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    I just pushed Nvidia Blast (1.1.3) into my 4.20 physics branch: https://github.com/0lento/UnrealEngi...e/4.20-Physics

    This branch contains option for fixed timestepped physics (with interpolation) and Blast. I won't add more tech to this branch, just felt Blast suited that branch as it's physics related.
    Last edited by 0lento; 03-11-2019, 10:15 AM.
    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

    Comment


      Originally posted by 0lento View Post
      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).
      Okay thank you. One more thing, the GameWorks documentation gives a tutorial on how to set up particle effects but the Flex drop down menu in Cascade is missing. What do I do ?

      Comment


        Hey all, I've tried compiling in the past and had the same issue. Reinstalled Visual Studio 2017 and it's still happening.

        Any idea?

        1>------ Build started: Project: ShaderCompileWorker, Configuration: Development_Program x64 ------
        1>Creating makefile for ShaderCompileWorker (no existing makefile)
        1>Performing full C++ include scan (no include cache file)
        1>UnrealBuildTool : error : Could not find definition for module 'PacketHandler' (referenced via Target -> ShaderCompileWorker.Build.cs -> TargetPlatform.Build.cs)
        1>D:\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat ShaderCompileWorker Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
        1>Done building project "ShaderCompileWorker.vcxproj" -- FAILED.
        2>------ Build started: Project: UE4, Configuration: Development_Editor x64 ------
        2>Creating makefile for UE4Editor (no existing makefile)
        2>Performing full C++ include scan (no include cache file)
        2>UnrealBuildTool : error : Could not find definition for module 'PacketHandler' (referenced via Target -> Launch.Build.cs -> Engine.Build.cs)
        2>D:\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command "..\..\Build\BatchFiles\Build.bat UE4Editor Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
        2>Done building project "UE4.vcxproj" -- FAILED.
        ========== Build: 0 succeeded, 2 failed, 1 up-to-date, 0 skipped ==========

        Comment


          Originally posted by Graczdari View Post
          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
          yes, i have aintergration of unreal engine 4 with gameworks and truesky 4.19.2

          Comment


            Made a mini update on with a 4.20 GameWorks merge:
            https://github.com/0lento/UnrealEngi...4.20-GameWorks

            It currently contains UE 4.20.1, Blast and Flow.

            Worth noting that I did make a bit hacky fix for Flow's DX12 support, 4.20 added GPU indices on DX12 and I didn't really want to spend too much time figuring out what Flow's renderer code does there so I just made the thing use only first gpu index there, this may potentially break things so I don't suggest to try this fork with DX12 enabled.
            Last edited by 0lento; 03-11-2019, 10:15 AM.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

            Comment


              Thanks for all your hard work on this 0lento- it's much appreciated. I'm really eager to sit down and dig in with your physics branch, but I need to finish my major project before I get distracted yet again, haha.

              Keep it up! You are pretty much the only "goto" person with this stuff, these days. I can't help but be curious: are you using this stuff in your own projects (or perhaps client work), or are you just being a diligent nerd?

              Comment


                [QUOTE="0lento;n1510498"]Made a mini update on with a 4.20 GameWorks merge:
                https://github.com/0lento/UnrealEngi...4.20-GameWorks

                It currently contains UE 4.20.1, custom physx things I've exposed in past, Blast and Flow.


                please update hairworks in 4.20 thank you

                Comment


                  0lento The work you're doing is amazing. Thank you so much! I'm not sure if anyone's asked before, but do you have any plans to support VRWorks once it's updated?

                  Comment


                    Originally posted by Derjyn View Post
                    I can't help but be curious: are you using this stuff in your own projects (or perhaps client work), or are you just being a diligent nerd?
                    All those physics related things are based on custom work I did a long time ago, I published fixed timestepping for 4.15 and later made also contact modifications public for 4.18 so others may benefit from (worth noting that Epic exposed contact modifications partly now on 4.20 but you still need custom engine code to use it - which is what my current changes do now). Basically if you do custom vehicles or other advanced physics and/or physics networking, you often want changes like these to gain more control over physics. As for using GameWorks itself, I don't really use it on any project atm, I do these merges for testing purposes only. I keep updating these repos nowadays mainly to stay on top of things: to know where GameWorks tech is going and to know what kind of structural changes UE4 has.

                    Originally posted by samrat333 View Post
                    please update hairworks in 4.20 thank you
                    HairWorks is at the end of my list to add but I might check if it's an easy add, no promises though.

