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  • replied
    Originally posted by LukaszPJWSTK View Post
    I have updated my repository with UE 4.19.2 branch including:
    - WaveWorks
    - Flow
    - Blast
    - TXAA
    - Volumetric Lighting
    - VXGI 2
    - HairWorks

    You can get it from here: https://github.com/lukaszPJATK/UnrealEngine
    There is also an easy setup guide.
    Wavework package successfully, but when i run it crashed like 4.18.3

    Leave a comment:


  • replied
    engine version : 4.18.3 + waveworks
    os windows 10


    I tested waveworks project.

    I packaged project and run program, but it crashed.

    I found message about oceanMaterial.asset in build log

    -> Failed to compile Material for platform PCD3D_SM4, Default Material will be used in game.

    This projects run successfully in editor mode.


    How can i remove this warning message?




    Leave a comment:


  • replied
    Originally posted by LukaszPJWSTK View Post
    I have updated my repository with UE 4.19.2 branch including:
    - WaveWorks
    - Flow
    - Blast
    - TXAA
    - Volumetric Lighting
    - VXGI 2
    - HairWorks

    You can get it from here: https://github.com/lukaszPJATK/UnrealEngine
    There is also an easy setup guide.
    nice i will try wavework package..hope it work..

    Leave a comment:


  • replied
    I have updated my repository with UE 4.19.2 branch including:
    - WaveWorks
    - Flow
    - Blast
    - TXAA
    - Volumetric Lighting
    - VXGI 2
    - HairWorks

    You can get it from here: https://github.com/lukaszPJATK/UnrealEngine
    There is also an easy setup guide.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!
    Last edited by Derjyn; 05-28-2018, 02:57 AM.

    Leave a comment:


  • replied
    Originally posted by Derjyn View Post
    So with r.VXGI.range being removed and replaced with r.VXGI.MapSizeX (any Y,Z)... Performance kinda stinks. What I mean is, to get lighting in a respectable range, you have to crank that up. As soon as you have a map size of 128 or higher, *poof*, there go your frame rates. I've juggled between various settings combos with r.VXGI.MapSize and r.VXGI.VoxelSize. With a respectable frame rate of ~60 in a basic scene with a single directional light blasting through windows (demo scene from volumetric lighting), I'm using a map size of 64 and a voxel size of 64. Lighting only seems effective at around 40 meters. It goes dark beyond that.

    Are there any magic numbers to tweak that won't effect performance too much? I know I'm dreaming, but hoping I'm just missing/forgetting something! That quality is acceptable with those current settings for an interactive game scenario, but I'd like to lower the voxel size a bit. Of course, when you do that, the distance of lighting drops drastically. I'm afraid of raising diffuse tracing intensity, because it might blow out other things in the PBR pipeline. I'd rather not have to change the typical way of authoring assets.

    [edit]

    Derp on my part- even if one cranks up the diffuse indirect lighting intensity, it has no effect on lighting distance.

    Also, I came across this thread over at Nvidia:
    https://devtalk.nvidia.com/default/t...ambient-color/

    Is it possible to wrangle this up in a material?
    Let me clarify the meaning of these parameters and how they relate to the old r.VXGI.Range.
    r.VXGI.VoxelSize is the size of the smallest voxels, in world units. Increasing that will directly increase the range, and slightly degrade performance because more objects now fall into the voxelized region.
    r.VXGI.MapSize{X,Y,Z} is the number of voxels on each side of every voxel clip-map volume. It also directly affects the range, but increasing MapSize will make performance much worse (as you observe) as the GPU has to deal with more voxels. Increasing all of MapSizeX,Y,Z by a factor of 2 multiplies the total number of voxels by a factor of 8.
    r.VXGI.Range (which is gone) was just a product of MapSize and VoxelSize.
    r.VXGI.StackLevels controls the number of clip-map levels (or cascades) in the voxel volume, so setting it 1 higher makes the distance 2x longer; the maximum and default value for StackLevels is 5.

    Total world distance covered by VXGI can be calculated as MapSize * VoxelSize * pow(2, StackLevels-1).

    Regarding that "fallback color" topic you mentioned: it's possible to use that in a post-process material. But in 2.0, the confidence value is stored in FScreenSpaceData.VxgiConfidence, instead of VxgiDiffuse.a.

    Leave a comment:


  • replied
    So with r.VXGI.range being removed and replaced with r.VXGI.MapSizeX (any Y,Z)... Performance kinda stinks. What I mean is, to get lighting in a respectable range, you have to crank that up. As soon as you have a map size of 128 or higher, *poof*, there go your frame rates. I've juggled between various settings combos with r.VXGI.MapSize and r.VXGI.VoxelSize. With a respectable frame rate of ~60 in a basic scene with a single directional light blasting through windows (demo scene from volumetric lighting), I'm using a map size of 64 and a voxel size of 64. Lighting only seems effective at around 40 meters. It goes dark beyond that.

