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  • 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.

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  • 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.

    Leave a comment:


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

    Leave a comment:


  • 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

    Leave a comment:


  • 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.

    Leave a comment:


  • replied
    Originally posted by catalejo View Post
    Hi, any news ETA on flex for 4.19?
    There are a couple branches now that have it. Mentioned in this thread.

    Leave a comment:


  • replied
    Hi, any news ETA on flex for 4.19?

    Leave a comment:


  • replied
    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
    Last edited by JordanN; 05-06-2018, 02:56 AM.

    Leave a comment:


  • replied
    Originally posted by Derjyn View Post

    I haven't personally noticed that issue. Larger FBX files, of course, take longer to import. Or if there are issues with the mesh.
    yea looks like im doing something wrong when exporting fbx from houdini

    Leave a comment:


  • replied
    Originally posted by alperenozgur View Post
    importing FBX takes crazy long. is that VXGI build spesific bug or 4.19 related?
    I haven't personally noticed that issue. Larger FBX files, of course, take longer to import. Or if there are issues with the mesh.

    Leave a comment:


  • replied
    importing FBX takes crazy long. is that VXGI build spesific bug or 4.19 related?

    Leave a comment:

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