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Last edited by 0lento; 12-01-2018, 12:16 PM.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by MiroYar View Post
Good day! As I understand it, in the coming days you will not engage in integration FleX in UE 4.21. But should we expect integration in the next few months?https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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"VXGI requires a NVIDIA GeForce 900-series GPUs", to be sure : does it mean that it's not working at all on AMD GPU ?
Think i had the answer to this question a while back but completely forgot.Last edited by MaximeDupart; 12-01-2018, 05:33 PM.LinkedIn | Link custom Shaders in 4.21/4.22/4.23 | Atmosphere Modelisation | Distance Matching Locomotion | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP
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Originally posted by MaximumDup View Post"VXGI requires a NVIDIA GeForce 900-series GPUs", to be sure : does it mean that it's not working at all on AMD GPU ?.
There are use cases for Nvidia only stuff if you do visualization / presentations on fixed hw though.
https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by 0lento View PostPretty sure that's what it means, hence not super happy to include it on these merges (I prefer having things that people can actually use on commercial games). You can run VXAO on lesser hw (probably also on AMD?), but not the VXGI. Afaik there's not a single (well known) game out there using VXGI but there are few AAA games that have optional VXAO mode.
There are use cases for Nvidia only stuff if you do visualization / presentations on fixed hw though.
But VXGI 1 is works on both, and only relies on the proper DirectX support. Though it has optimizations specifically for nvidia in the settings. (Material settings, I think? It's been a while.)
To echo what you've said though. I've seen VXAO only in Tomb Raider(2, atleast.), I think.
Never seen or heard of a full on VXGI implementation, and with the spectre of DXR/RTX looming overhead I suspect anyone interested in eating the performance cost will jump straight to DXR/RTX.Last edited by ax448; 12-01-2018, 07:21 PM.
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Ah yes, we were talking about VXGI 2 (at least I was assuming so). VXGI (1) "ran" on my old GTX670 but obviously it was totally unusable there as it couldn't run it at acceptable framerateshttps://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Originally posted by 0lento View Post
I'm pretty busy nowadays but I can take a look later on if Nvidia doesn't upgrade it (I'd really hope they would as there are pretty big changes that they might want to solve differently). I did look at WaveWorks too but it's not at least quick merge so it's not happening now from my part at least.Thanks for the answer. I understood.
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Olento i like your combined Ue4 Branches ive had nothing but problem free branches, I was wondering do you have a branch with just Flex, hair and Blast for 4.21 ? And i understand that i need vs 2017 will vs 2017 community work or is there a specific vs 2017 that you use? thank you for taking the time to make these branches.
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porckchop There's no FleX atm for 4.21, it's pretty big task porting it and I don't currently have enough spare time to tackle it (+ it takes forever to build any kind of UE4 changes on my ancient CPU). I'll probably look into FleX integration later on unless Nvidia gets it done before (which I'd hope as it has lots of changes related to new physics structure on 4.21 and would be best if they sorted them out knowing their design better).
To get rid of extra integrations, easiest way to do it atm is to start with fresh 4.21.0-release based branch and then cherry-pick only the commits related to the techs you need from my 4.21-GameWorks branch in order from oldest commit to newest. In this case it would mean getting Blast first, then Blast Fix, then HairWorks, then HairWorks fix.You may get few conflicts as the newer commits expect there to be something between for some files but that's easy fix using any common git compatible mergetool.
Any VS2017 version will work, as long as it has latest updates and c++ build tools installed. I use community.Last edited by 0lento; 12-02-2018, 05:54 AM.https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)
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Cool so i guess my project stops until nvidia fixes flex, wow that bytes. well thanks than. BTW. is vs2017 another big instal? i mean is it going to instal like 30gb of stuff to my c: ? if so is there anyway around that i mean i have like 6 gb left in my c: i just want to know. Thanks again.
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I was able to merge Olento's 4.19 GameWorks branch with WaveWorks. Everything seems to work except there's a strange issue I haven't solved yet with some of the particle effects rendering as untextured square meshes.
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Originally posted by porckchop View PostCool so i guess my project stops until nvidia fixes flex, wow that bytes. well thanks than. BTW. is vs2017 another big instal? i mean is it going to instal like 30gb of stuff to my c: ? if so is there anyway around that i mean i have like 6 gb left in my c: i just want to know. Thanks again.Originally posted by porckchop View PostI wish flex, blast and hair could be used as standard plugins in the launcher version of ue4. And it looks like Flex is going to be a while till theres an update. This is like waiting for an organ donor to appear
0lento has a perfectly functioning 4.20 gameworks branch with FleX, and the rest. (With the exception of VXGI) : https://github.com/0lento/UnrealEngi...4.20-GameWorks
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Hi VXGIers,
I was wondering, are there any reference images available of someone loading the user content maps examples like the cornell box or the SciFi highway that come with that bulid to be used as a baseline?
I managed to build the 4.21 VXGI UE version successfully but it seems that VXGI still doesnt work me properly (visually), see image attached. I followed the FAQ on github and made sure all the console variables are set to what they should be.
Now I would like to double check how VXGI would look if it is working correctly.
Many thanks for posting those here if possible.Last edited by Totila_; 12-03-2018, 01:28 PM.
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