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    It was quoted within the last couple pages of this thread, when someone asked the same thing. Then a few pages before that. And I think a few pages before that

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      Originally posted by CGICollector View Post
      r.VXGI.AmbientOcclusionMode= 1 means you can only use VXAmbientOcclusion.
      r.VXGI.AmbientOcclusionMode= 0 means you can use Full VXGI+AmbientOcclusion.
      sorry, i got the modes mixed up, but the question remains: is it possible to use only VXGI in this new version, without VXAO?

      Comment


        Originally posted by MASSIVE Can View Post
        I made a performance experiment with VXGI for open world. (with performance tweaks such as map size X, Y, Z 64) And the results on GTX 980Ti & i7 5930K.
        4x4 level with average tree density.
        With the help of MASSIVE Can, the shadow map rendering performance issue has been fixed. Enabling VXGI on a directional light doesn't have a significant effect on the ShadowDepths pass anymore.

        Originally posted by JordanN View Post
        I finally got VXGI 2.0 installed on my computer and I have to say, I'm having a blast with this! As someone who does a lot of offline rendering, real time G.I is the future. I'm finding it incredibly hard to go back to the likes of Vray and Mental Ray after using this. Instant feedback is so much more satisfying than waiting for an image to render.

        Best of all, I'm doing this all on a GTX 960. A $200 card from from 3 years is doing GIobal Illumination at 30 to 60 frames a second!

        I posted more of my work here.

        http://polycount.com/discussion/comm...omment_2630278
        Please note that VXGI has nothing to do with ray tracing, unlike the title of your page suggests. It's voxel cone tracing.

        Originally posted by pedrosunye View Post

        sorry, i got the modes mixed up, but the question remains: is it possible to use only VXGI in this new version, without VXAO?
        ​​​​​​​Sure - just don't enable "VXGI Ambient" in PPV settings.
        ​​​​​​​
        To clarify:
        • The r.VXGI.AmbientOcclusionMode=1 setting switches VXGI into a mode where it only deals with opacity voxels, not emittance. Those can be used for VXAO or VXAL.
        • VXAO is, in a way, a by-product of the diffuse illumination pass. So, if you enable VXGI Diffuse, VXAO comes in for free (if enabled).
        • Most PPV settings in the VXGI Diffuse group also affect VXAO, because it's the same rendering pass.

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          If anybody has merged Flex with VXGI2, Blast and Flow to 4,19, please point in the right direction. Thanks!

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            I'm still waiting official Flex integration to drop myself. It's not difficult to merge the old version, it's just bit pointless if Nvidia is releasing improved Flex 1.2 soon for UE4 (which I hope they do as Flex 1.2 SDK itself has been out for two month or so). No official word if they are doing this however.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              0lento Thanks for the reply and yes, let's see if we get word from nvidia, it would be nice to have that one going...

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                Meanwhile, they did finally put 4.19 Blast into their NvPhysX repo: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19

                I've included the latest fixes from that and other nvidia tech branches on my 4.19 merges so they should all be up-to-date.
                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                Comment


                  Originally posted by Alexey.Panteleev View Post

                  With the help of MASSIVE Can, the shadow map rendering performance issue has been fixed. Enabling VXGI on a directional light doesn't have a significant effect on the ShadowDepths pass anymore.



                  Please note that VXGI has nothing to do with ray tracing, unlike the title of your page suggests. It's voxel cone tracing.



                  Sure - just don't enable "VXGI Ambient" in PPV settings.
                  ​​​​​​​
                  To clarify:
                  • The r.VXGI.AmbientOcclusionMode=1 setting switches VXGI into a mode where it only deals with opacity voxels, not emittance. Those can be used for VXAO or VXAL.
                  • VXAO is, in a way, a by-product of the diffuse illumination pass. So, if you enable VXGI Diffuse, VXAO comes in for free (if enabled).
                  • Most PPV settings in the VXGI Diffuse group also affect VXAO, because it's the same rendering pass.
                  Hello, I want to use some plug-ins in the 4.19 Gmaeworks version you compiled, such as Substance and Datasmith, but the Substance copy has been packaged in the past to open the plug-in prompt error, and Datasmith can't find the way to use it. Is there a way to use these plug-ins? These plug-ins are very important to me, and the unreal engine that uses Gameworks can be very cumbersome if it can not be used.

