Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

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

  • replied
    Originally posted by Gomo View Post
    0lento - your branch seams to work fine. I had some issues but they turn out to be my bugs.
    So for tried on three projects - no crashes so far.
    That's nice to hear, but do test the packaging too. Like mentioned I couldn't use shipping conf on Volumetric Lighting for some reason on my initial merge. There could be some issues with other techs on shipping builds too as I haven't tested that conf extensively.

    Development conf on each GameWorks tech seemed to package just fine (I've test packaged and ran the packaged version for at least one sample from each GameWorks tech to make sure everything seems to be in order on packaged builds as well).

    Leave a comment:


  • replied
    I updated all three 4.19 GameWorks merges I've done to include latest fixes from Nvidia (for TXAA3 and VXGI2) and official UE 4.19.2:

    https://github.com/0lento/UnrealEngi...4.19-Flow-VXGI (Flow + VXGI 2)
    https://github.com/0lento/UnrealEngi...4.19-GameWorks (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + VXGI 2)
    https://github.com/0lento/UnrealEngi...9-GameWorks-VL (Blast + Flow + HairWorks 1.4 + HBAO+ 4 + TXAA 3 + Volumetric Lighting + VXGI 2)
    Last edited by 0lento; 05-02-2018, 01:48 AM.

    Leave a comment:


  • replied
    0lento - your branch seams to work fine. I had some issues but they turn out to be my bugs.
    So for tried on three projects - no crashes so far.

    Leave a comment:


  • replied
    Originally posted by pedrosunye View Post
    I'm having issues with the branches with VXGI 2.0. Whenever I turn on VXGI Diffuse everything in the scene turns red. I'm uploading two screenshots with VXGI on and off for comparison. Also, when i turn on VXGI Specular I get the following error:

    [File:C:\UnrealEngine-4.19\Engine\Source\Runtime\Windows\D3D11RH\Private\D3D11NvRHI.cpp] [Line: 257]
    VXGI Error: computeSpecularChannel is unsupported in Ambient Occlusion mode [GI_ViewTracer_Specular.cpp, 48]

    I already installed this branch in another PC with no problems, so I have no clue about what went wrong here. The PC I'm trying to run this branch on has a 780GTX Ti and Windows 10, while the other PC, with the working engine, has a 970GTX and Windows 7. Those are the only differences.

    Any clue about how i could fix this? Thanks in advance!
    It won't work on a 780 because it's Kepler. You need at least 750 Ti (Maxwell-1) or 9xx to run VXGI in non-AO mode. Also, are you running the latest version that I pushed yesterday, or something older?

    Leave a comment:


  • replied
    I'm having issues with the branches with VXGI 2.0. Whenever I turn on VXGI Diffuse everything in the scene turns red. I'm uploading two screenshots with VXGI on and off for comparison. Also, when i turn on VXGI Specular I get the following error:

    [File:C:\UnrealEngine-4.19\Engine\Source\Runtime\Windows\D3D11RH\Private\D3D11NvRHI.cpp] [Line: 257]
    VXGI Error: computeSpecularChannel is unsupported in Ambient Occlusion mode [GI_ViewTracer_Specular.cpp, 48]

    I already installed this branch in another PC with no problems, so I have no clue about what went wrong here. The PC I'm trying to run this branch on has a 780GTX Ti and Windows 10, while the other PC, with the working engine, has a 970GTX and Windows 7. Those are the only differences.

    Any clue about how i could fix this? Thanks in advance!

    Attached Files

    Leave a comment:


  • replied
    Originally posted by MASSIVE Can View Post
    Thank you for your effort. I have just noticed that fps drops again when VXGI enabled in Post Process but not in Directional Light so there is no visual change again because the only way to use VXGI is enabling in both of them (directional light and post process volume). I wanted to share, it might help.
    That's not really a bug. When you enable VXGI in general, the engine will do all the relevant passes, like voxelization and cone tracing, and that's what creates the perf drop. It just so happens that you don't have any lights or emissive objects enabled to actually contribute indirect illumination. It's possible to track this case by looking through all the lights and all the meshes ahead of time, but I think it's a corner case, and it's not worth doing that analysis all the time, as usually it won't make a difference.

