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    Originally posted by 0lento View Post
    I finally got time to merge kostenickj's HairWorks changes, thank you for making this . It took me a while to clean it up and only include the relevant parts but here they are:

    https://github.com/0lento/UnrealEngi...4.20-GameWorks (Blast, FleX, Flow, HairWorks, HBAO+, TXAA, Volumetric Lighting and optional PhysX mods)

    I also put HairWorks on separate branch:
    https://github.com/0lento/UnrealEngi...4.20-HairWorks

    my other 4.20 branches are:
    https://github.com/0lento/UnrealEngine/tree/4.20-FleX
    https://github.com/0lento/UnrealEngi.../4.20-HBAOPlus
    https://github.com/0lento/UnrealEngi...e/4.20-Physics (Blast + my PhysX modifications)
    https://github.com/0lento/UnrealEngine/tree/4.20-VL (Nvidia's Volumetric Lighting)

    All these branches are updated to latest 4.20.3 as well.
    Wow, he looks great. We've been waiting for a long time.

    Now everything looks great. It looks like we just need VXGI to get the full 4.20 version of the Gameworks engine.

    What I want to say is that VXGI is being used by a lot of people, because the illusion engine is now far from being used in games, and the visual enhancements VXGI brings to other areas are very important, so we all attach great importance to VXGI, and even more than anything else in the Gameworks.

    Thank you for bringing us another 4.20 version of Gameworks. We are very much looking forward to it.

    Comment


      Do you know if I can download somewhere engine with VXGI 2.0 and Flex?

      Comment


        Originally posted by couba View Post
        Do you know if I can download somewhere engine with VXGI 2.0 and Flex?
        https://github.com/0lento/UnrealEngi...4.19-GameWorks has both on 4.19.2, nobody has ported VXGI for 4.20.
        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

        Comment


          Originally posted by kostenickj View Post
          You are right about that include, probably not needed, but i included it because its in the official version.
          Actually, my bad, I do have it, I'm just blind (was worried about it as there was no reason why I would have omitted it on purpose):

          https://github.com/0lento/UnrealEngi...haders.usf#L13
          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

          Comment


            Originally posted by 0lento View Post

            https://github.com/0lento/UnrealEngi...4.19-GameWorks has both on 4.19.2, nobody has ported VXGI for 4.20.
            Thanks a lot!! I did look at your repos before but must have overlooked it. Do you know if VXGI would work with multiple GPUs? I'd like to run it in VR on a small interior scene, but from some quick tests 1080Ti is not enough

            Comment


              Originally posted by kubapie View Post

              I'd like to run it in VR on a small interior scene, but from some quick tests 1080Ti is not enough
              It is enough, VXGI is very scalable. You'll just need to invest some time to figure out what and how affects performance. I doubt SLI will work efficiently in VR without VRWorks.

              Comment


                Originally posted by design.gr.3d02 View Post

                It is enough, VXGI is very scalable. You'll just need to invest some time to figure out what and how affects performance. I doubt SLI will work efficiently in VR without VRWorks.
                I must add that it is very important that it is as realistic as possible. Do you know any resources on the internet how to optimize it? Is there someone who merged VXGI and VRWorks?

                Comment


                  Originally posted by 0lento View Post
                  I finally got time to merge kostenickj's HairWorks changes, thank you for making this . It took me a while to clean it up and only include the relevant parts but here they are:

                  https://github.com/0lento/UnrealEngi...4.20-GameWorks (Blast, FleX, Flow, HairWorks, HBAO+, TXAA, Volumetric Lighting and optional PhysX mods)

                  I also put HairWorks on separate branch:
                  https://github.com/0lento/UnrealEngi...4.20-HairWorks

                  my other 4.20 branches are:
                  https://github.com/0lento/UnrealEngine/tree/4.20-FleX
                  https://github.com/0lento/UnrealEngi.../4.20-HBAOPlus
                  https://github.com/0lento/UnrealEngi...e/4.20-Physics (Blast + my PhysX modifications)
                  https://github.com/0lento/UnrealEngine/tree/4.20-VL (Nvidia's Volumetric Lighting)

                  All these branches are updated to latest 4.20.3 as well.
                  Kneels for a 4.20 branch of VXGI.

                  Comment


                    Originally posted by couba View Post
                    I must add that it is very important that it is as realistic as possible.
                    It all depends on you how good the result will be in the end and how well you will trade off quality for performance. There seems to be no "ideal" settings, every scene is different and requires a slightly different approach.
                    Originally posted by couba View Post
                    Do you know any resources on the internet how to optimize it?
                    There is not much really, there are like 2 PDF files with recommended settings without getting into much of a detail. There are also in-engine tooltips which is the main source of info. Some of the commands were changed or completely removed for VXGI 2 so be aware of that as well. In the end it all comes to just a lot of testing and reading forums including this branch.
                    Originally posted by couba View Post
                    Is there someone who merged VXGI and VRWorks?
                    After doing some research it seems like it is not a really trivial task and there is not much of a point since RTX will supposedly replace both technologies in future. Hence we don't hear much regarding Gameworks lately I suppose.
                    https://www.roadtovr.com/nvidias-gef...-enhancements/

                    Comment


                      Yeah, I would not at all be surprised if VXGI becomes obsolete pretty quickly once RTX stuff is out and available.
                      ( Especially considering the stuff they showed off this spring : https://www.youtube.com/watch?v=tjf-1BxpR9c )
                      Though the multiple delays of the RTX cards, alongside with the unknown delivery time of RTX makes me wonder for when that'll actually be.

