Hey while you are here I have question.

                                Did you considered optimizing Voxelization pass to not happen every frame ? Ie. do not revoxelize static objects, voxelize further cascades less often (every N frames). Etc ?

                                On complex scenes consistently even on 1080ti Voxelization pass is most time consuming. It would do wonders to make VXGI more scalable to lower end hardware.
                                https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

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