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    Hey guys, hope this doesn't push this thread off topic too much, but with the Physx CPU code being opened up I've been wondering a few things about GameWorks and Flex, and since some of you guys are already using the GameWorks branches, I figured this might be the best place to ask:

    1. How well do the VisualFX libraries run on Non-Nvidia products (AMD and Intel iGPUs)
    2. Anyone know if Flex will be Nvidia only? I heard somewhere that there is a planned DirectCompute version of Flex, but I haven't heard much since then.

    Also, just a quick note, let's keep responses civil =)

    Comment


      Yesterday i tried Hairworks on maya and viewer. That was something! Actually i got beyond my expectation. I really did not expected that awesome result. Cant wait for it!
      Pursuit of Realistic Cinematic scene.

      Comment


        https://github.com/NvPhysX/UnrealEngine/ this page doesn't work for me, 404 error.
        http://i.imgur.com/nQrHLcv.jpg

        Comment


          First of all, thanks nVidia for opening up Gameworks!

          Since i'm not really a programmer nor deep enough experienced with graphical engineering, i still got some questions.
          1. Is Gameworks, manufacturer independent or limited to certain nVidia cards? Mainly asking for HBAO.
          2. Epic said that their SVOGI approach was rather performance heavy, how is VXGI doing in comparison?
          3. Again i'm not a programmer so excuse if my last question sounds stupid. Is there any chance we can get single Gameworks elements as a plugin?

          Thanks in advanced.
          -Chris.R
          Last edited by ryanjon2040; 03-16-2015, 03:14 AM. Reason: Edited second question a bit more clear ;)
          The Unreal Wiki & Unreal Docs are full of helpful Information about almost every topic!
          Found a Bug? Have a Question or a Feature request? The AnswerHub is your best friend!
          Want to share/discuss your progress or a tutorial? The Forums are all yours!

          Comment


            Hello!


            When I click on the github link, I get the 404 page What am I missing?

            Cheers!
            Alex

            Comment


              Originally posted by Monops View Post
              Hello!


              When I click on the github link, I get the 404 page What am I missing?

              Cheers!
              Alex
              You need to link your GitHub account in https://www.unrealengine.com/settings
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              Comment


                Originally posted by ryanjon2040 View Post
                You need to link your GitHub account in https://www.unrealengine.com/settings
                That did the trick I'm such a github noob

                Cheers!
                Alex

                Comment


                  Originally posted by Chris.R View Post
                  First of all, thanks nVidia for opening up Gameworks!

                  Since i'm not really a programmer nor deep enough experienced with graphical engineering, i still got some questions.
                  1. Is Gameworks, manufacturer independent or limited to certain nVidia cards? Mainly asking for HBAO.
                  2. Epic said that their SVOGI approach was rather performance heavy, how is VXGI doing in comparison?
                  3. Again i'm not a programmer so excuse if my last question sounds stupid. Is there any chance we can get single Gameworks elements as a plugin?

                  Thanks in advanced.
                  -Chris.R
                  1. HBAO+ should work on DX11 graphics cards, regardless of vendor.
                  2. VXGI has better performance than SVOGI, because the SVO part of it (Sparse Voxel Octrees) have been replaced by a more efficient implementation based on clipmaps. However VXGI is still a leading-edge feature and is not expected to provide performance of a baked lightmap solution.
                  3. The Plugin system doesn't provide the features necessary to provide the Gameworks modules. Source level integration is needed.

                  Comment


                    Originally posted by Tgirgis View Post
                    Hey guys, hope this doesn't push this thread off topic too much, but with the Physx CPU code being opened up I've been wondering a few things about GameWorks and Flex, and since some of you guys are already using the GameWorks branches, I figured this might be the best place to ask:

                    1. How well do the VisualFX libraries run on Non-Nvidia products (AMD and Intel iGPUs)
                    2. Anyone know if Flex will be Nvidia only? I heard somewhere that there is a planned DirectCompute version of Flex, but I haven't heard much since then.

                    Also, just a quick note, let's keep responses civil =)
                    The Direct Compute version of FleX is still in development.

                    Comment


                      Originally posted by PLASTICA-MAN View Post
                      Anyone saw this? https://developer.nvidia.com/content...engine-4-games

                      It seems we will get this monster example when HairWorks will be released:

                      [ATTACH=CONFIG]30088[/ATTACH]


                      This is definately UE4 Editor (just like all the other pics). We need the HBAO+ sample too (I know Mike promised that the developer behind it will release it).

                      I am very eager to get the HairWorks-UE4 integration pushed up onto Github, but there is more work ahead before we can do that. The latest I heard is that HW will be available in mid-April. Sorry for the delay! The first release will have some rendering limitations, but we plan to follow up with rendering improvements within a month or so after the first release.

