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    4.20 hairworks ????????

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      Originally posted by samrat333 View Post
      4.20 hairworks ????????
      As mentioned, I looked at it briefly, it would require bit too much of my time to port to 4.20 due to the engine changes on this integration so I'm not porting it myself, but of course someone else might still do it. The techs I've ported didn't require huge amount of work and that's how they were selected now.

      At this stage I'm waiting for 4.20 HairWorks to appear on https://github.com/niexuchina/UnrealEngineHairWorks and the other GameWorks things at https://github.com/NvPhysX/UnrealEngine (they are still all at 4.19)
      Last edited by 0lento; 08-13-2018, 01:34 PM.
      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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        here is only 4.19

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          I removed the offending check from 4.20 that made FleX crash on softbodies and FleX seems to run now, this is not a good solution but it acts as workaround for the time being. I still need to fix some of the issues found in packaging so I'll probably push FleX into 4.20 GameWorks repo tomorrow.
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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            I pushed the FleX update and added readme into: https://github.com/0lento/UnrealEngi...4.20-GameWorks

            Be sure to check the readme for further details.
            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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              Originally posted by 0lento View Post
              I pushed the FleX update and added readme into: https://github.com/0lento/UnrealEngi...4.20-GameWorks

              Be sure to check the readme for further details.
              That's great. It looks like we only need VXGI and Waveworks to get the full Gameworks 4.20 fantasy engine!!!

              Comment


                Added HBAO+ 4 into my 4.20-GameWorks merge. It's a slightly modified integration to fix some issues: it now uses SSAO RT instead of screen color, which a) lets us use this properly in forward rendering b) let's us use ue4's own ambient occlusion buffer visualization for HBAO+ c) in deferred, this will give weaker AO on lit areas, just like with built-in SSAO. New limitation of this approach is that you can't use HBAO+ and SSAO both on deferred now, so to see HBAO+, make sure SSAO is disabled.
                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                  0lento
                  Good afternoon! Faced a problem. After running Setup.bat when the last 8 files are loaded, i receive an error: Failed to download 'http://carbon-deps.s3.amazonaws.com/HBAO/f9087cb9877834890f057155fafbc424478f8de1': The remote server returned an error: (403) Forbidden. (WebException)
                  Firewalls like disabled. Here's what it says if you go through the specified link in error.


                  <?xml version="1.0" encoding="ISO-8859-1"?>
                  <Error><Code>AccessDenied</Code>
                  <Message>Access Denied</Message>
                  <RequestId>E418F3BFA67D07F0</RequestId>
                  <HostId>jzIK5P00YfM+NiGsbDoTl5Pg6/SBEEaQRFCKllnRdlhmTk70Tfu+Zfa2ZjIXZ0WI/Zi/adwuIME=</HostId>
                  </Error>









                  Last edited by MiroYar; 08-17-2018, 06:14 AM.

                  Comment


                    MiroYar oh, that's explains how those dependencies worked then I was kinda wondering about it but I seemed to have a local cache so it never failed for me. I just pushed a fix, should work now (you can also manually apply the changes from here https://github.com/0lento/UnrealEngi...fd7626b178cd0f if downloaded this as a zip)
                    Last edited by 0lento; 08-17-2018, 04:21 PM.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Originally posted by 0lento View Post
                      MiroYar oh, that's explains how those dependencies worked then I was kinda wondering about it but I seemed to have a local cache so it never failed for me. I just pushed a fix, should work now (you can also manually apply the changes from here https://github.com/0lento/UnrealEngi...fd7626b178cd0f if downloaded this as a zip)
                      Thank you!

                      Comment


                        I haven't used VXGI 2.0 in a while, has anybody been able to improve the performance with tweaks? I really need some real time GI for my game, VXGI 2.0 looks sweet but the performance impact is just too much.

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                          anybody update hairworks 4.20 ????

                          Comment


                            Originally posted by SilentAndAsleep View Post
                            I haven't used VXGI 2.0 in a while, has anybody been able to improve the performance with tweaks? I really need some real time GI for my game, VXGI 2.0 looks sweet but the performance impact is just too much.
                            I have been testing VXGI thoroughly and it seems that I was able to squeeze much more performance out of VXGI 1 in the 4.18 branch(30%+ more). The major downside is no VXAO in tandem with diffuse tracing like possible in 2.0. Diffuse tracing in VXGI 1 is also still backwards compatible with non-Maxwell series Nvidia cards though.
                            It seems that VXGI 2 is hard-coded in reducing quality settings to anything usable in-game minus a 1070 or higher.

                            Comment


                              Hi,

                              I search the answer already but the last "PC only for now" was two years ago. So I'm asking this question again: His Flex supported on Xbox/PS4?

                              Thanks

                              Comment


                                mrblimack, GameWorks techs in these UE4 branches are usually Win32 and Win64 only, Nvidia hasn't shipped libraries for other platforms even if their tech would support them. Only exception I know is that Blast also has Linux binaries for the those libs. But for example FleX is definitely windows only, you can check https://developer.nvidia.com/gameworks for further information on the actual libraries limitations (most are still limited to PC space).
                                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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