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
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.
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!
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.
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.
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.
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.
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.
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.
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).
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