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    #61
    Originally posted by Cube2222 View Post
    Also, I have a question about portability to other gpu's. Will those features be implemented in a way allowing to choose if you want to use the gpu or the cpu? Even if the cpu would have terrible performance. It would let us make games, which work epicly on NVIDIA's , and fairly well on AMD's.
    The short answer is yes, GameWorks features will be supporting DXC and/or CPU implementations for wider compatibility. However, it may take some time to fully release those other implementations, so at least at first, the WaveWorks implementation available on Github/Unreal is based on CUDA.

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      #62
      Ty guys, wonderful news, now we only need hairworks and that's about it

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        #63
        Originally posted by fdslk View Post
        Ty guys, wonderful news, now we only need hairworks and that's about it
        We've taken a good look at it, but unfortunately HairWorks will be more effort and take longer than some of the other modules, because of difficulty getting what we need out of the UE4 renderer. It seems that the transparency and aliasing problems are not so easily resolved in UE4. We're working on it, and we are open to all help and suggestions.

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          #64
          Originally posted by Mike.Skolones View Post
          We've taken a good look at it, but unfortunately HairWorks will be more effort and take longer than some of the other modules, because of difficulty getting what we need out of the UE4 renderer. It seems that the transparency and aliasing problems are not so easily resolved in UE4. We're working on it, and we are open to all help and suggestions.
          Hey Mike,

          I would recommend getting in touch with Ehamloptiran here on the forums, he wanted to implment Hairworks but never got a response beck from Nvidia, so he implemented TressFX instead, you can that Here:
          https://forums.unrealengine.com/show...light=hair+fur

          Hairworks is what he wanted to try at first but wasn't invited into the 'beta'... He is one of those coding ninja's and has a lot of impressive work. I highly recommend getting into contact with him, he is running into performance issues with TressFx. I am sure he would be thrilled to implement HairWorks.

          Just wanted to point him out as he has done a lot of engine integrations in other fields as well.
          Last edited by DotCam; 12-29-2014, 06:59 PM.
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            #65
            Originally posted by DotCam View Post
            Hey Mike,

            I would recommend getting in touch with Ehamloptiran here on the forums, he wanted to implment Hairworks but never got a response beck from Nvidia, so he implemented TressFX instead, you can that Here:
            https://forums.unrealengine.com/show...light=hair+fur

            Hairworks is what he wanted to try at first but wasn't invited into the 'beta'... He is one of those coding ninja's and has a lot of impressive work. I highly recommend getting into contact with him, he is running into performance issues with TressFx. I am sure he would be thrilled to implement HairWorks.

            Just wanted to point him out as he has done a lot of engine integrations in other fields as well.
            Thanks for the tip, I'll look into it. It's completely lame that we missed that opportunity the first time. Won't happen again.

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              #66
              Originally posted by DotCam View Post
              Did you add in the Lib file from the previous page? Mike uplaoded it to the forums to get around that error.

              It's right here: https://forums.unrealengine.com/show...l=1#post197660
              I submitted the missing libs to the Github branch 'WaveWorks'. It seems that the .gitignore assumes all libs are big, and refuses to check in libs without a -f on the add command. Should be good to go now.

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                #67
                So, I'm kind of lost now... Exactly what works of Nvidia Gameworks will be integrated? Or planned to be integrated officially? Any word on VXGI?

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                  #68
                  VXGI is coming in January.

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                    #69
                    Originally posted by Cube2222 View Post
                    VXGI is coming in January.
                    Cool, it's integrated on 4.7? Or it'll be part of some sort of update for previous versions?

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                      #70
                      Originally posted by Cube2222 View Post
                      VXGI is coming in January.
                      Right. I think that by the end of January, we have a good shot at getting a first pass of VXGI, Turf Effects and FleX integrated into UE4 and up onto Github. We're working hard at it, but the schedule may change if we encounter unexpected obstacles.

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                        #71
                        Originally posted by fdslk View Post
                        Cool, it's integrated on 4.7? Or it'll be part of some sort of update for previous versions?
                        No not in 4.7, it will be integrated into the GitHub build version that Mike linked earlier, there is no news yet whether this will be integrated into the engine released by Epic.

                        Currently available here for WaveWorks:
                        https://github.com/NvPhysX/UnrealEngine/tree/WaveWorks
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                          #72
                          Originally posted by DotCam View Post
                          No not in 4.7, it will be integrated into the GitHub build version that Mike linked earlier, there is no news yet whether this will be integrated into the engine released by Epic.

                          Currently available here for WaveWorks:
                          https://github.com/NvPhysX/UnrealEngine/tree/WaveWorks
                          Dotcam you're the most kickass dude in the forums... Any chance someone can specify which version is that build? Since some code I'm using is not backwards nor foward compatible. I'm sticking to 4.6.1

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                            #73
                            Originally posted by fdslk View Post
                            Dotcam you're the most kickass dude in the forums... Any chance someone can specify which version is that build? Since some code I'm using is not backwards nor foward compatible. I'm sticking to 4.6.1
                            The GitHub build linked above is version 4.6.1 as well
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                              #74
                              Originally posted by DotCam View Post
                              The GitHub build linked above is version 4.6.1 as well
                              For broadest compatibility I plan to keep the NvPhysX branch up to date with the latest release, but not necessarily with the latest pre-release (like 4.7).

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                                #75
                                Originally posted by Mike.Skolones View Post
                                The short answer is yes, GameWorks features will be supporting DXC and/or CPU implementations for wider compatibility. However, it may take some time to fully release those other implementations, so at least at first, the WaveWorks implementation available on Github/Unreal is based on CUDA.
                                that a nice news, i will wait for that for consider add to my game.
                                pd: excuse my english.

                                lfw/paid modeling, painting, texturing.

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