                      I do look forwards to the time when it's out and usable for us. (But I still wish they'd atleast bump VXGI2 up to 4.20 so that it can be used alongside the upgraded cinematic DoF there. Especially since it seems like 4.21 is far off, though they're still targeting a release this year. )

                      Comment


                        Originally posted by design.gr.3d02 View Post
                        It all depends on you how good the result will be in the end and how well you will trade off quality for performance. There seems to be no "ideal" settings, every scene is different and requires a slightly different approach.

                        There is not much really, there are like 2 PDF files with recommended settings without getting into much of a detail. There are also in-engine tooltips which is the main source of info. Some of the commands were changed or completely removed for VXGI 2 so be aware of that as well. In the end it all comes to just a lot of testing and reading forums including this branch.

                        After doing some research it seems like it is not a really trivial task and there is not much of a point since RTX will supposedly replace both technologies in future. Hence we don't hear much regarding Gameworks lately I suppose.
                        https://www.roadtovr.com/nvidias-gef...-enhancements/
                        Yes, RTX will take the place of VXGI, but RTX seems to take at least six months to officially launch and mature, and during this time we still need VXGI to provide the closest real-time picture to ray-tracing, and now it seems that only VXGI can meet the demand for ray-tracing-level images.

                        But NVIDIA seems to be putting all its energy into RTX, and VXGI seems to have no one to manage the updates, which is a big headache. It has caused us to be unable to replace 4.20, or even 4.21 engines, because VXGI has always been very important to us.

                        Comment


                          Originally posted by 最后的馒头 View Post
                          It has caused us to be unable to replace 4.20, or even 4.21 engines, because VXGI has always been very important to us.
                          If VXGI is truly essential for your workflow, I'd suggest learning how to port it from engine version to another yourself. It's not an impossible job, but it can be tedious. Porting VXGI from 4.19 to 4.20 will realistically take few days if you know what you are doing and can take up to a week or more if you haven't done this kind of work before (knowing how to use git is essential skill here). I've already ported the HBAO+ part of 4.19 VXGI branch for 4.20 so one could just apply my HBAO+ fixes to speed up the process. The reason I haven't done it myself is that I have no motivation to do it, it's not trivial few hour port as some of these techs are and I don't need it for anything. My own time is limited so I have pick what I can do with it.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Since it's realistic to asume that there's no official VXGI for 4.20 from NVIDIA coming soon - if at all, I've reconsidered waiting for it and will go on with porting VXGI for 4.20 in my fork. Can't say when it will be finished though, since I've just started working with UE code. I'll post news on progress here. Some guiding hand from some veteran would certainly help speed up the process and be much appreciated.
                            https://github.com/HaBe2305/UnrealEn...ree/4.20-VXGI2

                            Comment


                              Hello, I have 3 questions.

                              1 : About BLAST, I don't know how/where to set if a chunk must block an actor like my character, depending on the size of the chunk. By default the non destroyed parts of the mesh are blocking me, but as soon as they are broken (even if they moved from 1cm), I can pass through them.

                              2 : Why is NVidia integrating all these Gameworks in different forks, instead of making one fork containing all Gameworks? A big studio have the ressources to modify the engine itself to use the Gameworks it needs, but for indy devs it's more difficult...

                              3 : Do you know why Epic Games don't add some of these Gameworks to the official engine? I'm thinking about BLAST that is ways better than APEX, FLEX because there is no fluid simulation, soft body simulations and physical ropes simulations... (About the rope simulation, Flex is not needed, but with Flex it's ways easier and less bugged than the ones I saw on internet made from scratch with the official UE4)
                              Imo these specific Gameworks are not optionnal graphic tools, they are useful to build innovant gameplay!

                              Physics > Graphics

                              Comment


                                Originally posted by 0lento View Post
                                If VXGI is truly essential for your workflow, I'd suggest learning how to port it from engine version to another yourself. It's not an impossible job, but it can be tedious. Porting VXGI from 4.19 to 4.20 will realistically take few days if you know what you are doing and can take up to a week or more if you haven't done this kind of work before (knowing how to use git is essential skill here). I've already ported the HBAO+ part of 4.19 VXGI branch for 4.20 so one could just apply my HBAO+ fixes to speed up the process. The reason I haven't done it myself is that I have no motivation to do it, it's not trivial few hour port as some of these techs are and I don't need it for anything. My own time is limited so I have pick what I can do with it.
                                I'm not a programmer, so I haven't thought about learning to transplant myself, but I'll try it from now on.

                                Thank you so much for bringing us all kinds of Gameworks ports, and I'll gradually start to learn how to do that until one day I can do some of the work myself.

                                Comment

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