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    Hey guys. I tried downloading this: https://github.com/0lento/UnrealEngi...4.19-GameWorks
    I build it and the engine started, but there is nothing of these features when i start.
    FYI this is my first time building with Visual Studio.
    Maybe i am missing something?
    Sorry if this is the wrong place to ask about this.

    Thanks for reply guys!
    Last edited by BP_Herbert; 05-15-2018, 08:10 AM.

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      Olento, you are great !!

      Your 4.19 gameworks branch is awesome !!

      Thanks very much

      It's possible add waveworks to your branch ?

      Comment


        Originally posted by Klikard View Post
        Hey guys. I tried downloading this: https://github.com/0lento/UnrealEngi...4.19-GameWorks
        I build it and the engine started, but there is nothing of these features when i start.
        Check the sample projects at project root. I haven't organized them this time around so they are kinda scattered around, they are on same folders where individual nvidia branches place them.

        Originally posted by Bern Langl View Post
        It's possible add waveworks to your branch ?
        I'm avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so this would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.


        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

        Comment


          Originally posted by 0lento View Post
          I updated all three 4.19 GameWorks merges I've done to include latest fixes from Nvidia (for TXAA3 and VXGI2) and official UE 4.19.2:

          https://github.com/0lento/UnrealEngi...4.19-Flow-VXGI (Flow + VXGI 2)
          https://github.com/0lento/UnrealEngi...4.19-GameWorks (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + VXGI 2)
          https://github.com/0lento/UnrealEngi...9-GameWorks-VL (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2)
          Why do you don't include Flex into this version? I am waiting it so much

          Comment


            Originally posted by 0lento View Post
            Check the sample projects at project root. I haven't organized them this time around so they are kinda scattered around, they are on same folders where individual nvidia branches place them.

            I'm avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so this would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.

            I accidentally downloaded the wrong branch haha (epic games one)
            Some How VXGI wont enable. iw enabled it in Material, Post effect and Directional light but nothing seems to happen.
            Same with HBAO+
            Thanks anyways tho. Both branch and reply
            Last edited by BP_Herbert; 05-16-2018, 08:03 AM.

            Comment


              Originally posted by 0lento View Post
              Check the sample projects at project root. I haven't organized them this time around so they are kinda scattered around, they are on same folders where individual nvidia branches place them.

              I'm avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so this would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.

              I'm looking forward to your 4.192 Flex integration. I'm using your 4.192 version now, and it feels good. Also, ask the official Datasmith tools that don't seem to be able to integrate into the branch engine. He seems to have been encrypted or what else has he done? It can not be rebuilt in the branch.

              Comment


                Originally posted by 0lento View Post
                I updated all three 4.19 GameWorks merges I've done to include latest fixes from Nvidia (for TXAA3 and VXGI2) and official UE 4.19.2:

                https://github.com/0lento/UnrealEngi...4.19-Flow-VXGI (Flow + VXGI 2)
                https://github.com/0lento/UnrealEngi...4.19-GameWorks (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + VXGI 2)
                https://github.com/0lento/UnrealEngi...9-GameWorks-VL (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2)
                HI 0lento
                Sorry for noob question bt i downloaded 4.19-GameWorks and i found Victory Plugin in my new project, is it something you added it to the engine?
                Thanks a for this branch.

                Comment


                  Originally posted by Klikard View Post
                  Some How VXGI wont enable. iw enabled it in Material, Post effect and Directional light but nothing seems to happen.
                  Same with HBAO+
                  I think you need to enable HBAO+ with cvar if I remember right, VXGI should work once you enable the relevant settings in PP volume. I'd start by checking the Nvidias VXGI test levels from Samples/UserContent/ (https://github.com/0lento/UnrealEngi...es/UserContent). VXGI test levels are bit hidden, I didn't have time to move them around into more logical folder. It also makes it bit more tedious for me to keep the samples up-to-date if I do as now I'm just keeping the samples on same folders as they are on each nvidia tech branch.

