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    Yeah but the reason for me upgrading to 4.21 were the replication issues in 4.20 as of now the only bug ive noticed in 4.21 is when using copy paste in blueprint you have to use ctrl+C and ctrl+V to work otherwise copy/paste from the context menu doesnt work, but i could live with that. Also 4.21 has joint limiting which works wonders on my characters fullbody ik So im forced to wait.

    Comment


      Originally posted by Totila_ View Post
      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?
      The Cornell Box scene should look like the attached picture (with different lighting, depending on the mode). So your rendering seems to have VXGI working, but somehow the geometry is incorrect.

      Click image for larger version

Name:	VxgiCornellBox.jpg
Views:	12
Size:	48.1 KB
ID:	1559153

      Comment


        Hi 0lento. Any ideas on how Nvidia open-sourcing PhysX could potentially help the integrations with UE4? Let us hear your comments. Thank you for you nice work!

        Comment


          Originally posted by Alexey.Panteleev View Post

          The Cornell Box scene should look like the attached picture (with different lighting, depending on the mode). So your rendering seems to have VXGI working, but somehow the geometry is incorrect.

          Click image for larger version

Name:	VxgiCornellBox.jpg
Views:	12
Size:	48.1 KB
ID:	1559153
          Hello, I found that VXGI seems to have some problems in the material of version 4.21.

          In version 4.21, when VXGI voxelization is enabled by default, the occupancy of default maps will increase from 3 to 7 directly, which seems not to be the case in previous versions?

          This directly led to the error reporting of most materials, because the material balls increased from the default 2 maps of 4.19 to 7 directly, many materials can not work properly, which is not the problem in 4.19 version?

          I haven't used 4.21 before. I compared the official version with VXGI 4.21. The number of maps in official version 4.21 increased from 2 to 3, but the VXGI version increased directly from 3 to 7, which is strange compared with version 4.19.

          The error report I received is exactly the same as Kristof Dely. It is an increase in texture usage after the VXGI voxelization of materials is turned on, and then material errors.



          Finally, I found two other problems. The first is that VXGI 4.21 can easily cause engine crash when compiling shaders. The crashed files are usually grid shader files.



          Second, no matter what the settings are, VXGI 4.21 always compiles a certain amount of shaders repeatedly every time the project is opened. Do they seem unable to be cached?
          Attached Files

          Comment


            Originally posted by Kristof Dely View Post
            I'm getting shader compiler error for some of my materials with the new VXGI2-4.21 branch. I didn't get this error in v.4.20 an earlier VXGI builds.
            Using this now:
            https://github.com/NvPhysX/UnrealEngine/tree/VXGI2-4.21

            Any idea how to fix this?
            Thanks.

            Error:
            LogShaderCompilers: Warning: Failed to compile Material /Game/OldTavern/Materials/Master/MAT_Wood.MAT_Wood for platform PCD3D_SM5, Default Material will be used in game.
            LogShaderCompilers: Display: GI_UserDefinedShaderFactoryD3D11.cpp(580): Cannot compile shader: UserDefined\\VoxelizePS.hlsl(407,5): warning X4000: use of potentially uninitialized variable (VxgiGetIndirectIrradiance)
            /Engine/Private/ShadowProjectionCommon.ush(25,24-52): err0r X4510: maximum ps_5_0 sampler register index (16) exceeded
            LogShaderCompilers: Display: (): VxgiCompiler->compileVoxelizationPixelShader failed: Status=12

            I have searched for "VxgiGetIndirectIrradiance" in the whole code and only find two file that using this variable:
            • Engine\Shaders\VXGIVoxelizationPixelShader.usf
            • Engine\Source\ThirdParty\GameWorks\VXGI\include\GFSDK_VXGI.h
            Hello, I also encountered the same problem as you. I compared the various versions in detail and found that this should be the problem of VXGI voxel shader. He always compiled a certain amount of shaders repeatedly and could not be cached, and the default number of texture maps that turned on VXGI voxel will increase from 3 to 7, so most of them use VXGI voxel shader. Material with a large number of textures will report errors directly, and the grid material shader file will often cause engine crash due to errors.

            Have you found a specific solution?

            Comment


              I haven't dug into the code yet but I wonder if it is quick enough to port VXGI 1 from 4.18 into 4.21. I noticed VXGI 1 is compatible with all dx11 gpus, and in my testing it was just easier to get playable fps from it without too many artifacts going on. If I get the time I will try to merge/replace VXGI2 with VXGI 1 in the 4.21 Gameworks fork. If anyone else has any luck just let me know.

              Comment


                Originally posted by tiagovignatti View Post
                Hi 0lento. Any ideas on how Nvidia open-sourcing PhysX could potentially help the integrations with UE4? Let us hear your comments. Thank you for you nice work!
                For PhysX 3.4, that's largely irrelevant because we already have full sources of it on UE4 main repo. But for PhysX 4.0, it would allow now us to port the PhysX 3.4 from to PhysX 4.0 before Epic does it (if they do it at all) and share the integration as UE4 fork. How feasible this is in practice is another thing but we'll see how different the new API is once PhysX 4.0 gets out later on this month.

