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    Originally posted by CGICollector View Post
    @Alexey.Pateleev

    Thank you for your devoted work. Is it possible to use VXGI 1.0 on UE4.19? I think it was a very sudden end to VXGI 1.0.
    Why would you use 1.0 when 2.0 is available? It's so much better.

    Comment


      Originally posted by jojo8026 View Post

      LOL why would you use an inferior version
      Because I want more people to play my game. If the VXGI 2.0 also works on Kepler graphics cards, that would be very nice.

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        VXGI 1.0 is unusable for games. Way too ressource intensive compared to 2.0. If you want more people to be able to play your game you should use 2.0, it's twice as fast as 1.0. And even 2.0 can be quite intensive even with a good rig.

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          Is VolumetricLighting discontinued? I see it stuck on 4.17.

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            Alexey.Panteleev thank you so much for all your contribution to the graphics rendering field!

            I have tried using Blast and performance is the major issue. The problem is not with Blast's performance itself but with the fact that Blast, by design, only generates the destruction and relies on the UE4 CPU PhysX engine which doesn't scale well with the amount of rigid bodies Blast generates. Therefore, do you think it would be possible to integrate PhysX GPU Rigid Body to UE4 to improve Blast's performance?

            Also, it is a real shame that VRWorks Audio was integrated in 4.15 which was the last version before the new Unreal Audio Engine therefore it has bite the dust since :-( hopefully it will get upgrade and come back to life someday.

            Comment


              Originally posted by Gomo View Post
              Is VolumetricLighting discontinued? I see it stuck on 4.17.
              windy has a .18 build with all the bells and whistles inc vxgi and volumetric lighting

              https://github.com/windystrife/Unrea...IDIA.GameWorks
              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


                Originally posted by CGICollector View Post

                Because I want more people to play my game. If the VXGI 2.0 also works on Kepler graphics cards, that would be very nice.
                who the hell still using Kepler anyway o_O

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                  Originally posted by CGICollector View Post

                  Because I want more people to play my game. If the VXGI 2.0 also works on Kepler graphics cards, that would be very nice.
                  As I saw in Nvidia sources, VXGI was designed for Maxwell GPUs at the beginning. VXGI 1.0 was extremely expensive. Even the best Maxwell GPU had not enough power to use it in a complete game. So there is no way to use VXGI with old and slow Kepler Cards.

                  Comment


                    Originally posted by Gomo View Post
                    Is VolumetricLighting discontinued? I see it stuck on 4.17.
                    Volumetric Lighting works with minor changes on 4.18 and 4.19. I have it running on 4.19 atm as well but still need to fix few profiler macros, I might push it into my 4.19 GW merged branch eventually. My 4.18 port of Volumetric Lighting is included in https://github.com/0lento/UnrealEngi...4.18-GameWorks (which includes UE 4.18.3, Blast, Flex, Flow, HBAO+3, VGXI1 and Volumetric Lighting).

                    My 4.19 Gameworks merge (https://github.com/0lento/UnrealEngi...4.19-GameWorks) currently has UE 4.19.1, Blast, Flow, Hairworks 1.4, HBAO+4, TXAA3 and VXGI2 and includes latest fixes from nvidia and one crash fix from me for Flow.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      As additional note, I try to keep all my GameWorks commits clearly separate for individual techs if the change is beyond fixing something less important, like UBT warnings. I also prefer keeping each initial merge squashed into single commit. There are few core reasons why I prefer this approach:

                      1) it's easier to upgrade specific individual tech for the next UE4 version as you have all needed things as separate commits with clear indication on what is from original merge and what was changed to make it compatible in case it was ported from earlier engine version. Nvidia usually does it like this as well.

                      2) you can cherry-pick individual techs and fixes easily if you don't want to merge all techs, you only need to have same major engine version (like 4.19.x) and it should be trivial to cherry-pick things without that many conflicts. Had these been in one big commit, it would be way harder for me to separate what was needed to change.

                      3) when the original tech branch merge is squashed into single commit, you can easily examine everything that individual tech/commit includes (through github, gitk, or your preferred git client) as it's not yet mixed with other commits. Of course once there are bugfixes or changes after the merge has been done, those will have to be done in separate commits, so what I said only applies for the initial tech merge for the next major engine version.
                      Last edited by 0lento; 04-29-2018, 03:21 AM.
                      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                        There are not as many Maxwell + users as you might think.
                        https://store.steampowered.com/hwsurvey/videocard/

                        I mean it would be nice if VXGI2.0 would also work on Kepler architecture.
                        We will look at what we can do in this state. Thanks for your advice.
                        SilentAndAsleep alperenozgur

                        Comment


                          Originally posted by CGICollector View Post
                          There are not as many Maxwell + users as you might think.
                          https://store.steampowered.com/hwsurvey/videocard/
                          My quick math did tell that on that hw survey, 68,73% of current steam users has Maxwell or Pascal (including first generation Maxwells). But that is irrelevant since even many of those maxwells are not powerful enough to run VXGI properly anyway.

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                          Last edited by 0lento; 04-29-2018, 03:55 AM.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                            I know that GTX960 and lower graphics cards do not have Maxwell features. Is that wrong?

                            We need to look at GTX 970, 980, 980ti, 1060, 1070, 1080, 1080ti

                            Comment


                              Originally posted by CGICollector View Post
                              I know that GTX960 and lower graphics cards do not have Maxwell features. Is that wrong?

                              We need to look at GTX 970, 980, 980ti, 1060, 1070, 1080, 1080ti
                              Every GPU I listed is based on either Maxwell or Pascal architecture. I don't know if VXGI feats require second generation Maxwell (in which case for example GTX 750 wouldn't get fully utilized for this).

                              But like mentioned already, that's irrelevant as those gpu's wouldn't be fast enough for this purpose anyway.
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                              Comment


                                Originally posted by 0lento View Post
                                Volumetric Lighting works with minor changes on 4.18 and 4.19.
                                Thanks for info.

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