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    Originally posted by mechadeck View Post

    I think to do something like that you would need to change the binary that Nvidia distributes with the Waveworks GitHub project. If I'm not mistaken, all the CUDA calculation is done in the closed source binary.
    hmm nvidia is having the waveworks source on github as well. But sounds too much effort for me working into that too, was hoping to be able to access it via the engine.
    Thank you!

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      FYI - Looks like the version of Blast in 4.22 Preview is incomplete? No BlastEditor or "Create Blast Mesh" in editor?
      https://www.casualdistractiongames.com

      Comment


        Originally posted by OptimisticMonkey View Post
        FYI - Looks like the version of Blast in 4.22 Preview is incomplete? No BlastEditor or "Create Blast Mesh" in editor?
        I didn't see any editor bits there but I only looked at it briefly.
        Last edited by 0lento; 03-07-2019, 10:35 PM.
        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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          hi there
          guys plz don't delete my post, and help me
          i use the latest game work 4.21 from 0lento
          im using vr for my work
          every thing is fine and working, except for wave work
          i don't use wave work in my level but in GPU profile saying wave work using 1.7 ms
          i really dont know how can i disable it
          plz help me , wave work ruining my work
          ty

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            0lento (or anyone else), do you happen to know if the 4.20 FleX branch is capable of building installed (binary) builds?

            I seem to get some issues related to linker errors and maybe, just trying a clean build from scratch again and I'll post the automation tool log when it's done (if it fails again, of course).

            EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine, I did get some complaints about VS2015 compiled binaries but it all seems to work with the example flex project.
            Last edited by KamikazeXeX; 03-04-2019, 05:06 PM.

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              Are there any plans on adding support for diffuse particles to the Flex build? Or has anyone gotten this to work and can give me some pointers on how to do it?

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                Hi everyone,
                I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
                Thanks in advance

                Comment


                  Originally posted by 0lento View Post
                  Just pushed out update for merged 4.21 GameWorks: https://github.com/0lento/UnrealEngi...4.21-GameWorks

                  This repo contains following GameWorks techs:
                  - Blast 1.1.4
                  - Flow 1.0.1
                  - HairWorks 1.4
                  - HBAO+ 4
                  - TXAA 3
                  - VXGI 2.0.1

                  In addition it has support for fixed timestepping for physics and has UE4 wrappers for PhysX contact modifications (I'll make example later on how to use these to your advantage). I've tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.
                  Hi Olento,
                  I started digging through this hoping to see exactly this. You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?

                  Thanks!

                  Comment


                    Originally posted by tfro19 View Post
                    You are awesome, but the link is down. Can you re upload this? And maybe also give me a link to instructions of how to install a patch like this?
                    You need your Epic account linked to your github account to be able to access any UE4 fork: https://www.unrealengine.com/en-US/ue4-on-github
                    It's also not a patch, it's modified engine version. Meaning you have to build the engine from the forks source code and use that custom build to use these techs.
                    https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                    Comment


                      Originally posted by KamikazeXeX View Post
                      EDIT: So after testing it seems the DebugGame configuration on 0lento's branch doesn't seem to work properly not in terms of general functionality but just for making installed builds, enabling only Development and Shipping configurations seems to work fine
                      This frankly doesn't surprise me, I haven't test compiled debug build for the engine itself for ages so these things may slip through

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

                      Comment


                        Originally posted by Sarevok View Post
                        I cant get unreal 4.21 to accept a .apx from hairworks. I'm not a programmer as I'm the modeler/animator so can anyone break it down for me how to force feed my hair file to unreal? Currently when I try to import it, it says .apx file types not recognized.
                        I don't know much about HairWorks authoring but I think you still need to use matching HairWorks plugin on your modeling tool to export HairWorks assets. My 4.21 fork uses HairWorks 1.4. I'd start by looking how the HairWorks sample scene is setup and what kind of assets it uses.
                        https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                        Comment


                          Originally posted by LX.Simedix View Post
                          every thing is fine and working, except for wave work
                          i don't use wave work in my level but in GPU profile saying wave work using 1.7 ms
                          i really dont know how can i disable itty
                          Is this still an issue? I don't remember if you can disable WaveWorks with some console parameter. I wasn't aware of WaveWorks adding a cost unused though and I don't really have time to investigate it myself now so I put out different branches with and without WaveWorks merge:

                          https://github.com/0lento/UnrealEngi...4.21-GameWorks (Blast, Flow, HairWorks, HBAO+, TXAA ad VXGI2)
                          https://github.com/0lento/UnrealEngi...orks+WaveWorks (same as above but with WaveWorks)
                          Last edited by 0lento; 03-11-2019, 09:53 AM.
                          https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

                          Comment


                            Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?

                            Thanks again!

                            Comment


                              Originally posted by Sarevok View Post
                              Hello again, sorry if I'm missing something, but I've now linked my epic account to my github account like in the link you posted, but both of those github links in your last post still 404 for me. Any other reason that would happen?
                              It may take some time to activate, I think you should get email when they are linked. If link is fine, make sure you are logged in to that account when trying to access the ue4 fork.

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

                              Comment


                                I got it! Thanks so much! It sent the invite link to my other email which I used for github, not that I used for Epic.... Man I'm dumb

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