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    Vxgi 2.0 on min maxwel ?? Kepler doesnt work ? Maybe gtx 650 ti

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      Is it possible to get b;ast, Flex, Flow and hair build. i have no need for Waveworks, HBOA ect. or can someone tell me how i can make my own port. Sctually i wish i could just use these plugins with the launcher binary of UE4 unless its really possible a heads up would be great too. would really appreciate it thanks, BTW you guys are great,

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        Originally posted by porckchop View Post
        Is it possible to get b;ast, Flex, Flow and hair build. i have no need for Waveworks, HBOA ect. or can someone tell me how i can make my own port. Sctually i wish i could just use these plugins with the launcher binary of UE4 unless its really possible a heads up would be great too. would really appreciate it thanks, BTW you guys are great,
        It's not really possible with the launcher version. You need to compile it, no way around that. Making your own build is quite the undertaking, especially if you haven't compiled the engine from source before. Being able to find the subject of compiling these custom builds and merging in the different features, would be a great first step in the skills required for this sort of stuff (hint: it's been covered, tips are scattered around this and other threads, and Google exists).

        There are builds already that have all the GameWorks offerings except Flex (and why Flex isn't merged in yet has been covered several times now), so you can easily get one of those builds and just not use the other features. It'd be akin to getting a launcher version of the engine. There are over 100 plugins and features by default. I rarely open a project from another person/team where they take the time to disable what they don't use (which baffles my mind, hehe).

        It's a lot of work doing these merged builds, and maintaining them. Rolling out custom builds based on requests every time a random person asks (enabling this or disabling that) is asking a bit much if you ask me. Learn to do it yourself, or be content with the understanding that you might have to wait, or take what the good peeps make available! Or, I'm sure someone would be happy to do it for a programmers hourly wages or donations

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          Hello, just recently needed to work with flex inside ue4, and as such do not have much knowledge of the program itself. Whenever I attempt to build the most recent built 4.17.1, I get these errors, and after googling around I cannot find another case of these errors occurring for anyone else. If it helps diagnose, I just finished fixing the combaseapi.h error that required me to state IUnknown. Thank you for any help!

           
          Spoiler

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            wargamearmathethird if it helps anything, I have few merged GameWork tech UE 4.18.3 repos here that has flex too, they should build fine as is (as long as you have your dev environment setup correctly).
            https://github.com/0lento/UnrealEngi...last-Flex-Flow for 4.18.3, Blast, Flex and Flow
            https://github.com/0lento/UnrealEngi...4.18-GameWorks for Blast, Flex, Flow, HBAO+ 3, Volumetric Lighting and VXGI 1
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              So can someone point me as to where i can learn on how to merge my own. I just dont want added plugins that arent going to be used, where all i really need is Blast, Flow, Hair and possibly Flex. My main issue with wanting it for launxher builds is because ive had problems with building projects in custom build where as for launcher builds all works great. Other than that i would like to get my own build done if you can point me to the right direction because google sends me to random threads that tells me nothing. Any help would be greatly appreciated, and thank you guys for the quick responce.

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                You aren't going to be able to use Flow, Hair or Flex with the launcher version. Blast can be used as a plugin, but I think (someone correct me if I'm wrong) even that needs some source code modifications. These things require modified versions of the engine. This means either rolling your own and incorporating Nvidia's changes, directly using their specific branches, or using the versions from the likes of 0lento above, where someone else has taken the time to merge the various bits of GameWorks together.

                How to do this has been covered in this topic, but it really is down to programming knowledge in general. Diff'ing files and merging in those changes, linking to external libraries and including headers and such... If you've never even whipped up a C++ "hello world" and set up a stable development environment, this is quite the task to take on when just starting out. Not saying don't do it- just saying be prepared to pull your hair out.

                0lento's fork/branch has the most up-to-date versions of anything I've come across, and compiles without issue (at least, last I tried!). If you've ever compile the engine from source, it's pretty much the same process. More thorough instructions are actually over at the Github repos. So again, your options are to either use one of these lovely pre-made versions and not use what you don't want, or roll your own and not incorporate the things you don't need. Flex isn't available for 4.19 yet (as of writing), but as 0lento pointed out, he has a 4.18.3 version with that included.