                    Originally posted by rojo8399 View Post
                    0lentoI'm not sure if anyone's asked before, but do you have any plans to support VRWorks once it's updated?
                    I think someone has asked this before. VRWorks is pretty much no-go for bigger merges like these, mainly because it alters rendering pipeline from many same places as these other techs and I don't really have experience nor motivation for rebuilding the clashing parts. I'm fairly certain you could merge VRWorks with select GameWorks techs (like Blast, Flex, Flow) but these would need to be tested on case by case basis. And ultimately, I don't have VR gear here so I couldn't even test if it works properly so that makes the whole process impossible from my end (as testing often reveals all kinds of issues and I can imagine this part would be way more important when dealing with VR).


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

                    Comment


                      Originally posted by 0lento View Post
                      I think someone has asked this before. VRWorks is pretty much no-go for bigger merges like these, mainly because it alters rendering pipeline from many same places as these other techs and I don't really have experience nor motivation for rebuilding the clashing parts. I'm fairly certain you could merge VRWorks with select GameWorks techs (like Blast, Flex, Flow) but these would need to be tested on case by case basis. And ultimately, I don't have VR gear here so I couldn't even test if it works properly so that makes the whole process impossible from my end (as testing often reveals all kinds of issues and I can imagine this part would be way more important when dealing with VR).
                      Very understandable. Was wondering because VRWorks with HBAO and VXGI would look **** good. If only it was easier to merge.

                      Comment


                        Added TXAA and Volumetric Lighting to 4.20-GameWorks merge

                        It now contains UE 4.20.1, Blast, Flow, TXAA and Volumetric Lighting. I spend a long time yesterday porting FleX as well but while I got it to compile, it still crashes on play so I'll keep investigating if I still can fix it (I'll not include it at this state).
                        Last edited by 0lento; 03-11-2019, 10:16 AM.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                        Comment


                          Further note about FleX integration, FleX fluids, ropes, rigidbodies all work on my current 4.20 port, but I get crash whenever there is a softbody in the scene. I think it's related to this crashreport: https://issues.unrealengine.com/issue/UE-60339
                          For the time being, I think I'll just wait what fix Epic pushes into 4.20.2 for this (there wasn't anything related on their 4.20 or dev branches yet).

                          Meanwhile, I've pushed work-in-progress version for UE 4.20.1 and FleX only here:
                          https://github.com/0lento/UnrealEngi.../4.20-FleX
                          Just keep in mind that softbodies will cause hard crash on it + I never even tried to package with it as I wanted it to work in the editor first.

                          edit -> I also briefly looked into VXGI branch merge but it requires quite much work from the renderers side so I'll not merge it for now. Same applies to HairWorks. I hope Nvidia will eventually push 4.20 versions on their UE4 forks, I can then do simple merge for the missing techs.

                          edit 2 -> FleX should run now, I've disabled the ue4 check that halted the execution, would need a better fix for FleX side of things though.
                          Last edited by 0lento; 08-13-2018, 09:14 PM.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            hi Alexey.Panteleev you mentioned some promising techniques for optimizing the dynamic cascade shadow performance. Is there any progression about that? Cryengine has an interesting feature about shadows:
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                            Last edited by MASSIVE Can; 08-05-2018, 06:36 PM.

                            Comment


                              Originally posted by 0lento View Post
                              Further note about FleX integration, FleX fluids, ropes, rigidbodies all work on my current 4.20 port, but I get crash whenever there is a softbody in the scene. I think it's related to this crashreport: https://issues.unrealengine.com/issue/UE-60339
                              For the time being, I think I'll just wait what fix Epic pushes into 4.20.2 for this (there wasn't anything related on their 4.20 or dev branches yet).

                              Meanwhile, I've pushed work-in-progress version for UE 4.20.1 and FleX only here:
                              https://github.com/0lento/UnrealEngi.../4.20-FleX-WIP
                              Just keep in mind that softbodies will cause hard crash on it + I never even tried to package with it as I wanted it to work in the editor first.

                              edit-> I also briefly looked into VXGI branch merge but it requires quite much work from the renderers side so I'll not merge it for now. Same applies to HairWorks. I hope Nvidia will eventually push 4.20 versions on their UE4 forks, I can then do simple merge for the missing techs.
                              Thank you very much for your work and look forward to the arrival of the 4.20 integrated version.

                              Comment


                                Originally posted by 0lento View Post

                                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).
                                0lento Ok i see thanks for response!

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