Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

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

  • replied
    wargamearmathethird if it helps anything, I have few merged GameWork tech UE 4.18.3 repos here that has flex too, they should build fine as is (as long as you have your dev environment setup correctly).
    https://github.com/0lento/UnrealEngi...last-Flex-Flow for 4.18.3, Blast, Flex and Flow
    https://github.com/0lento/UnrealEngi...4.18-GameWorks for Blast, Flex, Flow, HBAO+ 3, Volumetric Lighting and VXGI 1

    Leave a comment:


  • replied
    Hello, just recently needed to work with flex inside ue4, and as such do not have much knowledge of the program itself. Whenever I attempt to build the most recent built 4.17.1, I get these errors, and after googling around I cannot find another case of these errors occurring for anyone else. If it helps diagnose, I just finished fixing the combaseapi.h error that required me to state IUnknown. Thank you for any help!

     
    Spoiler

    Leave a comment:


  • replied
    Originally posted by porckchop View Post
    Is it possible to get b;ast, Flex, Flow and hair build. i have no need for Waveworks, HBOA ect. or can someone tell me how i can make my own port. Sctually i wish i could just use these plugins with the launcher binary of UE4 unless its really possible a heads up would be great too. would really appreciate it thanks, BTW you guys are great,
    It's not really possible with the launcher version. You need to compile it, no way around that. Making your own build is quite the undertaking, especially if you haven't compiled the engine from source before. Being able to find the subject of compiling these custom builds and merging in the different features, would be a great first step in the skills required for this sort of stuff (hint: it's been covered, tips are scattered around this and other threads, and Google exists).

    There are builds already that have all the GameWorks offerings except Flex (and why Flex isn't merged in yet has been covered several times now), so you can easily get one of those builds and just not use the other features. It'd be akin to getting a launcher version of the engine. There are over 100 plugins and features by default. I rarely open a project from another person/team where they take the time to disable what they don't use (which baffles my mind, hehe).

    It's a lot of work doing these merged builds, and maintaining them. Rolling out custom builds based on requests every time a random person asks (enabling this or disabling that) is asking a bit much if you ask me. Learn to do it yourself, or be content with the understanding that you might have to wait, or take what the good peeps make available! Or, I'm sure someone would be happy to do it for a programmers hourly wages or donations

    Leave a comment:


  • replied
    Is it possible to get b;ast, Flex, Flow and hair build. i have no need for Waveworks, HBOA ect. or can someone tell me how i can make my own port. Sctually i wish i could just use these plugins with the launcher binary of UE4 unless its really possible a heads up would be great too. would really appreciate it thanks, BTW you guys are great,

    Leave a comment:


  • replied
    Vxgi 2.0 on min maxwel ?? Kepler doesnt work ? Maybe gtx 650 ti

    Leave a comment:


  • replied
    Originally posted by samrat333 View Post

    hi why you not merge flex??
    WindyStrife isn't maintaining that branch, LukaszPJWSTK is. And Flex isn't merged because Nvidia hasn't released a 4.19 version yet, as has been stated previously when others asked the same question. Should be soon, hopefully!

    Leave a comment:


  • replied
    Originally posted by WindyStrife View Post

    nice i will try wavework package..hope it work..
    hi why you not merge flex??

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post


    Well, VXGI does not support Vulkan, at least not yet.

    The specific error suggests that it tries to compile the GBufferAccessShader (VXGI / UE interop on G-buffer data) but fails due to some HLSL-isms that are used there, like explicit binding point assignment. If anyone cares, I can try to disable compiling those shaders, along with any other VXGI activity, on unsupported platforms.
    Hello, I tried to get the 360 degree high-resolution screenshots from VXGI with Ansel plug-ins, but I found that the combination of VXGI and Ansel1 is problematic.

    The problem appears in the GI part of VXGI. When I use a 360 degree interception of the default 4K resolution, GI is completely normal, but when I use 8K or even higher resolution to intercept a Ansel 360 degree screenshot, GI becomes almost invisible, and it can be observed that GI can affect only a small block.

    This is not a problem of voxel size. No matter how large the voxel range is, they are always unable to present normal in the 360 degree screenshot above the 4K, and even the high resolution screenshots of the Ansel do not work properly.

    He is like Figure 1 and Figure 2 below, 1 is the 360 screenshot of 4K, and its GI is normal. 2 is the 360 screenshot of 8K, and its GI completely disappeared. But their voxels are very remote, and I find that there is no problem with voxel LPV.