                Documentation is your friend. If you were searching for how to compile Unreal Engine, surely you would have seen this near or the top of your search results: https://docs.unrealengine.com/en-us/...ngUnrealEngine

                Also, this beastly thread (as of writing, 308 pages) is full of knowledge related to various aspects of GameWorks! It might take some time, but it's totally worth it to dedicate some time pouring over it with a magnifying glass. It's how I've solved many of my own issues, matter-of-factly. With that said, you'll see several questions from me in this thread as well, haha. As far as making custom builds of the engine that ditches some of the stuff you might not want, I've found it to be more of a headache than it's worth. For plugins, I just disable what I don't use. For other features of the engine, I just don't use them. Performance has never suffered, and I have no problem packaging and shipping projects that weigh in at 50mb all said and done.

                I'm using a modified version of one of 0lento's builds, with the addition of other changes to the engine source, and dozens of external plugins. I'm not having any issues, but that comes with time and getting to know what works and what doesn't. You just have to experiment, piece by piece, until you land on something that is stable. Then slowly build from there. It's no fun sitting on the other side of the fence, seeing the big kids get to play with the big toys, but if you a project you are working on is having too many issues with custom builds of the engine, you might have to look the other way, heh. Tinker with this madness on the side as an experiment, and stick to stability for serious projects- it's the safe route!

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                  Thanks again Derjyn and Olento you guys are of great help and thankyou for pointing out the obviuos, i just thought it would be more in the lines of copy and pasting a few things, im just not looking to get into a big project as im trying to finish one im in, and time just isnt on my side. As for hair pulling, too late for that i have none so none to pull. i originally wanted a launcher like plug because of all the updates that are being pushed and ease of use but hey, it's not like i cant do without, it would have been helpful though. Hey you mentioned Blast could be used as a plugin right? I mean i can just compile that in the launcher build as if i were to rebuild the plugin right. because that plugin im really interested in as its way better than Apex standard plug. As for hair and the others not a Priority in my opinion. Oh And yes i have a little know how with c++. Not my first time. Anyway thank you very much Mate. Now i am really interested in the Blast plugin.

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                    @0lento What do you mean by having my dev environment set up correctly?

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                      Hi guys,
                      Do you guys know how to get Waveworks Direct Computing?
                      I tried to contact Nvidia at this email: visualfx-licensing@nvidia.com
                      But they never respond.
                      Thanks!

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                        wargamearmathethird I meant mainly having c++ build tools installed for your VS, for example can you build the default unmodified ue4 from source? Also make sure you follow all the steps, like run setup before generating the project files.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                          Originally posted by porckchop View Post
                          Hey you mentioned Blast could be used as a plugin right? I mean i can just compile that in the launcher build as if i were to rebuild the plugin right. because that plugin im really interested in as its way better than Apex standard plug. As for hair and the others not a Priority in my opinion. Oh And yes i have a little know how with c++. Not my first time. Anyway thank you very much Mate. Now i am really interested in the Blast plugin.
                          Blast still requires minor engine changes even on 4.19 version. It's not far off from being plugin only but it's not there yet.

                          I'd also expect Epic to include Blast soon(ish) as Apex Destruction is deprecated already. So they need to move to Blast eventually (unless they roll up their own custom destruction thing, which isn't likely at all). Nvidias Blast integration is pretty good already but it's not happening for 4.20 at least (also, there's no official word upcoming Blast integration at all, so it might never happen, this is purely my own speculation!).
                          Last edited by 0lento; 06-06-2018, 02:34 PM.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                            0lento Thank you so much, your build succeeded.

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                              Also, another smaller thing that I could use help with, is there any way to build the flex demo into this build of ue?

                              I realize this is probably a dumb question, but a quick yes or no could prevent me going down a rabbit hold and trying to make it work.

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                                wargamearmathethird check the NvSamples folder, on 4.18 I moved every sample there for easier access, original flex samples should be there as well (my 4.19 branches still have those examples scattered around)
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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