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    Originally posted by 0lento View Post
    4.19 Flex from NvPhysX is broken for packaging, I did a PR for this ages ago but nobody from Nvidia merged it:
    https://github.com/NvPhysX/UnrealEngine/pull/523 (PR from 2018 summer)

    My PR branch here: https://github.com/0lento/UnrealEngi...PR-FleX-4.19.2

    to fix the standalone packaging, you at least need to include fixes in this commit: https://github.com/NvPhysX/UnrealEng...cfefd93ee3f41c
    Why they even have 4.19 build if it is broken. They even know it is broken and never cared to warn people or remove it. This is so careless.

    Comment


      Kayzield909 In the regular ue4, complex collision isn't supported as a physx actor. So it might be related to that. Try importing a custom collision with the model part instead.

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        Originally posted by FatmirVaraku View Post
        Hi Olento can you help me with this,please.
        No idea on that or how you got into that situation.

        Originally posted by Kayzield909 View Post
        Flex works but doesn't support VR stereo rendering so holding off on it for now (wanna save my fps).
        Afaik, FleX might work in VR if you don't use instanced stereo, haven't tested this myself though.


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

        Comment


          Originally posted by Devostated View Post
          Hey,
          i'd like to request a 4.21 VXGI 1 version. Alot of people still use a 4.17 branch for using VXGI 1.
          Here are some screenshots for comparison made by Fuze.

          VXGI1: https://imgur.com/a/3fp8gGx
          VXGI2: https://imgur.com/a/z0JsCRO
          can you look into this?

          https://github.com/NvPhysX/UnrealEngine/issues/591

          Comment


            how to get access to FLEX download? can't open github pages crr 404

            Comment


              Originally posted by DsyD View Post
              For the VXGI build, does anyone know how to get the engine to "ignore" a slot in a multi-material-slot mesh for the purposes of determining occlusion?

              It seems that Translucent materials are ignored, which I guess makes some sense.

              But if I have a mesh with multiple material slots, it seems to ignore the entire mesh if just one slot has a Translucent material, even if all of the other slots are Opaque.

              Here for this table mesh, I have two material slots.

              Image 1: both slots Opaque:

              Both slots opaque

              Image 2: One slot Opaque, other Translucent (entire mesh is missing from reflection):
              One Opaque, one Translucent

              Image 3: One slot Opaque, the other WorldGridMaterial (only WorldGridMaterial is missing from reflection):
              One Opaque, one WorldGridMaterial

              In the last image, you can tell from the reflection that the engine is treating the Opaque-material part of the mesh (bottom part of table) as an occluder and ignoring the WorldGridMaterial (top of the table). How can I get it to do the same thing with the material setup in Image 2?
              Does anyone know if this problem above is fixed in 4.20.3 VXGI?

              Comment


                Originally posted by formatmezzz View Post
                I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

                I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.

                Comment


                  Originally posted by karma4jake View Post

                  I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

                  I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
                  just upload the branch onto github i would like this thanks, maybe 0lento can get VXGI 1 merged in with newer 4.20+

                  Comment


                    Originally posted by formatmezzz View Post
                    maybe 0lento can get VXGI 1 merged in with newer 4.20+
                    I doubt it'll be quick port to 4.20+, at least VXGI 2 wouldn't have been (also reason why there's no VXGI 2 on my 4.20-GameWorks branch).
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Originally posted by karma4jake View Post

                      I have ported VXGI 1 into 4.19 and it works as intended. I will port it to 4.20 by the end of this weekend, but I believe many more changes were made in 4.21 regarding a few things, so I may not have the required skill for 4.21 VXGI 1.

                      I can upload 4.19 if anyone wants that, it has everything 0lento merged in GW with VXGI 1 instead. It's a built local version though so like 15gb dl.
                      can you upload this to github or something? thanks

                      Comment


                        Originally posted by formatmezzz View Post

                        just upload the branch onto github i would like this thanks, maybe 0lento can get VXGI 1 merged in with newer 4.20+
                        I will checkout 4.20 and try to branch it all the proper way
                        Last edited by Cytokinetik; 02-10-2019, 05:10 AM.

                        Comment


                          Originally posted by Gallonmate
                          karma4jake you can't share ue4 source code openly like that. You risk losing your entire UE4 account lol. You can only share it privately with other UE4 licensed users, or through a proper forked git.
                          I was worried about that, it is because I did not originally use github locally, and would have to spend hours starting from scratch for no reason. I guess I will have to take it down now,

                          Comment


                            I mean I'm not too familiar with git but why can't you just fork from UE4 and create new file/upload your files as a new branch.
                            I don't personally use gameworks right now, I just didn't want to see anyone get in trouble, but I also don't want to see you waste hours rebuilding a repository if you don't need too.

                            Maybe 0lento has some tips.
                            Last edited by Gallonmate; 02-10-2019, 05:55 AM.

                            Comment


                              Originally posted by Gallonmate View Post
                              Maybe 0lento has some tips.
                              If the gitignore is setup right, all you'd need to do is to make your own fork, checkout 4.19.2-release and make a custom branch from it, then copy/paste from your offline version there and overwrite all engine files in that dir, add all changes to git, commit and if it's fine, push to github.

                              Sometimes these GameWorks branches don't have all things setup for gitignore so it will also ignore some needed binary files but can't tell how it was on VXGI. I personally avoid issues like these most of the time by doing the merges in place so those binaries will be included regardless. If some files do get left behind, you just have to manually edit the .gitignore.

                              All this being said... karma4jake how on earth did you manage to merge VXGI 1 without git? There are tons of changes all around the engine for this so doing it manually must have taken ages (plus it's more error prone).
                              https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                              Comment


                                Ya it took several hours because 4.19 had shader and camera matrix changes from 4.18, so I had to change a few things around in the code. I think 4.20 has more of these changes so I am not sure about going any further with it. I even used Notepad++ instead of github lol.
                                Last edited by Cytokinetik; 02-11-2019, 08:19 AM.

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