    Leave a comment:


  • replied
    Originally posted by MASSIVE Can View Post
    Alexey.Panteleev Hi again, today I wanted to try Vulkan on the VXGI branch and I followed the Intel's guide to activate it. (https://software.intel.com/en-us/art...n-apis-for-ue4) So I Installed latest Vulkan SDK and Nvidia Driver. I added "-vulkan" to end of editor shortcut. When I start the engine Firstly it crashes and asks me to enable r.ShaderDevelopmentMode in ConsoleVariables.ini. I enabled it and tried again but in this time it shows another warning. I attached the ss of warning. If I click yes I have the same warning again and again and Initializing percent doesn't make any progress. What can be the problem? Have you tried Vulkan on the branch? I saw some people who are using the editor with Vulkan

    Well, VXGI does not support Vulkan, at least not yet.

    The specific error suggests that it tries to compile the GBufferAccessShader (VXGI / UE interop on G-buffer data) but fails due to some HLSL-isms that are used there, like explicit binding point assignment. If anyone cares, I can try to disable compiling those shaders, along with any other VXGI activity, on unsupported platforms.

    Leave a comment:


  • replied
    Alexey.Panteleev Hi again, today I wanted to try Vulkan on the VXGI branch and I followed the Intel's guide to activate it. (https://software.intel.com/en-us/art...n-apis-for-ue4) So I Installed latest Vulkan SDK and Nvidia Driver. I added "-vulkan" to end of editor shortcut. When I start the engine Firstly it crashes and asks me to enable r.ShaderDevelopmentMode in ConsoleVariables.ini. I enabled it and tried again but in this time it shows another warning. I attached the ss of warning. If I click yes I have the same warning again and again and Initializing percent doesn't make any progress. What can be the problem? Have you tried Vulkan on the branch? I saw some people who are using the editor with Vulkan

    Leave a comment:


  • replied
    Whoa- it's super annoying when people quote giant posts (much appreciated when forums frown on and enforce this in rules). Also, throw the code stuff you posted in code formatting. It's good to do this with error log stuff, or really anything code related. Makes it much easier for us all to read and help out, without getting a headache

    Leave a comment:


  • replied
    Originally posted by 황용수 View Post
    Hi! everyone..

    I have a trouble..

    Now i am testing nvidia waveworks.

    When i tested in Editor, it was successful.
    but i packaged program, it was crash.

    I think it was relative with shader, because i met this error message.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------
    LoginId:aab2f45649d338800007d6ae6e72db2a
    EpicAccountId:2d7fa9ae0b134dc98fea1542a7cbf458

    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-4.18.3-release\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 0 from an array of size 0

    Wave_Win64_DebugGame!FDebug::AssertFailed() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
    Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::ConfigureQuardTreeInputMapping() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1420]
    Wave_Win64_DebugGame!TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>::TBasePassWaveWorksDrawingPolicy<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:1515]
    Wave_Win64_DebugGame!FDrawTranslucentMeshAction::Process<FUniformLightMapPolicy>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:491]
    Wave_Win64_DebugGame!ProcessBasePassMesh<FDrawTranslucentMeshAction>() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\basepassrendering.h:2080]
    Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory:rawWaveWorksMesh() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:718]
    Wave_Win64_DebugGame!FTranslucencyDrawingPolicyFactory:rawDynamicWaveWorksMesh() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:795]
    Wave_Win64_DebugGame!FTranslucentPrimSet::RenderWaveWorksPrimitive() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:1106]
    Wave_Win64_DebugGame!FTranslucentPrimSet:rawWaveWorksPrimitives() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:1003]
    Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::RenderWaveWorks() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\translucentrendering.cpp:1771]
    Wave_Win64_DebugGame!FDeferredShadingSceneRenderer::Render() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1260]
    Wave_Win64_DebugGame!UpdateSceneCaptureContentDeferred_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:267]
    Wave_Win64_DebugGame!UpdateSceneCaptureContent_RenderThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\renderer\private\scenecapturerendering.cpp:309]
    Wave_Win64_DebugGame!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_2f5b22162577ad8db4efab9192d8d401> > >::ExecuteTask() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\public\async\taskgraphinterfaces.h:787]
    Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async\taskgraph.cpp:651]
    Wave_Win64_DebugGame!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\async\taskgraph.cpp:560]
    Wave_Win64_DebugGame!RenderingThreadMain() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
    Wave_Win64_DebugGame!FRenderingThread::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
    Wave_Win64_DebugGame!FRunnableThreadWin::Run() [f:\unrealengine-4.18.3-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    I don't know solution. Pleas help me.
    I have do something for it.
    I find the problem.The reason it crashed is that Array index out of bounds.
    At this file \Engine\Source\Runtime\Renderer\Private\BasePassRendering.h”
    The function ConfigureWaveWorksInputMapping()and ConfigureWaveWorksInputMapping ();
    Actually these function has the same problem.It is that WaveWorksShaderParams-> ShaderInputMappings is empty.