    Also, now that 4.19.2 has been officially released, I've updated the VXGI and TXAA branches to be based on this engine version.

    Leave a comment:


  • replied
    Impressive list of updates indeed, thank you. Especially happy to see TXAA support on forward.

    I think HBAO+ used to crash or just not work on forward either but it's bit harder to solve if you want to keep using HBAO+ on top of everything (it was like that on old integration at least) as it will not give correct results in forward for obvious reasons. We fixed this in past by doing it like this instead on 4.15: https://github.com/0lento/UnrealEngi...996372c2464436, this change also makes AO to only happen in shadowed parts which may or may not be the preferred way (this is how unreals SSAO does it as well - but it doesn't work in forward either).
    Last edited by 0lento; 05-01-2018, 02:32 PM.

    Leave a comment:


  • replied
    @0lento Thank you for the branch:https://github.com/0lento/UnrealEngi...9-GameWorks-VL work very well

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post

    Fixed the crash, but it still doesn't work in forward shading mode. VXGI requires deferred shading.



    Fixed. Also fixed a similar issue that happened on other types of lights when they have distance field shadows enabled.



    Fixed, it doesn't crash anymore. The latest version will be forced into occlusion-only mode on Kepler.



    Verified that VXGI builds without errors in non-unity mode. Posted a note about this request in an internal chat with other UE4 people at NV.



    Fixed, now TXAA 3 runs in forward shading mode too.




    Fixed.
    Thank you for your effort. I have just noticed that fps drops again when VXGI enabled in Post Process but not in Directional Light so there is no visual change again because the only way to use VXGI is enabling in both of them (directional light and post process volume). I wanted to share, it might help.

    Leave a comment:


  • replied
    Thanks for those fast updates Alexey.Panteleev VXGI-2.0 is an incredible upgrade over the previous version.

    Someone asked me some help for it: here is a video about Installing Luoshuang's GPULightmass (need Nvidia Maxwell+ GPU) on top of the 4.19 Gameworks build:

    Last edited by MaximeDupart; 05-01-2018, 08:19 AM.

    Leave a comment:


  • replied
    Alexey.Panteleev - Nicely done! You cats are killin' it

    Leave a comment:


  • replied
    Originally posted by alperenozgur View Post

    wow thanks! very noob question. i have to completely re-compile everytime branch is updated right? i just cant download it and re-write files in my already build folder? ( sorry if it sound too stupid but im not very into that programming and compiling stuff, i just love playing with VXGI :P )
    You can clone the git repository, switch to the right branch, and do a "pull" every time you need to update. That's quick and only refreshes the modified files. Then you need to build it.
    I'm sure you can find some instructions online on how to do all that.

    Leave a comment:


  • replied
    Originally posted by Alexey.Panteleev View Post

    Fixed the crash, but it still doesn't work in forward shading mode. VXGI requires deferred shading.



    Fixed. Also fixed a similar issue that happened on other types of lights when they have distance field shadows enabled.



    Fixed, it doesn't crash anymore. The latest version will be forced into occlusion-only mode on Kepler.



    Verified that VXGI builds without errors in non-unity mode. Posted a note about this request in an internal chat with other UE4 people at NV.



    Fixed, now TXAA 3 runs in forward shading mode too.




    Fixed.
    wow thanks! very noob question. i have to completely re-compile everytime branch is updated right? i just cant download it and re-write files in my already build folder? ( sorry if it sound too stupid but im not very into that programming and compiling stuff, i just love playing with VXGI :P )

    Leave a comment:


  • replied
    Originally posted by thejturner View Post
    I'm assuming it isn't compatible with Forward Shading? Every time I try to open a level with Forward Shading enabled it crashes the editor.
    Fixed the crash, but it still doesn't work in forward shading mode. VXGI requires deferred shading.

