Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

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

  • replied
    Hello!
    I have several questions about the VRWorks branch I hope someone can help me with.
    1. Is PhysX GPU accelerated in this branch? If yes, will I be able to perform raycasts into the physical scene faster than on CPU?
    2. Can I dedicate an entire GPU to PhysX using VRSLI?
    3. Are there any limitations to VRSLI in terms of which scene renderings I can distribute among the GPUs? I.e. is it limited only to distributing view for each eye in a stereo setup or could I also render on seperate GPUs from entirely different viewpoints?

    Thanks for your time, friends!

    Leave a comment:


  • replied
    I agree, the screenshot is from Flex SDK, it only runs standalone when you get the SDK itself. But we got UE4 sample project with multiple levels with Flex integration on UE4, it's just a different sample.

    Leave a comment:


  • replied
    Originally posted by wargamearmathethird View Post
    I'm probably not being clear right now, sorry for my lack of description abilities. This is a screenshot of the demo I was wondering if ue4 could build. Thank you so much for all the help so far!
    Looks like the standalone FleX demo to me, nothing to do with UE4. So no, this scene does not exist in UE4, though plenty of other demo scenes do.

    Leave a comment:


  • replied
    I'm probably not being clear right now, sorry for my lack of description abilities. This is a screenshot of the demo I was wondering if ue4 could build. Thank you so much for all the help so far!

     
    Spoiler

    Leave a comment:


  • replied
    @0lento Really sorry to bother you again, but inside the NV projects folder I can only find a flex project file, not the original demo that flex shipped with. Is that demo located somewhere else in the folder?

    Leave a comment:


  • replied
    wargamearmathethird check the NvSamples folder, on 4.18 I moved every sample there for easier access, original flex samples should be there as well (my 4.19 branches still have those examples scattered around)

    Leave a comment:


  • replied
    Also, another smaller thing that I could use help with, is there any way to build the flex demo into this build of ue?

    I realize this is probably a dumb question, but a quick yes or no could prevent me going down a rabbit hold and trying to make it work.

    Leave a comment:


  • replied
    0lento Thank you so much, your build succeeded.

    Leave a comment:


  • replied
    Originally posted by porckchop View Post
    Hey you mentioned Blast could be used as a plugin right? I mean i can just compile that in the launcher build as if i were to rebuild the plugin right. because that plugin im really interested in as its way better than Apex standard plug. As for hair and the others not a Priority in my opinion. Oh And yes i have a little know how with c++. Not my first time. Anyway thank you very much Mate. Now i am really interested in the Blast plugin.
    Blast still requires minor engine changes even on 4.19 version. It's not far off from being plugin only but it's not there yet.

    I'd also expect Epic to include Blast soon(ish) as Apex Destruction is deprecated already. So they need to move to Blast eventually (unless they roll up their own custom destruction thing, which isn't likely at all). Nvidias Blast integration is pretty good already but it's not happening for 4.20 at least (also, there's no official word upcoming Blast integration at all, so it might never happen, this is purely my own speculation!).
    Last edited by 0lento; 06-06-2018, 02:34 PM.

    Leave a comment:


  • replied
    wargamearmathethird I meant mainly having c++ build tools installed for your VS, for example can you build the default unmodified ue4 from source? Also make sure you follow all the steps, like run setup before generating the project files.

    Leave a comment:


  • replied
    Hi guys,
    Do you guys know how to get Waveworks Direct Computing?
    I tried to contact Nvidia at this email: visualfx-licensing@nvidia.com
    But they never respond.
    Thanks!

    Leave a comment:


  • replied
    @0lento What do you mean by having my dev environment set up correctly?

    Leave a comment:


  • replied
    Thanks again Derjyn and Olento you guys are of great help and thankyou for pointing out the obviuos, i just thought it would be more in the lines of copy and pasting a few things, im just not looking to get into a big project as im trying to finish one im in, and time just isnt on my side. As for hair pulling, too late for that i have none so none to pull. i originally wanted a launcher like plug because of all the updates that are being pushed and ease of use but hey, it's not like i cant do without, it would have been helpful though. Hey you mentioned Blast could be used as a plugin right? I mean i can just compile that in the launcher build as if i were to rebuild the plugin right. because that plugin im really interested in as its way better than Apex standard plug. As for hair and the others not a Priority in my opinion. Oh And yes i have a little know how with c++. Not my first time. Anyway thank you very much Mate. Now i am really interested in the Blast plugin.

    Leave a comment:


  • replied
    You aren't going to be able to use Flow, Hair or Flex with the launcher version. Blast can be used as a plugin, but I think (someone correct me if I'm wrong) even that needs some source code modifications. These things require modified versions of the engine. This means either rolling your own and incorporating Nvidia's changes, directly using their specific branches, or using the versions from the likes of 0lento above, where someone else has taken the time to merge the various bits of GameWorks together.

    How to do this has been covered in this topic, but it really is down to programming knowledge in general. Diff'ing files and merging in those changes, linking to external libraries and including headers and such... If you've never even whipped up a C++ "hello world" and set up a stable development environment, this is quite the task to take on when just starting out. Not saying don't do it- just saying be prepared to pull your hair out.

    0lento's fork/branch has the most up-to-date versions of anything I've come across, and compiles without issue (at least, last I tried!). If you've ever compile the engine from source, it's pretty much the same process. More thorough instructions are actually over at the Github repos. So again, your options are to either use one of these lovely pre-made versions and not use what you don't want, or roll your own and not incorporate the things you don't need. Flex isn't available for 4.19 yet (as of writing), but as 0lento pointed out, he has a 4.18.3 version with that included.

    Documentation is your friend. If you were searching for how to compile Unreal Engine, surely you would have seen this near or the top of your search results: https://docs.unrealengine.com/en-us/...ngUnrealEngine

    Also, this beastly thread (as of writing, 308 pages) is full of knowledge related to various aspects of GameWorks! It might take some time, but it's totally worth it to dedicate some time pouring over it with a magnifying glass. It's how I've solved many of my own issues, matter-of-factly. With that said, you'll see several questions from me in this thread as well, haha. As far as making custom builds of the engine that ditches some of the stuff you might not want, I've found it to be more of a headache than it's worth. For plugins, I just disable what I don't use. For other features of the engine, I just don't use them. Performance has never suffered, and I have no problem packaging and shipping projects that weigh in at 50mb all said and done.

    I'm using a modified version of one of 0lento's builds, with the addition of other changes to the engine source, and dozens of external plugins. I'm not having any issues, but that comes with time and getting to know what works and what doesn't. You just have to experiment, piece by piece, until you land on something that is stable. Then slowly build from there. It's no fun sitting on the other side of the fence, seeing the big kids get to play with the big toys, but if you a project you are working on is having too many issues with custom builds of the engine, you might have to look the other way, heh. Tinker with this madness on the side as an experiment, and stick to stability for serious projects- it's the safe route!

    Leave a comment:


  • replied
    So can someone point me as to where i can learn on how to merge my own. I just dont want added plugins that arent going to be used, where all i really need is Blast, Flow, Hair and possibly Flex. My main issue with wanting it for launxher builds is because ive had problems with building projects in custom build where as for launcher builds all works great. Other than that i would like to get my own build done if you can point me to the right direction because google sends me to random threads that tells me nothing. Any help would be greatly appreciated, and thank you guys for the quick responce.

    Leave a comment:

Working...
X