    And then I try to find where it init at. After a period of time debugging, at last I find the reason of ShaderInputMappings being empty is
    It can not get WaveworksResource in this file:
    \Engine\Source\Runtime\Engine\Private\Components\WaveWorksComponent.cpp”
    The fouction UWaveWorksComponent::CalcBounds();
    And The function UWaveWorks::GetWaveWorksResource() in this file:
    \Engine\Source\Runtime\Engine\Private\WaveWorks.cpp”

    // GetWaveWorksResource()
    class FWaveWorksResource* UWaveWorks::GetWaveWorksResource()
    {
    FWaveWorksResource* Result = NULL;
    if( WaveWorksResource && WaveWorksResource->IsInitialized() )
    {
    Result = (FWaveWorksResource*)WaveWorksResource;
    }
    return Result;
    }
    I try to set breakpoints at this function,there was something interesting.
    It is amazing that the return of this function(WaveWorksResource->IsInitialized()) is different when it run with editor and no-editor.

    So I try to find the reason of it. Then I find it init at this file :
    \Engine\Source\Runtime\Engine\Private\WaveWorks.cpp”
    In this function : UWaveWorks::UpdateResource()

    // UWaveWorks::UpdateResource()
    void UWaveWorks::UpdateResource()
    {
    // Release the existing texture resource.
    ReleaseResource();

    //Dedicated servers have no texture internals
    if (FApp::CanEverRender() && !HasAnyFlags(RF_ClassDefaultObject))
    {
    // Create a new texture resource.
    WaveWorksResource = new FWaveWorksResource(this);
    BeginInitResource(WaveWorksResource);
    }
    }
    At last I know why the return of WaveWorksResource->IsInitialized() is false.
    When it run with editor,after this function BeginInitResource(WaveWorksResource) beginning, render theard will run before UWaveWorksComponent::CalcBounds() beginning.
    But when it run without editor, after this function BeginInitResource(WaveWorksResource) beginning, render theard will run after UWaveWorksComponent::CalcBounds() beginning.
    So without editor,when UWaveWorksComponent::CalcBounds() beginning, WaveWorksResource’s render theard have not started.So the return of WaveWorksResource->IsInitialized() is false.

    Yesterday,I find that it also crashed with editor when you use a new WaveworksAsset.
    I think the problem of it is Serialization.You can do this test: Create a new waveworksasset and use it in a waveworkscomponent.Your editor will crashed and the erro log is the same.

    Leave a comment:


  • replied
    Originally posted by 황용수 View Post
    Hi! everyone..

    I have a trouble..

    Now i am testing nvidia waveworks.

    When i tested in Editor, it was successful.
    but i packaged program, it was crash.

    I think it was relative with shader, because i met this error message.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Spoiler

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    I don't know solution. Pleas help me.
    Judging by the first line of the error report,
    Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:F:\UnrealEngine-4.18.3-release\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 0 from an array of size 0
    it looks like you have an array in your code that isn't properly initialised, so I would go to that file (Line 610) and check it out.
    That's my best guess, anyway.

    Leave a comment:


  • replied
    Originally posted by Derjyn View Post
    As always, thanks a ton Alexey. I've tinkered even more various settings, and found a happy middle ground. As far as the nabbing the confidence value and using that in post-processing- is that easily accessible or does it require shader developing and C++ code?

    [edit]

    Another question I've been meaning to ask... Flow and VXGI, sitting in a tree, k-i-s-s-i-n-g. Is there any way to get emissive materials and the like to play with Flow systems, as well as getting a Flow system to contribute to emission? I have some smoke for example, that would be awesome to have lit from emissives or area lights. On that same note, I have some fire that would be (more) amazing if it were contributing light to the scene.

    I'm thinking I could "hack" something together, using lighting channels, but am very curious if there is any other solutions possible, or if this sort of things is on the roadmap (hint hint, nudge nudge).

    Thanks again!
    After your question, I discovered that the Confidence texture is not exposed to the post-processing materials, unlike the others (VxgiDiffuse etc.). So now that's fixed, and you can access that by using a SceneTexture node / VxgiConfidence.

    Regarding Flow: it would certainly be nice if smoke and fire could interact with VXGI, but currently they can't. Not sure about making smoke illuminated by VXGI emitters, that can probably be done with custom tracing shaders; but making fire emit indirect light requires adding a feature into VXGI to inject light from another voxel volume, used by Flow. That's currently not implemented.

    Leave a comment:


  • replied
    Hoping the 4.19 flex comes out this week!

    Leave a comment:

Working...
X