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  • replied
    Is it officially dead? In the recent 4.23 Release Highlight livestream at 1:17:52 it's mentioned that they have no plans to continue to work on SVOGI however Epic's SVOGI implementation hasn't been active in years so it can be assumed that they are talking about Nvidia's VXGI? Hopefully we will still get an updated 4.23 build for all the gameworks features as they offer many features which are still not implemented in the default engine. Even while we now have DXR global illumination and SSGI there is still many upsides to using VXGI in certain situations so one can only hope.
    Last edited by Ajela_1; 09-05-2019, 12:02 PM.

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  • replied
    Originally posted by DeamonFroll View Post
    Have anybody tried to compilate 0lento's builds with flex or gameworks for Linux? I'd tried 1.18, 1.19, 1.20, 1.21. But all of them were failed for me on 'make' stage.
    Nvidia only provides Windows binaries for most of their GameWorks integrations, for Blast you get only Win64 for example unless you compile Win32 from Blast sources (which are not provided in these integrations anyway). There might be some tech there that would work on linux if used alone, like Nvidia FleX when used with cuda, but most things here require Windows. Some of the techs (like Nvidia Flow) are also DirectCompute only, so they rely on Windows due to directx 11+ requirement, there's nothing you can do about this.

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  • replied
    Have anybody tried to compilate 0lento's builds with flex or gameworks for Linux? I'd tried 1.18, 1.19, 1.20, 1.21. But all of them were failed for me on 'make' stage.
    Last edited by DeamonFroll; 09-01-2019, 04:12 PM.

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  • replied
    Originally posted by DeamonFroll View Post
    Why can't I get access to https://github.com/NvPhysX/UnrealEngine and https://github.com/0lento/UnrealEngine? I've lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.
    You don't need nvidia dev account to access ue4 forks but you do need to be logged in to github with the same account you linked to Epic to see these repositories. Also do note that if you just linked the accounts, the link can take few hours to work initially.

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  • replied
    Hello. I'm new in GameWorks.
    Why can't I get access to https://github.com/NvPhysX/UnrealEngine and https://github.com/0lento/UnrealEngine? I've lready linked my Epic Games and GitHub accounts. I also have already get Nvidea developer account.
    I just need flex to my UE4 4.18 project...

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  • replied
    Originally posted by 0lento View Post
    xermao are those just intellisense errors? if so, it'll still compile fine. FleX changes don't touch behavior trees so you probably see the same warnings if you compile regular 4.21 as well.
    I fix this problem as CRYOMEN said,but another problem appear.
    in this picture,if a cloth is not on the floor,it is fine,but when it fall to the floor,there will be a weird shadow.
    Last edited by xermao; 08-23-2019, 06:26 AM.

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  • replied
    xermao are those just intellisense errors? if so, it'll still compile fine. FleX changes don't touch behavior trees so you probably see the same warnings if you compile regular 4.21 as well.

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  • replied
    0lento I compile your 4.21-flex,but get some error.
    25>H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): error C4800: Implicit conversion from 'const wchar_t *' to bool. Possible information loss
    25> H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Editor\BehaviorTreeEditor\Private\DetailCustomizations\BlackboardSelectorDetails.cpp(173): note: consider using explicit cast or comparison to nullptr to avoid this warning
    25> [2/235] Module.DetailCustomizations.1_of_4.cpp
    25>H:\Source\ue4_gameworks\UnrealEngine\Engine\Source\Runtime\Core\Public\Misc/Attribute.h(43): error C4800: Implicit conversion from 'const OtherType' to bool. Possible information loss

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  • replied
    thank you very much 0lento for these new branches with flex included

    You are a genious. You are big !!

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  • replied
    Originally posted by emanuel.may View Post
    We recently updated to 4.21 and merged your HBAO+ version for 4.21 into our engine as well. Unfortunately since then we have the problem that the AO seems to be leaking from the main viewport into all other editor viewports, which is very visible in other editor preview screens.
    Bit late but I just tested this while upgrading 4.21-GameWorks. What you showed on your screenshot doesn't happen for me, not in deferred nor in forward so I'd guess there's some issue on the merge on your custom engine?

    Originally posted by YONI_G View Post
    Any plans to include Flex in this soon?
    Wasn't soon but it's now included on 4.21.

    I added FleX to my 4.21 branches, thanks for the trashbyte and karma4jake for the FleX fixes (also added small credits section to my GW branches readme's):
    https://github.com/0lento/UnrealEngine/tree/4.21-FleX (just UE 4.21.2 and Nvidia FleX)
    https://github.com/0lento/UnrealEngi...4.21-GameWorks (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2)
    https://github.com/0lento/UnrealEngi...orks+WaveWorks (4.21.2 and Nvidia Blast, FleX, Flow, HairWorks, HBAO+, TXAA, VXGI 2, WaveWorks)

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  • replied
    Originally posted by 0lento View Post
    I'll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn't break anything, still doing first build atm.
    Thanks for all your hard work - looking fwd to it!

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  • replied
    Small update on 4.21 FleX:

    I did check the trashbyte's changes. There were tons of unrelated things I cleaned out and eventually just ended up taking physx api fixes and added the FORCEINLINE karma4jake mentioned on the previous page and added these on top of my old WIP branch and cleaned that one as well. 4.21 FleX can be found here:

    https://github.com/0lento/UnrealEngine/tree/4.21-FleX

    FleX does work with this setup now but I had to disable the uniform buffer checks as was also done on the trashbyte's repo. I'm not super happy about this but removing the checks doesn't appear to break anything. I did test all test maps in the editor to work properly and did a development conf packaging test on Win64 (my Gameworks repos probably don't even work properly on Win32 as Nvidia Blast integration doesn't ship binaries for it).

    I'll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn't break anything, still doing first build atm.

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  • replied
    Thanks 0lento !!

    Thanks for your hard work
    Last edited by Alex Colby; 08-18-2019, 06:45 PM.

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  • replied
    There's also my old 4.22 Flow port here: https://github.com/0lento/UnrealEngi.../4.22-Flow-WIP but it doesn't render fluids either. Fluid sim itself works, just not the rendering, so you can still use it with cascade particles but that's not what most people would use Nvidia Flow with. It's really the rendering side changes that make 4.22+ ports hard now.

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  • replied

    Originally posted by Alex Colby View Post
    Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast
    Do note that 4.22 FleX port doesn't render fluids as stated here:

    Originally posted by windywang View Post
    I ported FleX to 4.22 based on 0lento's 4.20 integration, without fluid rendering (too much conflicts): https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX

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