    Originally posted by MASSIVE Can View Post
    As you can see in the middle (which is vxgi enabled only on directional light but not in post process so there is no any visual change), there is a 30 fps drop but vxgi not enabled yet and there is no any vxgi element on GPU profiler.
    Fixed. Also fixed a similar issue that happened on other types of lights when they have distance field shadows enabled.

    Originally posted by Alexey.Panteleev View Post
    Well, VXGI 2.0 actually requires a GPU with certain post-DX11.0 features to be completely functional. There is no plan to make it compatible with older GPUs again. But you can still use VXAO/AL on Kepler, for example.
    It shouldn't crash though, I admit. That is to be improved.
    Fixed, it doesn't crash anymore. The latest version will be forced into occlusion-only mode on Kepler.

    Originally posted by 0lento View Post
    As a side note, I do hope Nvidia fixes the non-unity building and properly use IWYU for gameworks tech integrations in the future, there are lots of things missing in the headers that can just randomly break the builds like happened on the volumetric lighting on my end. I've previously fixed most of the non-unity build issues on other gameworks techs but VL is probably trickiest of them all, considering it seems to rely on unity build including all kinds of things across it.
    Verified that VXGI builds without errors in non-unity mode. Posted a note about this request in an internal chat with other UE4 people at NV.

    Originally posted by 0lento View Post
    Do note that TXAA 3 crashes the engine immediately on forward shading atm, so avoid that combo with this repo (you can always reset it back from projects Config/DefaultEngine.ini)
    Fixed, now TXAA 3 runs in forward shading mode too.


    Originally posted by Derjyn View Post
    Is anyone else getting this warning in their logs?

    Code:
    [2018.04.30-03.29.40:595][640]LogConsoleManager: Warning: Performance warning: Console object named 'r.HBAO.GBufferNormals' shows many (500) FindConsoleObject() calls (consider caching e.g. using static)
    [2018.04.30-03.29.40:595][640]LogConsoleManager: Warning: Performance warning: Console object named 'r.HBAO.VisualizeAO' shows many (500) FindConsoleObject() calls (consider caching e.g. using static)
    Fixed.
    ​​​​​​​

    Leave a comment:


  • replied
    Originally posted by 0lento View Post
    Gomo I added Volumetric Lighting on https://github.com/0lento/UnrealEngi...9-GameWorks-VL , I had some issues with it so I didn't want to put it on the other Gameworks branch. So if anyone wants to try it out, that repo has UE 4.19.1, Blast, Flow, HairWorks 1.4, HBAO+4, TXAA3, Volumetric Lighting and VXGI2.

    I have to warn tho that I had some issues on fixing the profiler macros due to the unitybuild issues on volumetric lighting branch. Profiling works now but it's a workaround and I had to leave some unused stuff as I didn't have time to spend day or two fixing all the headers properly.

    Additionally, I couldn't get the vl sample to package on shipping conf and while development build packaged, it wouldn't run on my win10 computer, reporting DX11 feature level 10.0 being required (which my GTX970 does have). Packaged build did run on my win7 and gtx670 computer tho. Also, feature worked just fine on win10 while using Unreal Editor, I mainly had issues on the packaged builds (could be some change I've missed). I don't have time to investigate this further but I wanted to make the repo public in case some people want to try it out. Just be aware there might be issues with it.

    Edit-> Apparently the issue I'm seeing on my Win10 machine could be a driver bug with latest Nvidia Drivers (397.31).

    As a side note, I do hope Nvidia fixes the non-unity building and properly use IWYU for gameworks tech integrations in the future, there are lots of things missing in the headers that can just randomly break the builds like happened on the volumetric lighting on my end. I've previously fixed most of the non-unity build issues on other gameworks techs but VL is probably trickiest of them all, considering it seems to rely on unity build including all kinds of things across it.

    More info about IWYU and non-unity builds: http://kantandev.com/articles/ue4-in...e-what-you-use
    legend will try it out soon as i get home

    Leave a comment:

Working...
X