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Originally posted by Mike.Skolones View PostOriginally posted by Crow87 View PostSo no matter what I do, I cannot build the VXGI branch at all... am I missing something obvious?
(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.
Comment
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Originally posted by Froyok View PostI 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
I also submitted the SciFiHallway scene with VXGI, as we showed at GDC.
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Originally posted by Mike.Skolones View PostUsing 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"
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Originally posted by Triplelexx View PostAny 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.
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Originally posted by Mike.Skolones View PostCommits 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
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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
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Originally posted by Mikand79 View PostPitty, 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
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It's not mineLast 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.
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Originally posted by Mike.Skolones View PostYou 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.
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Originally posted by Mikand79 View PostPitty, 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).
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