                  Originally posted by VinaCaptcha View Post
                  Why do you don't include Flex into this version? I am waiting it so much
                  Few has asked this already, I'm still waiting for official Flex 1.2's UE4 integration to appear before I merge it. It's coming so it would be pointless for me to manually fix the old 4.17 integration to work on 4.19 as it would still use the older Flex. Flex 1.2 is especially interesting as it features plastic deformation now so it's definitely worth the wait.

                  Originally posted by mhnoni View Post

                  HI 0lento
                  Sorry for noob question bt i downloaded 4.19-GameWorks and i found Victory Plugin in my new project, is it something you added it to the engine?
                  Thanks a for this branch.
                  My UE4 branches don't have Victory plugin, so I think you've gotten Maxime Dupart's 4.19 branch instead (his does include that).


                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                  Comment


                    Originally posted by 最后的馒头 View Post
                    Also, ask the official Datasmith tools that don't seem to be able to integrate into the branch engine. He seems to have been encrypted or what else has he done? It can not be rebuilt in the branch.
                    I can't tell about datasmith myself, I've never used it nor could I integrate it myself due to the licensing involved around it.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Originally posted by 0lento View Post
                      I think you need to enable HBAO+ with cvar if I remember right, VXGI should work once you enable the relevant settings in PP volume. I'd start by checking the Nvidias VXGI test levels from Samples/UserContent/ (https://github.com/0lento/UnrealEngi...es/UserContent). VXGI test levels are bit hidden, I didn't have time to move them around into more logical folder. It also makes it bit more tedious for me to keep the samples up-to-date if I do as now I'm just keeping the samples on same folders as they are on each nvidia tech branch.


                      Few has asked this already, I'm still waiting for official Flex 1.2's UE4 integration to appear before I merge it. It's coming so it would be pointless for me to manually fix the old 4.17 integration to work on 4.19 as it would still use the older Flex. Flex 1.2 is especially interesting as it features plastic deformation now so it's definitely worth the wait.


                      My UE4 branches don't have Victory plugin, so I think you've gotten Maxime Dupart's 4.19 branch instead (his does include that).

                      Thanks got HBAO+ Running trough cvar. But still the same result on the VXGI map by nvidia (CornellBox) no GI at all.

                      I will try to download and build your other branch with just vxgi/flow to see if GI shows on that one.

                      Update: I tried the other branch the same issue there. Is it just me having this issue?

                      Update2: i think i found the problem

                      LogD3D11RHI: 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)

                      LogD3D11RHI: Warning: VXGI support is limited to occlusion-only mode on this GPU.

                      So my guess is VXGI 2.0 only supports Maxwell and onwards?

                      Nvidia States on github ''Minimum: a 64-bit Windows 7 system with any DirectX 11 class GPU''

                      I dont really understand this, haha confusing

                      FYI my card even supports DX12
                      Last edited by BP_Herbert; 05-16-2018, 09:52 PM.

                      Comment


                        0lento Maybe we will need a full integration as "FleX + Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2".
                        I love you so much

                        Comment


                          Is there a time frame for a 4.19 version of VRWorks.

                          Comment


                            Originally posted by VinaCaptcha View Post
                            0lento Maybe we will need a full integration as "FleX + Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2".
                            I love you so much
                            Originally posted by VinaCaptcha View Post

                            Why do you don't include Flex into this version? I am waiting it so much
                            Excuse me,How can I get your limit?I can't look your GitHub.

                            Comment


                              Originally posted by xingcheng View Post
                              Excuse me,How can I get your limit?I can't look your GitHub.
                              To get access to any UE4 fork, you need first to link your github account to your unreal engine account:
                              https://www.unrealengine.com/en-US/ue4-on-github
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                              Comment


                                Guys, is there a way to make lightning affect the water surface in WaveWorks? Lightning set up doen’t make any changes to how the ocean looks like.

                                Thank you!
                                Last edited by script526; 05-20-2018, 06:47 AM.

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