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    Looking at the latest changes for WaveWorks, and it looks like we can expect some possible performance improvements? I'm seeing some quadtree additions... Exciting stuff!

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      Hi!
      I'm having trouble compiling the VRWorks 4.18 branch with VS2017. Specifically the following errors occur when building:

       
      Spoiler


      I verified that the header in question does exist and is where its supposed to be. I've also given myself all available permissions on the files in the branch. If anyone encountered this error before, I'd be happy if you could share your solution.

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        Also, is Blast not supported over multiplayer? I was tested in editor with two "players"/connections and it stalls/hangs though I am using a build of this; https://github.com/windystrife/Unrea...ks#nvidia-hbao Can I manually edit the collision for the base mesh? When I import a house it has the windows and doors unenterable.
        Last edited by GamesByH; 06-15-2018, 12:38 AM.

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          Originally posted by 0lento View Post
          updated blast 1.1.3 (ue4 version uses 1.1.2)
          Please tell me more about this. Also, we're allowed to edit the source code of the engines and plugins that's on the repo right?

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            Originally posted by GamesByH View Post

            Please tell me more about this. Also, we're allowed to edit the source code of the engines and plugins that's on the repo right?
            If you got access to both GameWorks and NvPhysX repositories and accept (and obey) boths terms, you can mix them, you just can't publicly distribute source code from the things you combine as it would clash with the licensing terms. It's perfectly fine to integrate GameWorks tech yourself and use it internally for your products, as long as you are fine by both licenses terms and don't break them.

            Worth noting that integrations under NvPhysX fall under UE4's licensing terms and they differ substantially from the terms on GameWorks repo tech, so do take your time to examine the licensing differences if you go this route.

            All this being said, unless you absolutely need to be using the latest version of some tech without ue4 integration, just don't. Nvidia will upgrade these eventually and manually upgrading these just to try something out isn't in general worth the effort. If the library changes are small, you can swap the lib with small effort but sometimes you need bigger changes from UE4 side (which immediately makes it slow and tedious task unless you got high-end workstation or distributed build system)
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              Has anyone successfully built a ue4/flex engine for linux?

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                Thank you a lot for all your help 0lento, it isn't really supported over multiplayer I assumed because I tested destroying an object in editor with two players and the object seemed destructed differently.

                Is Radius Damage working for blast for anyone else?
                Last edited by GamesByH; 06-15-2018, 02:47 PM.

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                  Will work VXGİ 2.0 Kepler cards ???

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                    Is there a way I can set it to per face for chunk collision or more directly edit the convex hulls for the chunks for Blast? They are blocking doorways and such on models where that is applicable.

                    Does anyone know where in the source code the lines are for setting the collision for chunks and the mesh for the blast stuff?
                    Last edited by GamesByH; 06-17-2018, 09:33 PM.

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                      Is there any way to get the flex shader compiler running instead of the default ue4 one?

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                        Originally posted by wargamearmathethird View Post
                        Is there any way to get the flex shader compiler running instead of the default ue4 one?
                        Flex is a particle simulation system... It won't replace the shader compiler. Unless I have been missing something over the last couple years

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                          Flex 1.2 with UE 4.19.2 is out now: https://github.com/NvPhysX/UnrealEng...ee/FleX-4.19.2
                          Last edited by 0lento; 06-20-2018, 03:54 PM.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                            Added Flex into my 4.19.2 GameWorks merge here: https://github.com/0lento/UnrealEngi...4.19-GameWorks

                            Merged repo now contains all the latest changes from NvPhysx for all techs I've included on the merge, so there's Blast 1.1.3, Flex 1.2, Flow 1.0.1, HairWorks 1.4, HBAO+ 4.0, TXAA 3, Volumetric Lighting (1.0?) and VXGI 2.0.1

                            It took me a while to get Flex to work on packaged builds due to IWYU issues but I did get it running eventually. Fixes of course included on the merge. I'd really hope Nvidia would do non-unity builds for all these branches (at least once now that UE4's headers have changed a lot since the initial integrations) as it would get rid of these ghostly failures that only happen on some build settings.
                            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                              Worth noting that I had to do one hacky fix for the Flex here: https://github.com/0lento/UnrealEngi...8fc10e42496cb4 Basically that #if wasn't in scope as it couldn't find the WITH_FLEX definition. If someone knows a proper way to make it work here, please tell.

                              This is an issue with https://github.com/NvPhysX/UnrealEng...ee/FleX-4.19.2 as well.
                              Last edited by 0lento; 06-21-2018, 10:20 AM.
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                                I also made a PR for the FleX fixes here: https://github.com/NvPhysX/UnrealEngine/pull/523 in case it will help others
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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