    Are there any magic numbers to tweak that won't effect performance too much? I know I'm dreaming, but hoping I'm just missing/forgetting something! That quality is acceptable with those current settings for an interactive game scenario, but I'd like to lower the voxel size a bit. Of course, when you do that, the distance of lighting drops drastically. I'm afraid of raising diffuse tracing intensity, because it might blow out other things in the PBR pipeline. I'd rather not have to change the typical way of authoring assets.

    [edit]

    Derp on my part- even if one cranks up the diffuse indirect lighting intensity, it has no effect on lighting distance.

    Also, I came across this thread over at Nvidia:
    https://devtalk.nvidia.com/default/t...ambient-color/

    Is it possible to wrangle this up in a material?
    Last edited by Derjyn; 05-25-2018, 11:24 PM.

    Leave a comment:


  • replied
    Hey can someone here please help me with Nvidia volumetric lighting? I have the engine built fine, no problems there, Just can't get good settings with accurate beams! Does anyone know any settings for an effect similar to fallout 4? Any help would be greatly appreciated!!! Thanks

    Leave a comment:


  • replied
    0lento - Sure, thanks for info.

    Leave a comment:


  • replied
    I noticed that Nvidia pushed 4.18 and 4.19 versions of Volumetric Lighting into github:
    https://github.com/NvPhysX/UnrealEng...cLighting-4.18
    https://github.com/NvPhysX/UnrealEng...cLighting-4.19

    I've merged Nvidia's 4.19 VL into:
    https://github.com/0lento/UnrealEngi...4.19-GameWorks
    Now this repo contains Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2. I've removed the previous additional 4.19 merge with VL (from 4.17) as it's pointless to keep two identical branches up-to-date.

    Originally posted by Gomo View Post
    I believe it is not your recent revision - I see I downloaded it on 30th of April.
    There were some fixes for TXAA after that date so you might want to try newer version. Also note the mention above, if you need to update, use the 4.19-GameWorks branch instead as it contains now the same tech as old -VL branch.
    Last edited by 0lento; 05-23-2018, 11:02 AM.

    Leave a comment:


  • replied
    Originally posted by Maxime.Dupart View Post

    What do you mean by 'in rendered video' ?

    The branch i'm sharing on github are focused on stability and their ability to package games.
    Again, i won't include TXAA which didn't improve significantly over Unreal AA in my tests, and i most likely won't include NV Volumetric light as it hasn't been officially updated since 4.17 and it took me extra work to have it work and package properly in 4.18 alongside other Gameworks solutions.
    Unreal Engine volumetric solution is already amazing for my needs on my current project (there weren't any volumetric light in Unreal Engine back when Nvidia integrated its volumetric light solution)


    ""Originally posted by Gandosh View Post
    Maxime.Dupart is your hairworks okay? i mean. Hairs are not showing in rendered video. But in viewport i can see them allright."" Question was this.

    I'm really sorry. Building whole city is hell of a work! i got lost in my work.
    I rendered video using sequencer. In majaladon or other demos or rendering just fine. But in my level they're not showing up. For a second. I thought it was bounds scale problem. But i guess not.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Gomo was that some example map? If so, which one? I tried TXAA with some but not all. Also was this on recent version of my repo? There was issue with TXAA before that it crashed on forward shading enabled, this has been fixed a while ago on official TXAA branch and I've mirrored the changed to my branch so that shouldn't happen anymore.
    0lento - It was on my test map.
    I believe it is not your recent revision - I see I downloaded it on 30th of April.
    I have forward shading disabled, but this project was initially set for mobile but then I've changed a lot of settings to be sure VXGI will show up (for some reason I had problem with that) so maybe it was some random rendering setting.

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Gomo was that some example map? If so, which one? I tried TXAA with some but not all. Also was this on recent version of my repo? There was issue with TXAA before that it crashed on forward shading enabled, this has been fixed a while ago on official TXAA branch and I've mirrored the changed to my branch so that shouldn't happen anymore.
    Yes, I seem to have encountered several [Line:133] errors when I use the engine, but I don't record the details, and then the engine will collapse and disappear. At first I didn't notice, but later I found that Epic's 4.192 does not exist. It seems that it appears in Gameworks?

    Leave a comment:


  • replied
    Originally posted by Gomo View Post
    I've got this crash when opening map:
    Assertion failed: IsViewportValid() [File:N:\UnrealEngine-4.19-GameWorks-VL\Engine\Source\Runtime\Renderer\Private\PostProcess/RenderingCompositionGraph.h] [Line: 133]

    When I try to load map as a sub level I've got this:
    Assertion failed: Status == NV_TXAA_STATUS_OK [File:N:\UnrealEngine-4.19-GameWorks-VL\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 2295]

    I recently changed AA to TXAA so that is probably the cause.
    - I've just disabled TXAA - that was the cause
    Gomo was that some example map? If so, which one? I tried TXAA with some but not all. Also was this on recent version of my repo? There was issue with TXAA before that it crashed on forward shading enabled, this has been fixed a while ago on official TXAA branch and I've mirrored the changed to my branch so that shouldn't happen anymore.

    Leave a comment:

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