Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ihavenick View Post
    @Mike.Skolones
    Will flex support softbodies for characters ?(skeletal mesh) for like DOA like physcs(breast jiggles)
    I think it could be used for that. We haven't integrated it in that way yet, but I think it's possible in principle.

    Comment


      Originally posted by Mike.Skolones View Post
      Originally posted by Crow87 View Post
      So no matter what I do, I cannot build the VXGI branch at all... am I missing something obvious?

      I think some files were overwritten by the Setup utility. Did you switch to the VXGI branch before or after running Setup.bat? The way I do this is
      (1) git clone the default release branch
      (2) run setup.bat;
      (3) git branch VXGI origin/VXGI
      (4) git checkout VXGI
      (5) generate project files
      (6) build

      --Mike

      I just have been in the same situation.
      I'm not using GIT and I have simply extracted over my installation folder the zip that I download from the github page. This made me able to compile the engine. However I now get a crash at startup, I have added my log below. I'm not sure if the warning about the texture pool being at 0 is normal ?

      Any help is appreciated.

      Code:
      Log file open, 03/13/15 00:27:44
      LogInit:Display: Running engine without a game
      LogInit: Version: 4.6.1-0+UE4
      LogInit: API Version: 0
      LogInit: Compiled (64-bit): Mar 13 2015 00:13:24
      LogInit: Compiled with Visual C++: 18.00.21005.01
      LogInit: Build Configuration: Development
      LogInit: Branch Name: UE4
      LogInit: Command line: -log
      LogInit: Base directory: W:/UE4/UnrealEngine-VXGI/Engine/Binaries/Win64/
      LogInit: Rocket: 0
      [2015.03.12-23.27.44:353][  0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
      [2015.03.12-23.27.44:422][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
      [2015.03.12-23.27.44:445][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
      [2015.03.12-23.27.44:456][  0]LogInit: Object subsystem initialized
      [2015.03.12-23.27.44:469][  0]LogInit: Selected Device Profile: [Windows]
      [2015.03.12-23.27.44:469][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
      [2015.03.12-23.27.44:475][  0]LogInit: Computer: FROYOK-PC
      [2015.03.12-23.27.44:475][  0]LogInit: User: Froyok
      [2015.03.12-23.27.44:475][  0]LogInit: CPU Page size=4096, Cores=4
      [2015.03.12-23.27.44:475][  0]LogInit: High frequency timer resolution =2.742929 MHz
      [2015.03.12-23.27.44:475][  0]LogMemory: Memory total: Physical=16.0GB (16GB approx) Virtual=8192.0GB
      [2015.03.12-23.27.44:476][  0]LogMemory: Platform Memory Stats for Windows
      [2015.03.12-23.27.44:476][  0]LogMemory: Process Physical Memory: 48.79 MB used, 48.79 MB peak
      [2015.03.12-23.27.44:476][  0]LogMemory: Process Virtual Memory: 26.02 MB used, 26.02 MB peak
      [2015.03.12-23.27.44:476][  0]LogMemory: Physical Memory: 5306.28 MB used, 16382.05 MB total
      [2015.03.12-23.27.44:476][  0]LogMemory: Virtual Memory: 274.70 MB used, 8388608.00 MB total
      [2015.03.12-23.27.44:508][  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660   (Feature Level 11_0)
      [2015.03.12-23.27.44:508][  0]LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 2 output[s]
      [2015.03.12-23.27.44:509][  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
      [2015.03.12-23.27.44:516][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
      [2015.03.12-23.27.44:580][  0]LogD3D11RHI: VXGI: areNvidiaExtensionsUsed=0
      [2015.03.12-23.27.44:580][  0]LogD3D11RHI: Async texture creation enabled
      [2015.03.12-23.27.44:652][  0]LogTextLocalizationManager: The requested culture ('fr_FR') has no localization data; falling back to 'en' for localization and internationalization data.
      [2015.03.12-23.27.44:853][  0]LogContentStreaming: Texture pool size is 0.000000MB
      [2015.03.12-23.27.51:954][  0]LogTargetPlatformManager:Display: Building Assets For Windows
      [2015.03.12-23.27.53:095][  0]LogTargetPlatformManager:Display: Building Assets For Windows
      [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
      [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Warning: Could not find memory cache ../../../Engine/DerivedDataCache/Boot.ddc.
      [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Warning: Could not load Boot cache: ../../../Engine/DerivedDataCache/Boot.ddc
      [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
      [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
      [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
      [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
      [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
      [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
      [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
      [2015.03.12-23.27.54:103][  0]LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found
      [2015.03.12-23.27.54:237][  0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling.
      [2015.03.12-23.27.56:443][  0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
      [2015.03.12-23.27.56:443][  0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
      [2015.03.12-23.27.56:443][  0]LogWindows: === Critical error: ===
      Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 548] 
      Shader Compiling thread exception:
      Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54] 
      Ran out of memory allocating 58731628704 bytes with alignment 0
      
