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    Originally posted by Funkeys74 View Post

    Hey cool thanks!
    I dont know if I will have the time to look into this soon. Also I am not very used to C++, quite familiar with C# tho. And I do not need the WaterPlane BP as well for my project.
    Having kinda hard time getting used to the more precise syntax haha!

    But I would have a question, do you know if it is possible to access the wave height data on the GPU to calculate the buoyancy with CUDA, and be able to switch of the readback?
    Well need to readback the buoyancy triangles later, so I dont know if this approach a better solution at all, but would be good to know.
    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.

    Comment


      Originally posted by AlexEtNico View Post
      i try to test your 4.21 build for gameworks but can't reach it on github ? don't know why
      You need to have your UE4 account linked to your github account to be able to access any UE4 source code repository. See instructions here: https://www.unrealengine.com/en-US/ue4-on-github
      https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

      Comment


        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!

        Comment


          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)

            Comment


              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

              Comment


                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.

                Comment


                  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?

                  Comment


                    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

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