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  • replied
    If I wanted to create my own integration of GameWorks plugins, how would I get started?

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  • replied
    Thanks to Alexey.Panteleev Unreal is in a better state than ever before. After the update fps increased to 80 from 48 on the same scene. (Maybe it will get even higher in the future. )
    It's good to know that there are people who are dealing with these important topics.

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  • replied
    VXGI does work with skeletal meshes? because when i switch to VXGI opacity vis. i dont see skeletal mesh on screen but static mesh of same character is there.

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  • replied
    Originally posted by 最后的馒头 View Post

    Hello, I want to use some plug-ins in the 4.19 Gmaeworks version you compiled, such as Substance and Datasmith, but the Substance copy has been packaged in the past to open the plug-in prompt error, and Datasmith can't find the way to use it. Is there a way to use these plug-ins? These plug-ins are very important to me, and the unreal engine that uses Gameworks can be very cumbersome if it can not be used.
    You can just move the Substance plugin from marketplace folder (from stock 4.19) into your UE4 projects Plugins folder, make sure you have c++ project and then regenerate the project files from .uproject. This will generate a visual studio solution which lets you compile substance for the engine version you are using for the project.

    I will not add substance plugin in my own merged repo as it breaks UE4 EULA, while it's a free plugin UE4 marketplace, it's license doesn't give me rights to redistribute the source code so I can't do it myself.

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  • replied
    Originally posted by 最后的馒头 View Post

    您好,我想在您编译的4.19 Gmaeworks版本中使用一些插件,例如Substance和Datasmith,但Substance副本已打包过去,以打开插件提示错误,并且Datasmith无法找到使用它的方式。有没有办法使用这些插件?这些插件对我来说非常重要,如果不能使用,使用Gameworks的虚幻引擎可能非常麻烦。
    Please use english on these forums (most people - including myself - have no clue what you just wrote there).

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  • replied
    Originally posted by 0lento View Post
    Meanwhile, they did finally put 4.19 Blast into their NvPhysX repo: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19

    I've included the latest fixes from that and other nvidia tech branches on my 4.19 merges so they should all be up-to-date.
    您好,我想在您编译的4.19 Gmaeworks版本中使用一些插件,例如Substance和Datasmith,但Substance副本已打包过去,以打开插件提示错误,并且Datasmith无法找到使用它的方式。有没有办法使用这些插件?这些插件对我来说非常重要,如果不能使用,使用Gameworks的虚幻引擎可能非常麻烦。

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post

    With the help of MASSIVE Can, the shadow map rendering performance issue has been fixed. Enabling VXGI on a directional light doesn't have a significant effect on the ShadowDepths pass anymore.



    Please note that VXGI has nothing to do with ray tracing, unlike the title of your page suggests. It's voxel cone tracing.



    Sure - just don't enable "VXGI Ambient" in PPV settings.
    ​​​​​​​
    To clarify:
    • The r.VXGI.AmbientOcclusionMode=1 setting switches VXGI into a mode where it only deals with opacity voxels, not emittance. Those can be used for VXAO or VXAL.
    • VXAO is, in a way, a by-product of the diffuse illumination pass. So, if you enable VXGI Diffuse, VXAO comes in for free (if enabled).
    • Most PPV settings in the VXGI Diffuse group also affect VXAO, because it's the same rendering pass.
    Hello, I want to use some plug-ins in the 4.19 Gmaeworks version you compiled, such as Substance and Datasmith, but the Substance copy has been packaged in the past to open the plug-in prompt error, and Datasmith can't find the way to use it. Is there a way to use these plug-ins? These plug-ins are very important to me, and the unreal engine that uses Gameworks can be very cumbersome if it can not be used.

    Leave a comment:


  • replied
    Meanwhile, they did finally put 4.19 Blast into their NvPhysX repo: https://github.com/NvPhysX/UnrealEngine/tree/Blast-4.19

    I've included the latest fixes from that and other nvidia tech branches on my 4.19 merges so they should all be up-to-date.

    Leave a comment:


  • replied
    0lento Thanks for the reply and yes, let's see if we get word from nvidia, it would be nice to have that one going...

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  • replied
    I'm still waiting official Flex integration to drop myself. It's not difficult to merge the old version, it's just bit pointless if Nvidia is releasing improved Flex 1.2 soon for UE4 (which I hope they do as Flex 1.2 SDK itself has been out for two month or so). No official word if they are doing this however.

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  • replied
    If anybody has merged Flex with VXGI2, Blast and Flow to 4,19, please point in the right direction. Thanks!

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  • replied
    Originally posted by MASSIVE Can View Post
    I made a performance experiment with VXGI for open world. (with performance tweaks such as map size X, Y, Z 64) And the results on GTX 980Ti & i7 5930K.
    4x4 level with average tree density.
    With the help of MASSIVE Can, the shadow map rendering performance issue has been fixed. Enabling VXGI on a directional light doesn't have a significant effect on the ShadowDepths pass anymore.

    Originally posted by JordanN View Post
    I finally got VXGI 2.0 installed on my computer and I have to say, I'm having a blast with this! As someone who does a lot of offline rendering, real time G.I is the future. I'm finding it incredibly hard to go back to the likes of Vray and Mental Ray after using this. Instant feedback is so much more satisfying than waiting for an image to render.

    Best of all, I'm doing this all on a GTX 960. A $200 card from from 3 years is doing GIobal Illumination at 30 to 60 frames a second!

    I posted more of my work here.

    http://polycount.com/discussion/comm...omment_2630278
    Please note that VXGI has nothing to do with ray tracing, unlike the title of your page suggests. It's voxel cone tracing.

    Originally posted by pedrosunye View Post

    sorry, i got the modes mixed up, but the question remains: is it possible to use only VXGI in this new version, without VXAO?
    ​​​​​​​Sure - just don't enable "VXGI Ambient" in PPV settings.
    ​​​​​​​
    To clarify:
    • The r.VXGI.AmbientOcclusionMode=1 setting switches VXGI into a mode where it only deals with opacity voxels, not emittance. Those can be used for VXAO or VXAL.
    • VXAO is, in a way, a by-product of the diffuse illumination pass. So, if you enable VXGI Diffuse, VXAO comes in for free (if enabled).
    • Most PPV settings in the VXGI Diffuse group also affect VXAO, because it's the same rendering pass.

    Leave a comment:


  • replied
    Originally posted by CGICollector View Post
    r.VXGI.AmbientOcclusionMode= 1 means you can only use VXAmbientOcclusion.
    r.VXGI.AmbientOcclusionMode= 0 means you can use Full VXGI+AmbientOcclusion.
    sorry, i got the modes mixed up, but the question remains: is it possible to use only VXGI in this new version, without VXAO?

    Leave a comment:


  • replied
    It was quoted within the last couple pages of this thread, when someone asked the same thing. Then a few pages before that. And I think a few pages before that

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  • replied
    Derjyn. I looked and I cannot find a a branch that has flex and all the other tech, could you please show me where you saw that branch with flex and flow and VXGI? in 4.19?
    Last edited by catalejo; 05-07-2018, 01:26 PM.

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