      
      KERNELBASE.dll!UnknownFunction (0x000007fefd03bccd) + 0 bytes [UnknownFile:0]
      UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fede53311d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
      UE4Editor-Core.dll!FMsg::Logf__VA() (0x000007fede3cff9f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
      UE4Editor-Core.dll!FMallocTBB::OutOfMemory() (0x000007fede2ef91d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\hal\malloctbb.h:46]
      UE4Editor-Core.dll!FMallocTBB::Realloc() (0x000007fede2f617f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
      UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation() (0x000007fede273055) + 15 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\containerallocationpolicies.h:348]
      UE4Editor-Engine.dll!TSparseArray<TSetElement<TPair<FString,FShaderParameterMap::FParameterAllocation> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::Empty() (0x000007fedbef8616) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:224]
      UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0cb3) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:400]
      UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0425) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\set.h:624]
      UE4Editor-Engine.dll!operator<<() (0x000007fedc8a00e5) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\array.h:1165]
      UE4Editor-Engine.dll!operator<<() (0x000007fedc89fbdc) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\shadercore\public\shadercore.h:544]
      UE4Editor-Engine.dll!DoReadTaskResults() (0x000007fedc8b3e3b) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:124]
      UE4Editor-Engine.dll!FShaderCompileThreadRunnable::ReadAvailableResults() (0x000007fedc8e16f2) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:893]
      UE4Editor-Engine.dll!FShaderCompileThreadRunnable::CompilingLoop() (0x000007fedc8af901) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1019]
      UE4Editor-Engine.dll!FShaderCompileThreadRunnable::Run() (0x000007fedc8e9650) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:504]
      UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fede532426) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
      UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fede52af5d) + 8 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
      kernel32.dll!UnknownFunction (0x0000000076f3652d) + 0 bytes [UnknownFile:0]
      ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
      ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
      
      
      
      
      
      [2015.03.12-23.27.56:667][  0]LogExit: Executing StaticShutdownAfterError
      [2015.03.12-23.27.56:669][  0]LogWindows: FPlatformMisc::RequestExit(1)
      [2015.03.12-23.27.56:669][  0]Log file closed, 03/13/15 00:27:56
      Last edited by Froyok; 03-12-2015, 07:35 PM.
      - [Marketplace] Sci-fi and Glitch Post-process
      - [Tutorial] Anamorphic Bloom
      - [Tutorial] True First Person Camera
      - [Tutorial] Realtime Distance Field textures
      - [Tutorial] Seamless Portals

      Twitter - Portfolio

      Comment


        Originally posted by Froyok View Post
        I just been in the same situation.
        I'm not using GIT and I have simply extracted over my installation folder the zip that I download from the github page. This made me able to compile the engine. However I know get a crash at startup, I have added my log below. I'm not sure if the warning about the texture pool being at 0 is normal ?

        Any help is appreciated.

