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    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


      Originally posted by Rathren View Post
      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
      I haven't tried it, so I wouldn't be surprised if there's some kind of bug. I'm not sure. Sorry, wish I could be of more help here.

      Comment


        Originally posted by Rathren View Post
        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
        Looks like something wrong with your paths. No files found to deploy for I:\UE4\flexDevelopment\ . Are you building a project from there or your desktop?

        Comment


          Code:
          [Thread debugging using libthread_db enabled]
          Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
          *** stack smashing detected ***: /home/glauber/work/LinuxUnreal/UE/Engine/Source/ThirdParty/PhysX/FLEX-0.25/bin/linux64/flexDemoRelease terminated
          [New Thread 0x7ffff0dfc700 (LWP 15461)]
          
          Program received signal SIGABRT, Aborted.
          0x00007ffff6529e37 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
          56	../nptl/sysdeps/unix/sysv/linux/raise.c: Arquivo ou diretório não encontrado.
          (gdb) bt
          #0  0x00007ffff6529e37 in __GI_raise (sig=sig@entry=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:56
          #1  0x00007ffff652b528 in __GI_abort () at abort.c:89
          #2  0x00007ffff656b7a4 in __libc_message (do_abort=do_abort@entry=1, fmt=fmt@entry=0x7ffff66721e6 "*** %s ***: %s terminated\n") at ../sysdeps/posix/libc_fatal.c:175
          #3  0x00007ffff65ff2fc in __GI___fortify_fail (msg=<optimized out>, msg@entry=0x7ffff66721ce "stack smashing detected") at fortify_fail.c:37
          #4  0x00007ffff65ff2a0 in __stack_chk_fail () at stack_chk_fail.c:28
          #5  0x0000000000469806 in flexInit (version=25, errorFunc=0x41d140 <ErrorCallback(char const*, char const*, int)>) at ../../../../src/flex.cu:4612
          #6  0x0000000100010000 in ?? ()
          #7  0x0000000000000000 in ?? ()
          (gdb)
          hi im trying to run the flex demo under linux and wasnt able to understand whats going on here completely, i wish i could provide more info, could you mike please help me to find a way to fix this?
          the thing is i cant debug it properly as i dont have the source for flex.cu and i dont know exactly how it works under the hood, like where does that info come from? it seems it has hardcoded dependencies on libcudart-5.5 and I'am using version 7.0 already, any help is greatly appreciated!

          Comment


            [/CODE]

            hi im trying to run the flex demo under linux and wasnt able to understand whats going on here completely, i wish i could provide more info, could you mike please help me to find a way to fix this?
            the thing is i cant debug it properly as i dont have the source for flex.cu and i dont know exactly how it works under the hood, like where does that info come from? it seems it has hardcoded dependencies on libcudart-5.5 and I'am using version 7.0 already, any help is greatly appreciated!

            Comment


              Will all of these gameworks features be for nvidia cards only for a long time? I'm deciding on getting either a titan X or 390X,
              I think the 390x will be same performance as titanx but like half the cost?
              Unless all these gameworks features wont work on amd cards until like 6 months or 1 year then I will just go with nvidia

              Comment


                Originally posted by greboide View Post
                [/CODE]

                hi im trying to run the flex demo under linux and wasnt able to understand whats going on here completely, i wish i could provide more info, could you mike please help me to find a way to fix this?
                the thing is i cant debug it properly as i dont have the source for flex.cu and i dont know exactly how it works under the hood, like where does that info come from? it seems it has hardcoded dependencies on libcudart-5.5 and I'am using version 7.0 already, any help is greatly appreciated!
                Hi,

                I'm afraid we haven't tested the FleX-UE4 integration broadly under Linux yet. I know that FleX itself will run on Linux, but as you noted it appears we are using and older version of CUDA. Is there no way to try it with CUDA-5.5?
                --Mike

                Comment


                  Originally posted by CyberDev View Post
                  Will all of these gameworks features be for nvidia cards only for a long time? I'm deciding on getting either a titan X or 390X,
                  I think the 390x will be same performance as titanx but like half the cost?
                  Unless all these gameworks features wont work on amd cards until like 6 months or 1 year then I will just go with nvidia
                  The schedule for DX11 support (instead of CUDA) varies with the feature, and is determined by whether we are able to achieve the desired results with DX11. Already VXGI, HBAO+ support DX11, but FleX and WaveWorks are CUDA. I'm afraid I don't have exact dates for availability of DX11 on those features yet.

                  --Mike

                  Comment


                    Originally posted by Rathren View Post
                    Hi,

                    Is there fleX unreal engine not ready for packaging yet or is the error on my side?

                    Thanks for listening
                    I build with scripts and one of them builds shipping targets, and they do work, though FleX needs a patch: https://github.com/NvPhysX/UnrealEngine/issues/14

                    Apply that and build UE4Game Shipping Win64.
                    Last edited by Mikand79; 03-17-2015, 11:07 AM.

                    Comment


                      Just to be sure: are the branches updated to 4.7.2 or still with 4.6.1?

                      Comment


                        UE4 has really a problem with reflections: https://vimeo.com/122314583

                        SSR aren't enough to render all reflections caused by indirect light sources and not just screen-space ones. I really hope VXGI adds reflections caused by litgh bounces so we can get real reflections like in real life.

                        Comment


                          I also downloaded the branch version of UE4 with nVIDIA's VXGI.
                          It looks awesome.

                          VXGI OFF
                          Click image for larger version

Name:	10865899_950135758354361_8276005341114645647_o.jpg
Views:	1
Size:	185.9 KB
ID:	1070546

                          VXGI ON
                          Click image for larger version

Name:	11018864_950135761687694_514045885310978775_o.jpg
Views:	1
Size:	239.4 KB
ID:	1070547
                          Last edited by Transformers; 03-17-2015, 12:09 PM.

                          Comment


                            Originally posted by PLASTICA-MAN View Post
                            UE4 has really a problem with reflections: https://vimeo.com/122314583

                            SSR aren't enough to render all reflections caused by indirect light sources and not just screen-space ones. I really hope VXGI adds reflections caused by litgh bounces so we can get real reflections like in real life.
                            This is why you don't rely solely on SSR, you use SSR together with reflection captures. Most ArchViz projects I've seen so far use static lighting and had decent reflections, at least from what I can tell.
                            VXGI will have to offer a replacement for the reflection captures as they only work with Lightmaps, but don't expect anything great as realtime reflections outside screen-space would kill most machines (as far as my knowledge goes).
                            I think someone mentioned that we would need at least two bounces to get proper reflections or something like that. But if anyone wants to correct I'm eager to learn more!

                            Greetings,
                            Dakraid

                            Comment


                              Originally posted by PLASTICA-MAN View Post
                              Just to be sure: are the branches updated to 4.7.2 or still with 4.6.1?
                              Still 4.6.1, sorry for the delay.

                              Comment


                                Originally posted by Dakraid View Post
                                I think someone mentioned that we would need at least two bounces to get proper reflections or something like that. But if anyone wants to correct I'm eager to learn more!

                                Greetings,
                                Dakraid
                                Yes it was me talking to Mike who confirmed that.

                                Originally posted by Mike.Skolones View Post
                                Still 4.6.1, sorry for the delay.

                                No problem. Looking forward to see all branches merged with 4.7.3 (just released now, and there will be 4.7.4 fix soon).
                                Last edited by Nudlegaru; 03-18-2015, 03:08 PM.

                                Comment

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