                In past you couldn't openly share tech specifically licensed to you as a Nvidia developer (this still applies to proprietary tech from Nvidia, just not to PhysX anymore). For example I've in past updated UE4's PhysX 3.4.0 to some later version of 3.4.1 manually but I couldn't share the code on my public UE4 fork as it would have clashed with the license Nvidia gave me back then. Now that limitation doesn't exist.
                Last edited by 0lento; 12-05-2018, 06:24 PM.
                https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                Comment


                  Originally posted by 0lento View Post
                  For PhysX 3.4, that's largely irrelevant because we already have full sources of it on UE4 main repo. But for PhysX 4.0, it would allow now us to port the PhysX 3.4 from to PhysX 4.0 before Epic does it (if they do it at all) and share the integration as UE4 fork. How feasible this is in practice is another thing but we'll see how different the new API is once PhysX 4.0 gets out later on this month.

                  In past you couldn't openly share tech specifically licensed to you as a Nvidia developer (this still applies to proprietary tech from Nvidia, just not to PhysX anymore). For example I've in past updated UE4's PhysX 3.4.0 to some later version of 3.4.1 manually but I couldn't share the code on my public UE4 fork as it would have clashed with the license Nvidia gave me back then. Now that limitation doesn't exist.
                  Hello, I'm currently testing your 4.21 Gameworks release. Everything else is good, but as I mentioned above, there seems to be some shader problems with VXGI? He led to the use of texture maps increased by four, and it is easy to crash when compiling shaders. At the same time, some shaders need to compile every time they open a project and can not be cached?

                  It seems that some people mentioned the same problem earlier, which seems to lead to many materials can not work properly.

                  Comment


                    Originally posted by Alexey.Panteleev View Post

                    The Cornell Box scene should look like the attached picture (with different lighting, depending on the mode). So your rendering seems to have VXGI working, but somehow the geometry is incorrect.

                    Click image for larger version  Name:	VxgiCornellBox.jpg Views:	1 Size:	48.1 KB ID:	1559153
                    Thanks for sharing this Alexey.Panteleev .
                    I assumed the geometry to be incorrect, too, but this is how it looks when I open the cornell box user content example without making any changes (just started UE 4.21.1 with VXGI 2.0.1 (just built it again today), made a new blank project and then opened the Cornell level).

                    Not sure what the reason could be.

                    Also, looking at your image again, I dont have soft shadows on the walls and ground plane (not even if I scale the box smaller). Any idea what could be the issue? With what VXGI version have you created your image if I may ask?
                    Last edited by Totila_; 12-06-2018, 05:15 AM.

                    Comment


                      I have e question:Why HairWorks not accept light from VXGI?

                      Comment


                        Originally posted by 最后的馒头 View Post

                        Hello, I'm currently testing your 4.21 Gameworks release. Everything else is good, but as I mentioned above, there seems to be some shader problems with VXGI? He led to the use of texture maps increased by four, and it is easy to crash when compiling shaders. At the same time, some shaders need to compile every time they open a project and can not be cached?

                        It seems that some people mentioned the same problem earlier, which seems to lead to many materials can not work properly.
                        In this case, I'd first test with Nvidia's own repo with VXGI2 alone. If it's an issue there also, report it to Alexey I don't really know much about VXGI internals, I can mainly check if I made some mistakes on the merge or if some other tech changes something that breaks things. And even for that, I'd need solid repro case to start even investigating it.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                        Comment


                          As a side note, I pushed 4.21.1 update and latest commit from VXGI2 branch to my 4.21-GameWorks branch. I didn't have time to test compile it so if something breaks on build do report to me (in past these UE4 side hotfixes have been solid and never broken anything from GameWorks techs directly but everything can happen still).
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Originally posted by FatmirVaraku View Post
                            I have e question:Why HairWorks not accept light from VXGI?
                            There's no publicly available official integration between the two. For now Nvidia only shares these techs separately and for things to interact, they'd need to distribute them as merged repo and make the needed changes for HairWorks. Also I doubt having HairWorks working on VXGI is any kind of priority for them
                            https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                            Comment


                              Originally posted by 最后的馒头 View Post

                              Hello, I found that VXGI seems to have some problems in the material of version 4.21.

                              In version 4.21, when VXGI voxelization is enabled by default, the occupancy of default maps will increase from 3 to 7 directly, which seems not to be the case in previous versions?

                              This directly led to the error reporting of most materials, because the material balls increased from the default 2 maps of 4.19 to 7 directly, many materials can not work properly, which is not the problem in 4.19 version?

                              I haven't used 4.21 before. I compared the official version with VXGI 4.21. The number of maps in official version 4.21 increased from 2 to 3, but the VXGI version increased directly from 3 to 7, which is strange compared with version 4.19.

                              The error report I received is exactly the same as Kristof Dely. It is an increase in texture usage after the VXGI voxelization of materials is turned on, and then material errors.



                              Finally, I found two other problems. The first is that VXGI 4.21 can easily cause engine crash when compiling shaders. The crashed files are usually grid shader files.



                              Second, no matter what the settings are, VXGI 4.21 always compiles a certain amount of shaders repeatedly every time the project is opened. Do they seem unable to be cached?
                              If you comment out line #122 in MeshMaterialShader.cpp, the shaders should finish compiling without the editor crashing. That seems to have worked for my project anyways.

                              Comment


                                Originally posted by mechadeck View Post

                                If you comment out line #122 in MeshMaterialShader.cpp, the shaders should finish compiling without the editor crashing. That seems to have worked for my project anyways.
                                Then something else will break I assume, because that line just checks if the compile succeeded.

                                Can someone experiencing this texture limit issue share a simple project that would reproduce it? Thanks!

                                Comment

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