        Code:
        Log file open, 03/13/15 00:27:44
        LogInit:Display: Running engine without a game
        LogInit: Version: 4.6.1-0+UE4
        LogInit: API Version: 0
        LogInit: Compiled (64-bit): Mar 13 2015 00:13:24
        LogInit: Compiled with Visual C++: 18.00.21005.01
        LogInit: Build Configuration: Development
        LogInit: Branch Name: UE4
        LogInit: Command line: -log
        LogInit: Base directory: W:/UE4/UnrealEngine-VXGI/Engine/Binaries/Win64/
        LogInit: Rocket: 0
        [2015.03.12-23.27.44:353][  0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
        [2015.03.12-23.27.44:422][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
        [2015.03.12-23.27.44:445][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
        [2015.03.12-23.27.44:456][  0]LogInit: Object subsystem initialized
        [2015.03.12-23.27.44:469][  0]LogInit: Selected Device Profile: [Windows]
        [2015.03.12-23.27.44:469][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
        [2015.03.12-23.27.44:475][  0]LogInit: Computer: FROYOK-PC
        [2015.03.12-23.27.44:475][  0]LogInit: User: Froyok
        [2015.03.12-23.27.44:475][  0]LogInit: CPU Page size=4096, Cores=4
        [2015.03.12-23.27.44:475][  0]LogInit: High frequency timer resolution =2.742929 MHz
        [2015.03.12-23.27.44:475][  0]LogMemory: Memory total: Physical=16.0GB (16GB approx) Virtual=8192.0GB
        [2015.03.12-23.27.44:476][  0]LogMemory: Platform Memory Stats for Windows
        [2015.03.12-23.27.44:476][  0]LogMemory: Process Physical Memory: 48.79 MB used, 48.79 MB peak
        [2015.03.12-23.27.44:476][  0]LogMemory: Process Virtual Memory: 26.02 MB used, 26.02 MB peak
        [2015.03.12-23.27.44:476][  0]LogMemory: Physical Memory: 5306.28 MB used, 16382.05 MB total
        [2015.03.12-23.27.44:476][  0]LogMemory: Virtual Memory: 274.70 MB used, 8388608.00 MB total
        [2015.03.12-23.27.44:508][  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660   (Feature Level 11_0)
        [2015.03.12-23.27.44:508][  0]LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 2 output[s]
        [2015.03.12-23.27.44:509][  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
        [2015.03.12-23.27.44:516][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
        [2015.03.12-23.27.44:580][  0]LogD3D11RHI: VXGI: areNvidiaExtensionsUsed=0
        [2015.03.12-23.27.44:580][  0]LogD3D11RHI: Async texture creation enabled
        [2015.03.12-23.27.44:652][  0]LogTextLocalizationManager: The requested culture ('fr_FR') has no localization data; falling back to 'en' for localization and internationalization data.
        [2015.03.12-23.27.44:853][  0]LogContentStreaming: Texture pool size is 0.000000MB
        [2015.03.12-23.27.51:954][  0]LogTargetPlatformManager:Display: Building Assets For Windows
        [2015.03.12-23.27.53:095][  0]LogTargetPlatformManager:Display: Building Assets For Windows
        [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
        [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Warning: Could not find memory cache ../../../Engine/DerivedDataCache/Boot.ddc.
        [2015.03.12-23.27.53:160][  0]LogDerivedDataCache:Warning: Could not load Boot cache: ../../../Engine/DerivedDataCache/Boot.ddc
        [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
        [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
        [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
        [2015.03.12-23.27.53:161][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
        [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
        [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
        [2015.03.12-23.27.53:172][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
        [2015.03.12-23.27.54:103][  0]LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found
        [2015.03.12-23.27.54:237][  0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling.
        [2015.03.12-23.27.56:443][  0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
        [2015.03.12-23.27.56:443][  0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
        [2015.03.12-23.27.56:443][  0]LogWindows: === Critical error: ===
        Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 548] 
        Shader Compiling thread exception:
        Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54] 
        Ran out of memory allocating 58731628704 bytes with alignment 0
        
