Originally posted by CGICollector
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Maxime.Dupart my friend just did same test on 4.19.1 Official Nvidia Branch. He says there wasn’t an fps drop until activating VXGI in Post Procces Volume. Are we have this situation because of 4.19.2 or is there a complication with gameworks features or something like that?
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Originally posted by Derjyn View PostUnless I'm missing something with your issue, you can of course expect a performance drop when enabling VXGI. It's not free, and the more features/combination of features you enable, the bigger the performance costs. I'm guessing I'm missing something specific though, lolLast edited by MASSIVE Can; 04-28-2018, 09:38 AM.
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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 MASSIVE Can View Post
Of course, VXGI is an expensive feature but the problem is not its cost. I have already shared an ss. I will upload it again with some additionals to make it easy to understand. As you can see in the middle (which is vxgi enabled only on directional light but not in post process so there is no any visual change), there is a 30 fps drop but vxgi not enabled yet and there is no any vxgi element on GPU profiler. And according to my friend, this is not happening on 4.19.1 Nvidia branch. Also, another interesting situation is somehow GPU profiler can't capture or cant see some elements because in all scenarios GPU profiler shows lower frame times than viewport values.
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Originally posted by Gandosh View Postwoow. im about to get excited. But what's new?
What’s New in Version 2.0- VXAL, or Voxel Area Lighting
- Improved overall performance
- One-pass voxelization
- Simpler controls for tracing and voxelization
- Support for custom G-buffer layouts
- Stereo view reprojection
- Simultaneous VXGI and VXAO
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Originally posted by CGICollector View PostLogD3D11RHI: Error: VXGI Error: VXGI requires a GPU that supports FP16 typed UAV loads natively (DX11.3) or through NVAPI (Maxwell+) when ambientOcclusionMode = false (GI_Base.cpp, 366)
Alexey.Panteleev >> Maxime.Dupart
What does that mean now? Will it only work in Maxwell+ after that?
It is nice but it should be a continuation.
SHA-1: 375d35e3e1574030cbf99bc6c6c39082c0b027b9
* Fixed the crash that happened on the creation of shaders when the GPU does not support FastGS.
If the GPU doesn't support typed UAV loads on FP16 data, it will still crash unless r.VXGI.AmbientOcclusionMode is set to 1 before enabling VXGI.
It shouldn't crash though, I admit. That is to be improved.
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Thanks Alexey for your efforts on keeping VXGI alive! In my limited testing it's a major improvement. A few issues so far with the NVIDIA 4.19.1 build...
I'm assuming it isn't compatible with Forward Shading? Every time I try to open a level with Forward Shading enabled it crashes the editor.
I can get it working in VR (using Deferred Shading) but performance on a simple scene is still less than optimal. Any VR settings recommendations would be great to hear about.
On that note, have you thought about putting together 1-3 sample scenes representing simple yet optimal setups? It might alleviate many of the questions about best practices.
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Originally posted by Gandosh View Post- Simultaneous VXGI and VXAO
OH MY! OH MY! someone. merge vxgi and hairworks together please
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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- Simultaneous VXGI and VXAO
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