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  • replied
    Originally posted by videoprice View Post

    Hello dear 0lento, The flex 1.2 is out now!
    https://github.com/NVIDIAGameWorks/FleX
    That is just FleX itself, not the UE4 integration of FleX.

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  • replied
    Originally posted by 0lento View Post



    Few has asked this already, I'm still waiting for official Flex 1.2's UE4 integration to appear before I merge it. It's coming so it would be pointless for me to manually fix the old 4.17 integration to work on 4.19 as it would still use the older Flex. Flex 1.2 is especially interesting as it features plastic deformation now so it's definitely worth the wait.



    Hello dear 0lento, The flex 1.2 is out now!
    https://github.com/NVIDIAGameWorks/FleX

    We are waiting for UE 4.19 Blast 1.1.2 + Flow 1.0.1 + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2 + Flex 1.2 + WaveWorks

    Thanks a lot
    Last edited by videoprice; 05-21-2018, 10:58 AM.

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  • replied
    Originally posted by xingcheng View Post



    Excuse me,How can I get your limit?I can't look your GitHub.
    Hey man! I don't understand your messages, please try to explain more.

    Leave a comment:


  • replied
    I've got this crash when opening map:
    Assertion failed: IsViewportValid() [File:N:\UnrealEngine-4.19-GameWorks-VL\Engine\Source\Runtime\Renderer\Private\PostProcess/RenderingCompositionGraph.h] [Line: 133]

    When I try to load map as a sub level I've got this:
    Assertion failed: Status == NV_TXAA_STATUS_OK [File:N:\UnrealEngine-4.19-GameWorks-VL\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 2295]

    I recently changed AA to TXAA so that is probably the cause.
    - I've just disabled TXAA - that was the cause
    Last edited by Gomo; 05-20-2018, 04:23 PM.

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  • replied
    Guys, is there a way to make lightning affect the water surface in WaveWorks? Lightning set up doen’t make any changes to how the ocean looks like.

    Thank you!
    Last edited by script526; 05-20-2018, 06:47 AM.

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  • replied
    Originally posted by xingcheng View Post
    Excuse me,How can I get your limit?I can't look your GitHub.
    To get access to any UE4 fork, you need first to link your github account to your unreal engine account:
    https://www.unrealengine.com/en-US/ue4-on-github

    Leave a comment:


  • replied
    Originally posted by VinaCaptcha View Post
    0lento Maybe we will need a full integration as "FleX + Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2".
    I love you so much
    Originally posted by VinaCaptcha View Post

    Why do you don't include Flex into this version? I am waiting it so much
    Excuse me,How can I get your limit?I can't look your GitHub.

    Leave a comment:


  • replied
    Is there a time frame for a 4.19 version of VRWorks.

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  • replied
    0lento Maybe we will need a full integration as "FleX + Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2".
    I love you so much

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    I think you need to enable HBAO+ with cvar if I remember right, VXGI should work once you enable the relevant settings in PP volume. I'd start by checking the Nvidias VXGI test levels from Samples/UserContent/ (https://github.com/0lento/UnrealEngi...es/UserContent). VXGI test levels are bit hidden, I didn't have time to move them around into more logical folder. It also makes it bit more tedious for me to keep the samples up-to-date if I do as now I'm just keeping the samples on same folders as they are on each nvidia tech branch.


    Few has asked this already, I'm still waiting for official Flex 1.2's UE4 integration to appear before I merge it. It's coming so it would be pointless for me to manually fix the old 4.17 integration to work on 4.19 as it would still use the older Flex. Flex 1.2 is especially interesting as it features plastic deformation now so it's definitely worth the wait.


    My UE4 branches don't have Victory plugin, so I think you've gotten Maxime Dupart's 4.19 branch instead (his does include that).

    Thanks got HBAO+ Running trough cvar. But still the same result on the VXGI map by nvidia (CornellBox) no GI at all.

    I will try to download and build your other branch with just vxgi/flow to see if GI shows on that one.

    Update: I tried the other branch the same issue there. Is it just me having this issue?