        
        KERNELBASE.dll!UnknownFunction (0x000007fefd03bccd) + 0 bytes [UnknownFile:0]
        UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fede53311d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
        UE4Editor-Core.dll!FMsg::Logf__VA() (0x000007fede3cff9f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
        UE4Editor-Core.dll!FMallocTBB::OutOfMemory() (0x000007fede2ef91d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\hal\malloctbb.h:46]
        UE4Editor-Core.dll!FMallocTBB::Realloc() (0x000007fede2f617f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
        UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation() (0x000007fede273055) + 15 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\containerallocationpolicies.h:348]
        UE4Editor-Engine.dll!TSparseArray<TSetElement<TPair<FString,FShaderParameterMap::FParameterAllocation> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::Empty() (0x000007fedbef8616) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:224]
        UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0cb3) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:400]
        UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0425) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\set.h:624]
        UE4Editor-Engine.dll!operator<<() (0x000007fedc8a00e5) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\array.h:1165]
        UE4Editor-Engine.dll!operator<<() (0x000007fedc89fbdc) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\shadercore\public\shadercore.h:544]
        UE4Editor-Engine.dll!DoReadTaskResults() (0x000007fedc8b3e3b) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:124]
        UE4Editor-Engine.dll!FShaderCompileThreadRunnable::ReadAvailableResults() (0x000007fedc8e16f2) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:893]
        UE4Editor-Engine.dll!FShaderCompileThreadRunnable::CompilingLoop() (0x000007fedc8af901) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1019]
        UE4Editor-Engine.dll!FShaderCompileThreadRunnable::Run() (0x000007fedc8e9650) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:504]
        UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fede532426) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
        UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fede52af5d) + 8 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
        kernel32.dll!UnknownFunction (0x0000000076f3652d) + 0 bytes [UnknownFile:0]
        ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
        ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
        
        
        
        
        
        [2015.03.12-23.27.56:667][  0]LogExit: Executing StaticShutdownAfterError
        [2015.03.12-23.27.56:669][  0]LogWindows: FPlatformMisc::RequestExit(1)
        [2015.03.12-23.27.56:669][  0]Log file closed, 03/13/15 00:27:56
        You have to rebuild your ShaderCompileWorker. Sorry about that, there is a bug in the dependency for that module, and you have to build it separately. I just committed a bunch of changes, including new ShaderCompileWorker binaries, so you shouldn't be seeing that particular problem in the future.

        I also submitted the SciFiHallway scene with VXGI, as we showed at GDC.

        Comment


          Originally posted by Mike.Skolones View Post
          Using git, or just a zip file? If you are working through zip files, you'll have to do the process over again, although really you could just grab the Engine folder from the new zip and drop it on the other one.

          If you use git and have a VXGI branch already working, all you should have to do is "git pull origin VXGI"
          I use Git! Ty for explaining mate, that'll save tons of time. Can't wait to see the new fixes!

          Click the tiny bird!
          It'll take you to my stuff!

          Comment


            Commits to VXGI branch are in. Please let me know if something is broken. I tested the build, but couldn't test the runtime because I'm on a laptop right now.

            --Mike

            Comment


              Any timeline regarding fluid rendering? I'm also interested in any information on what is involved for the integration.
              I see the demo uses GL shaders. Anyone had a go at anything? I'm clueless with shaders, wouldn't know where to begin porting.

              Comment


                Originally posted by Triplelexx View Post
                Any timeline regarding fluid rendering? I'm also interested in any information on what is involved for the integration.
                I see the demo uses GL shaders. Anyone had a go at anything? I'm clueless with shaders, wouldn't know where to begin porting.
                I know that the engineer working on the fluid rendering had started on it, then was sidetracked on projects for GDC and for customer support, so he was delayed a few weeks. I expect we'll see something by the end of this month. The GL shaders from the demo have to be ported to Epic's RHI system, which I think uses DX-like HLSL. I'm not a rendering expert either, although I'm trying to come up to speed on it. Shouldn't be a huge deal once he gets back on it.

