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    Hi, I would like to use the NVIDIA GameWorks but this link does not work (https://github.com/NvPhysX/UnrealEngine) ! I found this File (https://github.com/NVIDIAGameWorks/FleX) but there is no Setup.exe or .bat to run this.
    there is only the demo and I can not find any other files

    Maxime

    Comment


      Originally posted by Bettek View Post
      Hi, I would like to use the NVIDIA GameWorks but this link does not work (https://github.com/NvPhysX/UnrealEngine) ! I found this File (https://github.com/NVIDIAGameWorks/FleX) but there is no Setup.exe or .bat to run this.
      there is only the demo and I can not find any other files

      Maxime
      To access any UE4 fork, you need to link your github account with your epic/ue4 account (just like you had to link your github account with nvidia to get access to NVIDAGameWorks).

      Instructions here: https://www.unrealengine.com/en-US/ue4-on-github
      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

      Comment


        I'm finding the same issue exporting video through Sequencer -- no VXGI. It looks like all the other post processes are there, with only VXGI dropping out. Has anyone else run into this?
        Derek Kaplan
        Owner/Founder
        OpenFlame.ca

        Comment


          Looks like HBAO is dropping out as well in the video export. Hires screenshot does export with both VXGI and HBAO. The cinematic toggle is already disabled in my video export -- is there a way to get video capture to copy the on-screen editor like a hires screenshot?
          Derek Kaplan
          Owner/Founder
          OpenFlame.ca

          Comment


            Any info on release timing for VXGI 4.20? We're using vxgi for some cinematic stuff, and with the new DOF in 4.20, it would be great to have the 2 merged!

            Comment


              Backstory:
              We're a small indie team of game devs working on our first independent game. The tech we're using is UE4.19 with VXGI2.0 (https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.19)

              Issue:
              In order to make it easier for our designers and artists (which aren't technical) to work with the engine, I'm building a binary version of the editor so they can sync it from P4 and not have to compile the engine (most have never even heard of Visual Studio).
              I built a binary version of the engine, which built successfully with no errors or warnings.
              However, when I open the editor it immediately crashes, spitting out the following error, that from what I can tell, is happening because of VXGI:
              (if anyone has any info it would be extremely helpful, this one is a big production blocker right now)

              LoginId:f7f8170d492b29bc6c4aa180f5afe7f6
              EpicAccountId:9d933abc05984983ac8ca826e16025d9

              Assertion failed: VXGIDLLHandle [File:G:\EDN_P4V\UE4_Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 2644]

              UE4Editor_Core!FDebug::AssertFailed() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:419]
              UE4Editor_Core!FWindowsPlatformMisc::LoadVxgiModule() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:2645]
              UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::LoadPreInitModules() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:38]
              UE4Editor!FEngineLoop::LoadPreInitModules() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2419]
              UE4Editor!FEngineLoop::PreInit() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1499]
              UE4Editor!GuardedMain() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\launch.cpp:127]
              UE4Editor!GuardedMainWrapper() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
              UE4Editor!WinMain() [g:\edn_p4v\ue4_github\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
              UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
              kernel32
              ntdll
              Lighting Technical Director | Co-Founder
              Game School Online

              Want to learn Unreal Engine 4 and game development from professionals that have worked on games at studios like Call of Duty, Battlefield, Last of Us, Riot Games, Blizzard, and more? Checkout Game School Online, the first ever fully featured, structured online game development training platform that is completely free, no strings attached: https://beta.gameschoolonline.com/

              Comment


                @ 3dlight -- can you confirm that your VXGI is showing up in your video captures? I'm trying to troubleshoot, and so far I don't know if this is a common problem or specific to my install...
                Derek Kaplan
                Owner/Founder
                OpenFlame.ca

                Comment


                  0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time man

                  Comment


                    Originally posted by Klikard View Post
                    0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time man
                    I believe that branch is similar to his 4.19-Physics branch, which "adds support for PhysX contact modifications and fixed timestepping for PhysX". The 4.19-Physics-GW branch adds that and the GameWorks magick. We can only assume he'll do the same with 4.20!

                    Comment


                      Hello Everyone!

                      Is there anyone who has a ready integration of Unreal Engine 4 with GameWorks and TrueSky? Alternatively, can somebody help with integration? Thanx

                      Comment


                        Originally posted by 0lento View Post
                        To access any UE4 fork, you need to link your github account with your epic/ue4 account (just like you had to link your github account with nvidia to get access to NVIDAGameWorks).

                        Instructions here: https://www.unrealengine.com/en-US/ue4-on-github
                        Hello, may I ask when the 4.20 integrated version of GameWorks will be launched? 4.20 it seems that there are a lot of great new features that people want to try very much, but I've been waiting for the 4.20 of the Gameworks integration version, and I'm looking forward to the 4.20 integration you can make early! O O

                        Comment


                          Originally posted by 最后的馒头 View Post

                          Hello, may I ask when the 4.20 integrated version of GameWorks will be launched? 4.20 it seems that there are a lot of great new features that people want to try very much, but I've been waiting for the 4.20 of the Gameworks integration version, and I'm looking forward to the 4.20 integration you can make early! O O
                          Nvidia hasn't released yet a single 4.20 gameworks branch, so if someone actually updated these things for 4.20, that someone would have to manually upgrade each gameworks tech to be compatible with 4.20, one by one. I've done this for few techs in past but doing it for every tech separately would probably take forever, it's not something at least I plan to do. Nvidia will update their branches eventually and that will make it more feasible to make these merged branches as well.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Does anyone know how to integrate GameWorks into a single engine so I'm not switching between multiple builds?

                            Comment


                              Originally posted by AwYeaGirl View Post
                              Does anyone know how to integrate GameWorks into a single engine so I'm not switching between multiple builds?
                              Just look around this threads latest pages, there are multiple forks for 4.19 from people here Also how to merge things yourself has been covered quite few times, basically you need to learn how to use git and it's mergetools (and probably want to use some 3rd party merge tool for easier merging).
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                              Comment


                                Originally posted by Klikard View Post
                                0lento Your 4.19 branch works like a charm currently no errors except wmf media but not really a problem. But i was wondering which tech is included in: https://github.com/0lento/UnrealEngi...e/4.20-Physics Thank you for your time man
                                Originally posted by Derjyn View Post
                                I believe that branch is similar to his 4.19-Physics branch, which "adds support for PhysX contact modifications and fixed timestepping for PhysX". The 4.19-Physics-GW branch adds that and the GameWorks magick. We can only assume he'll do the same with 4.20!
                                As Derjvyn replied, 4.20-Physics is indeed only some physics modifications I've made for UE4, it's not related to GameWorks, I might add Blast to the Physics branch tho as it's physics related.

                                Also, the wmf media error should be fixed on the latest version of the 4.19-GameWorks repo (it also wasn't really an issue related to my GameWorks merge only, same happens on official 4.19.2 afaik, I pulled the fix from 4.20 for this particular issue).
                                Last edited by 0lento; 07-26-2018, 04:43 AM.
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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