Any update on VXGI 2.0? How performance improvement should we expect?
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NVIDIA GameWorks Integration
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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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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 PostHi 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.
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-4.19https://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 PostI'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.
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Originally posted by Alexey.Panteleev View PostHi 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
Ok, I'll ping the author of that branch (or take a look at it myself).
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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