                Comment


                  Originally posted by Mike.Skolones View Post
                  Commits to VXGI branch are in. Please let me know if something is broken. I tested the build, but couldn't test the runtime because I'm on a laptop right now.

                  --Mike
                  Great! You're kickass Mike! As soon as it is downloaded I'll let ya know! Is there a changelog anywhere?

                  Click image for larger version

Name:	Capture.PNG
Views:	1
Size:	14.5 KB
ID:	1068325

                  Click the tiny bird!
                  It'll take you to my stuff!

                  Comment


                    Pitty, VXGI stopped working on my GPU... (650 Ti)

                    Fatal error: [File:U:\UE\UE4VXGI\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows\GI_InterfaceD3D11.cpp] [Line: 1950]
                    VXGI Error: FLOAT16 emittanceFormat is not supported by the current GPU. (GI_Base.cpp, 351)


                    .....

                    And found the setting set made it work..

                    [VXGI]
                    bVxgiStoreEmittanceInFP16=false
                    Last edited by Mikand79; 03-13-2015, 02:50 AM. Reason: Doh

                    Comment


                      Originally posted by Mikand79 View Post
                      Pitty, VXGI stopped working on my GPU... (650 Ti)

                      Fatal error: [File:U:\UE\UE4VXGI\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows\GI_InterfaceD3D11.cpp] [Line: 1950]
                      VXGI Error: FLOAT16 emittanceFormat is not supported by the current GPU. (GI_Base.cpp, 351)


                      .....

                      And found the setting set made it work..

                      [VXGI]
                      bVxgiStoreEmittanceInFP16=false
                      Hey Mikand, any news on your waveworks?
                      Pursuit of Realistic Cinematic scene.

                      Comment


                        It's not mine Last check: I didn't do wrong, it just doesn't like to work together. Though I've not yet reported that and the other two issues on github (one missing debug library, one guard check needed for shipping builds).

                        Now the branch was updated so I gonna test mergin once more before I do.

                        Comment


                          oh alright haha. By the way that last build of vxgi is 4.7 right?
                          Pursuit of Realistic Cinematic scene.

                          Comment


                            Alas its not

                            Comment


                              Originally posted by Mike.Skolones View Post
                              You have to rebuild your ShaderCompileWorker. Sorry about that, there is a bug in the dependency for that module, and you have to build it separately. I just committed a bunch of changes, including new ShaderCompileWorker binaries, so you shouldn't be seeing that particular problem in the future.

                              I also submitted the SciFiHallway scene with VXGI, as we showed at GDC.
                              Ha perfect, I got the editor running. I will be able to play with it now.
                              - [Marketplace] Sci-fi and Glitch Post-process
                              - [Tutorial] Anamorphic Bloom
                              - [Tutorial] True First Person Camera
                              - [Tutorial] Realtime Distance Field textures
                              - [Tutorial] Seamless Portals

                              Twitter - Portfolio

                              Comment


                                Originally posted by Mikand79 View Post
                                Pitty, VXGI stopped working on my GPU... (650 Ti)

                                Fatal error: [File:U:\UE\UE4VXGI\Engine\Source\Runtime\Windows\D3D11RHI\Private\Windows\GI_InterfaceD3D11.cpp] [Line: 1950]
                                VXGI Error: FLOAT16 emittanceFormat is not supported by the current GPU. (GI_Base.cpp, 351)


                                .....

                                And found the setting set made it work..

                                [VXGI]
                                bVxgiStoreEmittanceInFP16=false

                                Thanks!
                                Finally can load SciFiHallway, GPU(GTX Titan).

                                Comment

                                Working...
                                X