                  Comment


                    Originally posted by 0lento View Post
                    Meanwhile, they did finally put 4.19 Blast into their NvPhysX repo: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19

                    I've included the latest fixes from that and other nvidia tech branches on my 4.19 merges so they should all be up-to-date.
                    您好,我想在您编译的4.19 Gmaeworks版本中使用一些插件,例如Substance和Datasmith,但Substance副本已打包过去,以打开插件提示错误,并且Datasmith无法找到使用它的方式。有没有办法使用这些插件?这些插件对我来说非常重要,如果不能使用,使用Gameworks的虚幻引擎可能非常麻烦。

                    Comment


                      Originally posted by 最后的馒头 View Post

                      您好,我想在您编译的4.19 Gmaeworks版本中使用一些插件,例如Substance和Datasmith,但Substance副本已打包过去,以打开插件提示错误,并且Datasmith无法找到使用它的方式。有没有办法使用这些插件?这些插件对我来说非常重要,如果不能使用,使用Gameworks的虚幻引擎可能非常麻烦。
                      Please use english on these forums (most people - including myself - have no clue what you just wrote there).
                      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                      Comment


                        Originally posted by 最后的馒头 View Post

                        Hello, I want to use some plug-ins in the 4.19 Gmaeworks version you compiled, such as Substance and Datasmith, but the Substance copy has been packaged in the past to open the plug-in prompt error, and Datasmith can't find the way to use it. Is there a way to use these plug-ins? These plug-ins are very important to me, and the unreal engine that uses Gameworks can be very cumbersome if it can not be used.
                        You can just move the Substance plugin from marketplace folder (from stock 4.19) into your UE4 projects Plugins folder, make sure you have c++ project and then regenerate the project files from .uproject. This will generate a visual studio solution which lets you compile substance for the engine version you are using for the project.

                        I will not add substance plugin in my own merged repo as it breaks UE4 EULA, while it's a free plugin UE4 marketplace, it's license doesn't give me rights to redistribute the source code so I can't do it myself.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                        Comment


                          VXGI does work with skeletal meshes? because when i switch to VXGI opacity vis. i dont see skeletal mesh on screen but static mesh of same character is there.

                          Comment


                            Thanks to Alexey.Panteleev Unreal is in a better state than ever before. After the update fps increased to 80 from 48 on the same scene. (Maybe it will get even higher in the future. )
                            It's good to know that there are people who are dealing with these important topics.

                            Comment


                              If I wanted to create my own integration of GameWorks plugins, how would I get started?

                              Comment


                                Originally posted by NovaLumen View Post
                                If I wanted to create my own integration of GameWorks plugins, how would I get started?
                                Learn how git works first, then get a decent mergetool for it and start merging the different branches. There will be some conflicts that the mergetool can't automatically resolve, so you need to guide it through those.

                                How I do it: I add nvidia repo as my unrealengine fork's remote, I fetch nvidia and epics own repo changes, start with clean official release-tagged ue4 base and then I merge whole nvidia tech branches with squash-option so they only make one commit each (for later individual bug fix commits I just use cherry-pick).

                                If the nvidia branch isn't for the same main ue4 version, it requires you to manually updade some files. In nutshell, that usually means you doing the engine compile and see what is missing or changed, fix the issues and finally commit a fix for that. Additionally, this step involves fixing things that have changed in UE4 build system, so you change related Build.cs accordingly (just observe the diff from other plugins between the engine version you are upgrading from and into).
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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