    Update2: i think i found the problem

    LogD3D11RHI: Error: VXGI Error: VXGI requires a GPU that supports FP16 typed UAV loads natively (DX11.3) or through NVAPI (Maxwell+) when ambientOcclusionMode = false (GI_Base.cpp, 366)

    LogD3D11RHI: Warning: VXGI support is limited to occlusion-only mode on this GPU.

    So my guess is VXGI 2.0 only supports Maxwell and onwards?

    Nvidia States on github ''Minimum: a 64-bit Windows 7 system with any DirectX 11 class GPU''

    I dont really understand this, haha confusing

    FYI my card even supports DX12
    Last edited by BP_Herbert; 05-16-2018, 09:52 PM.

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  • replied
    Originally posted by 最后的馒头 View Post
    Also, ask the official Datasmith tools that don't seem to be able to integrate into the branch engine. He seems to have been encrypted or what else has he done? It can not be rebuilt in the branch.
    I can't tell about datasmith myself, I've never used it nor could I integrate it myself due to the licensing involved around it.

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  • replied
    Originally posted by Klikard View Post
    Some How VXGI wont enable. iw enabled it in Material, Post effect and Directional light but nothing seems to happen.
    Same with HBAO+
    I think you need to enable HBAO+ with cvar if I remember right, VXGI should work once you enable the relevant settings in PP volume. I'd start by checking the Nvidias VXGI test levels from Samples/UserContent/ (https://github.com/0lento/UnrealEngi...es/UserContent). VXGI test levels are bit hidden, I didn't have time to move them around into more logical folder. It also makes it bit more tedious for me to keep the samples up-to-date if I do as now I'm just keeping the samples on same folders as they are on each nvidia tech branch.

    Originally posted by VinaCaptcha View Post
    Why do you don't include Flex into this version? I am waiting it so much
    Few has asked this already, I'm still waiting for official Flex 1.2's UE4 integration to appear before I merge it. It's coming so it would be pointless for me to manually fix the old 4.17 integration to work on 4.19 as it would still use the older Flex. Flex 1.2 is especially interesting as it features plastic deformation now so it's definitely worth the wait.

    Originally posted by mhnoni View Post

    HI 0lento
    Sorry for noob question bt i downloaded 4.19-GameWorks and i found Victory Plugin in my new project, is it something you added it to the engine?
    Thanks a for this branch.
    My UE4 branches don't have Victory plugin, so I think you've gotten Maxime Dupart's 4.19 branch instead (his does include that).


    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    I updated all three 4.19 GameWorks merges I've done to include latest fixes from Nvidia (for TXAA3 and VXGI2) and official UE 4.19.2:

    https://github.com/0lento/UnrealEngi...4.19-Flow-VXGI (Flow + VXGI 2)
    https://github.com/0lento/UnrealEngi...4.19-GameWorks (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + VXGI 2)
    https://github.com/0lento/UnrealEngi...9-GameWorks-VL (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2)
    HI 0lento
    Sorry for noob question bt i downloaded 4.19-GameWorks and i found Victory Plugin in my new project, is it something you added it to the engine?
    Thanks a for this branch.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Check the sample projects at project root. I haven't organized them this time around so they are kinda scattered around, they are on same folders where individual nvidia branches place them.

    I'm avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so this would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.

    I'm looking forward to your 4.192 Flex integration. I'm using your 4.192 version now, and it feels good. Also, ask the official Datasmith tools that don't seem to be able to integrate into the branch engine. He seems to have been encrypted or what else has he done? It can not be rebuilt in the branch.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Check the sample projects at project root. I haven't organized them this time around so they are kinda scattered around, they are on same folders where individual nvidia branches place them.

    I'm avoiding waveworks for two reasons: the version we get is CUDA only, so it only runs on Nvidia GPUs. Other is that last time I checked, some shader overrode some surface normal math that Flex did differently so this would probably make that shader to have some unwanted effect on Flex if both were enabled on the same build.

    I accidentally downloaded the wrong branch haha (epic games one)
    Some How VXGI wont enable. iw enabled it in Material, Post effect and Directional light but nothing seems to happen.
    Same with HBAO+
    Thanks anyways tho. Both branch and reply
    Last edited by BP_Herbert; 05-16-2018, 08:03 AM.

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