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  • replied
    Originally posted by Alexey.Panteleev View Post

    RTX is a higher priority tech currently.
    Thanks for the update, glad to hear it!

    Leave a comment:


  • replied
    Originally posted by 0lento View Post



    See above post. I'll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.
    Will Waveworks be added to this branch? It seems that the transplantation of Wavework is not very troublesome?It seems that someone transplanted version 4.20 very quickly last time. Wavework is really a very good surface tool, and if you can add branches, it's worth looking forward to

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

    This repo contains following GameWorks techs:
    - Blast 1.1.4
    - Flow 1.0.1
    - HairWorks 1.4
    - HBAO+ 4
    - TXAA 3
    - VXGI 2.0.1

    In addition it has support for fixed timestepping for physics and has UE4 wrappers for PhysX contact modifications (I'll make example later on how to use these to your advantage). I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
    It's great to finally see a new version of the engine with VXGI, which means that many people who depend on VXGI can work in the new version of the engine. Thank you for your efforts!!

    Leave a comment:


  • replied
    Originally posted by MPC Creative View Post
    +1 for Hairworks in 4.21 please!
    Can you also magically make it work with forward rendering? Not being able to export alpha passes is driving me nuts...
    Originally posted by samrat333 View Post
    Alexey.Panteleev how to add in hairworks your branch
    See above post. I'll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.

    Leave a comment:


  • replied
    Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

    This repo contains following GameWorks techs:
    - Blast 1.1.4
    - Flow 1.0.1
    - HairWorks 1.4
    - HBAO+ 4
    - TXAA 3
    - VXGI 2.0.1

    I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
    Last edited by 0lento; 03-11-2019, 10:09 AM.

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post

    RTX is a higher priority tech currently.
    Understandable, considering the push for it otherwise. (And the need to make RTX investment for devs and users a tempting proposition.)
    Are there going to be RTX or Turing based gameworks packages in the upcoming 2019-ish future?

    I know Variable Rate Shading would give me a big incentive to pick up an RTX card for VR development. And would probably be a great reason to update the VRworks branch.

    Leave a comment:


  • replied
    I'm still waiting RTX.

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  • replied
    FleX is tedious to port atm as like mentioned before it requires a lot of manual work due to the underlying UE 4.21 physics interface changes. I'm currently testing a new 4.21-GameWorks build, will post details once I've verified it works (FleX isn't included, sorry).

    Leave a comment:


  • replied
    Flex for ue4.21, look forward to, do not know if there are plans for integration

    Leave a comment:


  • replied
    Originally posted by ax448 View Post
    I'm kinda curious though, is VXGI still being developed, or is all focus on RTX now?
    RTX is a higher priority tech currently.

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post
    New UE4.21 branch with VXGI 2.0: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.21

    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.
    Ah, nice. Thanks for the update!
    I'm kinda curious though, is VXGI still being developed, or is all focus on RTX now?

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post
    New UE4.21 branch with VXGI 2.0: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.21

    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.
    Wow, that's a big surprise. We're just talking about whether there won't be any VXGI updates in the near future, but soon you released version 4.21 of VXGI. That's great!

    So, it seems that the full version of Gameworks 4.21, which includes VXGI, will be coming soon? We are looking forward to the arrival of Gameworks 4.20 engine with VXGI 2.0!!

    Thank you for your efforts so that we can continue to use the latest engine version of Gameworks!!

    Leave a comment:


  • replied


    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.[/QUOTE]
    hi
    Alexey.Panteleev how to add in hairworks your branch

    Leave a comment:


  • replied
    New UE4.21 branch with VXGI 2.0: https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.21

    Same build of VXGI as was used in the 4.19 branch (2.0.1), no new integration features except for engine's Rect Light support for indirect lighting.

    Leave a comment:


  • replied
    It seems that the Gameworks version is somewhat backward. We haven't even seen the full 4.20 version of Gameworks yet. Don't we know that when RTX is released, Gameworks will integrate some functions into RTX?

    Leave a comment:

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