Originally posted by HaBe2305
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Originally posted by sieumeo View Post
Thank you, finally I can have VXGI in 4.20! I can see you have Waveworks in a different branch, is it because of some conflicts that you separate it or it should be fine to merge them? Cheers!
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0lento Small question just to be sure: Do you remember doing any changes to your 4.19 branch besides the code NVIDIA added/changed to make it work, that are NOT marked by some form of comment? Because right now I'm only looking for diffs that clearly have todo with VXGI and I start to suspect that I missed something essential outside of that.
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Originally posted by sieumeo View Post
Thank you, finally I can have VXGI in 4.20! I can see you have Waveworks in a different branch, is it because of some conflicts that you separate it or it should be fine to merge them? Cheers!. I'm still in the process of porting it, it's not ready yet. I'll post here as soon as it's done or there's a show stopper that I can't get around. My main goal is to have mostly all GameWorks tech in one build for Cinematic work that I plan on doing, and on the long run to make it easily configurable what GameWorks tech will be included in the final build of the engine without having to do these merges over and over again. But there has quite some work to be done yet until that is going to happen.
Last edited by HaBe2305; 10-18-2018, 04:30 PM.
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So I have been using the VR Acoustic Ray Tracing
https://github.com/EpicGames/UnrealE...s-Audio-4.15.1
And coming across a few issues when trying to merge it with more recent versions. Any help would be appreciated, as we are attempting to implement VoiceCapture into the Acoustic Ray Tracing and are coming across runtime errors that supposedly have been resolved by version 4.17.
Any help would be greatly appreciated and will share the code of the project
github.com/mrg7/myproject
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Originally posted by HaBe2305 View Post
Sorry, read it again and noticed you were talking about *WaveWorks* in the second part. I'm still in the process of porting it, it's not ready yet. I'll post here as soon as it's done or there's a show stopper that I can't get around. My main goal is to have mostly all GameWorks tech in one build for Cinematic work that I plan on doing, and on the long run to make it easily configurable what GameWorks tech will be included in the final build of the engine without having to do these merges over and over again. But there has quite some work to be done yet until that is going to happen.
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Originally posted by HaBe2305 View Post0lento Small question just to be sure: Do you remember doing any changes to your 4.19 branch besides the code NVIDIA added/changed to make it work, that are NOT marked by some form of comment? Because right now I'm only looking for diffs that clearly have todo with VXGI and I start to suspect that I missed something essential outside of that.
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by sieumeo View Post
This is my case too. I'm doing animated series in UE4 and have the luxury of not worrying about real-time performance. I'm having 4.19 with NVidia,TrueSky and a couple other techs and would love to have those upgraded to 4.20 to enjoy the new engine features. Can't wait for your build, cheers!Last edited by Thijs Linssen; 10-19-2018, 09:17 AM.
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Originally posted by sieumeo View Post
This is my case too. I'm doing animated series in UE4 and have the luxury of not worrying about real-time performance. I'm having 4.19 with NVidia,TrueSky and a couple other techs and would love to have those upgraded to 4.20 to enjoy the new engine features. Can't wait for your build, cheers!
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Originally posted by 0lento View PostFor 4.19 merge? I had to do one manual fix to make it compatible with Flow etc if I remember right but I'd still try to make the VXGI first run on standalone 4.20.3 instead of the full gameworks merge.
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Originally posted by HaBe2305 View Post
Thanks. That's what I'm doing actually, but only locally on my machine, then merging it into my working branch and pushing it. If there's interest in VXGI only, I can make a new branch in my fork and upload it as well.
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Alright folks, seems like I'm finally on the right way to tame the beast. There are still bugs in there resp. I'm pretty sure that not everything works as it should yet. But the code and shaders compile without errors now and that was the hardest part to achieve.
To be able to go on, I need you guys to be my eyes now. I've stripped down the current dev branch to include only VXGI/HBAO/TXAA with the rest being vanilla 4.20.3 to minimize side effects etc. You can find it here now:
https://github.com/HaBe2305/UnrealEn....20-VXGI2-only
Important note: Of course, you shouldn't load any of your existing projects with this yet, just as a reminder.
Please do the following if you find the time: Compile for Development Editor target as usual and after that, run UE. I've enabled shader debug output for the engine to get the most out of what you're doing if errors appear, so pls. be patient when starting the editor and loading projects. It will take like double the time than usual. As soon as you get the Unreal Project Browser screen, please wait until all shaders are compiled and then open the two VXGI example projects sequentially (via the Browse button in the down right corner) in /Samples/NVSamples/VXGI/ and toy around.
Test everything that has VXGI in its name (Light's settings, CVars, ShowFlags etc.), run the projects and see how it behaves when you switch the different modes that are shown in the HUD. Try any combination of VXGI and stadard settings that make sense to you. As soon as you come across something that doesn't seem like to work as it should, please take note and post your observations here. Screenshots of artifacts would also help with that. The more detail, the better.
It would also help if you could PM me the three log files (/Engine/Saved/Logs/UE4-backup-XYZ.log (the first one that was created), /Samples/NvSamples/VXGI/CornellBox/Saved/Logs/CornellBox.log and /Samples/NvSamples/VXGI/SciFiHallway/Saved/Logs/SciFiHallway.log ) after you've got enough.
Have fun finding those little beetles.Last edited by HaBe2305; 10-21-2018, 06:36 PM.
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Originally posted by samrat333 View Post
(But that specific branch doesn't work right now anyhow, so there's no use in trying.)
Originally posted by HaBe2305 View PostAlright folks, seems like I'm finally on the right way to tame the beast. There are still bugs in there resp. I'm pretty sure that not everything works as it should yet. But the code and shaders compile without errors now and that was the hardest part to achieve.
To be able to go on, I need you guys to be my eyes now. I've stripped down the current dev branch to include only VXGI/HBAO/TXAA with the rest being vanilla 4.20.3 to minimize side effects etc. You can find it here now:
(Sigh, imagine a world where Unreal had robust enough plugin support that Gameworks features could just be implemented as plug-n-play plugins.)
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Edit: Well HaBe2305 , I gave it a spin, but didn't exactly get far.
Open up CornellBox:
Open up hallway example:
Make an empty Project, that works.
Open the PostProcessVolume and enable VXGI Diffuse:
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