                      Comment


                        Originally posted by Mike.Skolones View Post
                        1. HBAO+ should work on DX11 graphics cards, regardless of vendor.
                        2. VXGI has better performance than SVOGI, because the SVO part of it (Sparse Voxel Octrees) have been replaced by a more efficient implementation based on clipmaps. However VXGI is still a leading-edge feature and is not expected to provide performance of a baked lightmap solution.
                        3. The Plugin system doesn't provide the features necessary to provide the Gameworks modules. Source level integration is needed.
                        Thanks for the clarification and keep up the good work guys.
                        The Unreal Wiki & Unreal Docs are full of helpful Information about almost every topic!
                        Found a Bug? Have a Question or a Feature request? The AnswerHub is your best friend!
                        Want to share/discuss your progress or a tutorial? The Forums are all yours!

                        Comment


                          Originally posted by n00854180t View Post
                          @Mike - you needn't comment on this, but I wanted to just quickly say that the work you and the other GameWorks crew are doing on FLeX etc. is *way* more impressive than what NVIDIA showed at the headlighter event at GDC tonight. :P Can't wait to dive into this stuff and also get it set up and working in my VR game. Awesome work!

                          @Mike On topic Off topic question. AMD (ATI) unveiled their Radeon R9 390X and it uses HBM and new stacked meory tech compatible with DX12.3:
                          Radeon R9 390X : http://www.redgamingtech.com/r9-390x...rumored-specs/

                          http://www.nextpowerup.com/news/1915...d-r9-390x.html

                          http://www.dsogaming.com/news/new-am...s-8gb-of-vram/

                          I really don't know what Nvidia has in mind but this time they are late in the party for not unveiling their Pascal Cards first (but instead they unveiled teh GTX Titan X) which as an NVidia supporter (for many years) this really makes feel forsaken and neglected.
                          Like n00854180t said, You Mike and your time are doing greater and more impressive work. Good continuation. Looking forward to see NVidia unveil their Pascal cards at GTC so I can finally burry my useless laptop and get a new one with the new Pascal Cards, so I can run UE4 with no hurdle. Thanks !
                          Last edited by Nudlegaru; 03-16-2015, 04:23 PM.

                          Comment


                            Originally posted by Mike.Skolones View Post
                            I am very eager to get the HairWorks-UE4 integration pushed up onto Github, but there is more work ahead before we can do that. The latest I heard is that HW will be available in mid-April. Sorry for the delay! The first release will have some rendering limitations, but we plan to follow up with rendering improvements within a month or so after the first release.
                            Thank you very much for the infos. But in my previous post, I was talking about the Leaves sample for HBAO+ that you promsied its dev will release it. Looking forward to also see the water and sand shaders for FLEX . Thanks !

                            Comment


                              Originally posted by Mike.Skolones View Post
                              The Direct Compute version of FleX is still in development.
                              Oh thank god, it is true! I appreciate the response =)

                              Comment


                                Flex pakaging possible?

                                Hi,

                                Sorry if this is a dumb question but I did not know where else to ask.
                                I made a small demo using the fleX unreal engine version. I wanted to show what I made to a friend but when I tried packaging the game I got the error:

                                Code:
                                 MainFrameActions: Packaging (Windows (64-bit)): ErrorReporter.Error: ERROR: AutomationTool error: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions
                                 MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
                                 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
                                 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationTool: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions 
                                 MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    bei DeploymentContext.StageFiles(StagedFi
                                 MainFrameActions: Packaging (Windows (64-bit)): leType FileType, String InPath, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, Boolean bRemap, String NewName) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\DeploymentContext.cs:Zeile 319.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei BaseWinPlatform.StageExecutable(String Ext, DeploymentContext SC, String InPath, String Wildcard, Boolean bRecursive, String[] ExcludeWildcard, String NewPath, Boolean bAllowNone, StagedFileType InStageFileType, String NewName) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 20.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei BaseWinPlatform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 147.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei Win64Platform.GetFilesToDeployOrStage(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Win\WinPlatform.Automation.cs:Zeile 328.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 199.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei Project.CopyBuildToStagingDirectory(ProjectParams Params) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\CopyBuildToStagingDirectory.Automation.cs:Zeile 1101.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:Zeile 258.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCommand.Execute() in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\BuildCommand.cs:Zeile 37.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 371.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Process(String[] CommandLine) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Automation.cs:Zeile 343.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.MainProc(Object Param) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 167.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param) in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Utils.cs:Zeile 649.
                                 MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.Main() in c:\Users\janSt_000\Desktop\UnrealEngine-FleX\Engine\Source\Programs\AutomationTool\Program.cs:Zeile 114.
                                 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: No files found to deploy for I:\UE4\flexDevelopment\UnrealEngine-FleX\Engine\Binaries\Win64 with wildcard UE4Game-Win64-Shipping.exe and exclusions 
                                 MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
                                 MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=30
                                 MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
                                 MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
                                 MainFrameActions: Packaging (Windows (64-bit)): AutomationToolLauncher exiting with ExitCode=30
                                 MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
                                 MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
                                 MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
                                Is there fleX unreal engine not ready for packaging yet or is the error on my side?

                                Thanks for listening

                                Comment

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