I second that, after Waveworks would you kindly add HBAO+
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So just to give everyone an update, I have hit the same roadblock with WaveWorks merged with Flex and VXGI mentioned by Mikand79 and am unable to get around it, unfortunately the only error I have to go off is gfsdk_waveworks_result_FAIL. Apparently there is no way to get more detailed error information that I can see, if anyone knows please let me know. For now we will have to wait for NVidia to fix the resource contention. So I will be dropping WaveWorks from the merged branch for now (I may bring it back after as an OR option so Flex OR WaveWorks). So I will move onto HBAO+ now.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Just for others who may run into the same issues.
The Nvidia folder from (Lord of Light) GalaxyMan2015 (warden of the North) was missing the amd64 and x86 folders, you can grab the contents here.
Then you'll probably have to re-build programs/Shadercompilerworker.
Then it should work like a charm.
All hail GalaxyMan2015, Lord of Light and warden of the North.
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Good catch Xerithas, the merged branch does contain it, but the VXGI branch doesn't, I swore I added them, will get them uploaded shortly
EDIT: and done. Files should now be in the VXGI branchLast edited by GalaxyMan2015; 03-20-2015, 02:21 AM.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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No problem =]
Now onto seeing what I can and can't do without crashing =p (Basalt rock material seems like a no-go, but I'll give it another try).
Edit: Just adding I did switch bVxgiStoreEmittanceInFP16= to false.
Edit2: Wow no kidding on shader compile times.
For those people who may be watching and waiting because they aren't sure if it'll work on oldish AMD cards, I'm currently running it on an HD 7850 and it certainly does work (-60fps when my landscape material has VXGI on though, even with the bare minimum settings).
Edit3: Just wanted to clarify that when I said minimum settings I meant the VXGI settings, not engine scalability (was on high).Last edited by Xerithas; 03-20-2015, 05:03 AM.
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So at the moment nvidia are working on a multi-bounce solution.
In the meantime, now that GalaxyMan has integrated vxgi into 4.7, this allows for dfgi to be used with vxgi.
Like I predicted a while back, the 4.7 implementation of dfgi is screenspace based, and samples scene color:
dfgi turned off:
dfgi turned on:
Here's a scene that's entirely lit by an emissive sphere (notice the color bleeding which is only possible with at least a second bounce):
Its nowhere near the quality that a true multi-bounce solution will give you, but nevertheless its an interesting start.
One issue I noticed with this 4.7 implementation is that whenever I click on an object, it turns off its vxgi effect while its selected.
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Originally posted by gboxentertainment View PostOne issue I noticed with this 4.7 implementation is that whenever I click on an object, it turns off its vxgi effect while its selected.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Hahaha ^^ I had it the other way around when I first started it up.
"Why does my FPS tank when I don't have my landscape selected?"
Not too sure how far I'll get with this, my GPU just isn't quite up to it.
Maybe I should try not sloppily sculpting things and throwing them in =p
It's been a long day.
Edit: Awwright! After some super sloppy decimation of meshes fps is back up to near acceptable levels.Last edited by Xerithas; 03-20-2015, 10:22 AM.
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Originally posted by GalaxyMan2015 View PostYeah I noticed the same thing, I had to rewrite some of the rendering, its possible that I did not translate it 100% correctly.
I take it that you did a findall search for vxgi and copied all 2057 lines of modified code to 4.7?
This must mean that there is some code that is indirectly affected by the vxgi code.Last edited by gboxentertainment; 03-21-2015, 04:01 AM.
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Hello friends,
Sorry for my absence these last few days, and many thanks to GalaxyMan, Mikand and everyone who are working together to upgrade and merge the GW branches. I'm back on it it now, I was a bit distracted after GDC with other issues. The FleX-026 upgrade is in the works, people are hard at work on HairWorks, and the VXGI team is working on some improvements too, so we should be able to move everything ahead in the coming weeks.
Thanks,
Mike
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Originally posted by Mike.Skolones View PostHello friends,
Sorry for my absence these last few days, and many thanks to GalaxyMan, Mikand and everyone who are working together to upgrade and merge the GW branches. I'm back on it it now, I was a bit distracted after GDC with other issues. The FleX-026 upgrade is in the works, people are hard at work on HairWorks, and the VXGI team is working on some improvements too, so we should be able to move everything ahead in the coming weeks.
Thanks,
Mike
Hi Mike,
will you be adding ShadowWorks to UE4? If so when?
I'd love to see it in UE4!
thanks,
Yours3!f
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Originally posted by Mike.Skolones View PostHello friends,
Sorry for my absence these last few days, and many thanks to GalaxyMan, Mikand and everyone who are working together to upgrade and merge the GW branches. I'm back on it it now, I was a bit distracted after GDC with other issues. The FleX-026 upgrade is in the works, people are hard at work on HairWorks, and the VXGI team is working on some improvements too, so we should be able to move everything ahead in the coming weeks.
Thanks,
Mike
I just came across this thread the other day and finally am going to be setting some time aside to test this out tonight! I didn't realize GameWorks Integration is already this far underway as well as VXGI finally being available in UE4. Right after it was announced, I was dying to try this out after it was said to be coming first to UE4. I saw the Nv branch but have been very busy lately and didn't dig deeper and might've lost it seeing VXGI in there. I was so happy to see this thread up here. Thank you so much for getting this going and to all the teams working on the implementation and advancing the tech. Flex is seriously going to unlock a lot of new ideas for more physics based games. I remember Tom Petersen talking about it when the 980 released or more specifically VXGI with Ryan Shrout. I'm going to give this a shot but seriously, what NVIDIA is doing and it's commitment to game developers and innovating the space is amazing. I've been on the green side of the force since the NV1. I think it came with Daytona USA and like Virtual Fighter in some crazy big box when Electronic Boutique wasn't in GameStop. And the fact you're ex-Ageia and still rocking hard evolving PhysX farther really goes to show how great of a company NVIDIA is. Keep up the great work and thanks GalaxyMan for putting in the time to get this up and running into 4.7 so the community could access it. Man I'm excited to check this out! Thanks again!!!
EDIT: VXGI now supports more than 1 bounce?! Wow, this keeps getting better.Last edited by MC Stryker; 03-20-2015, 08:58 PM.
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I'm playing with the Galaxyman's merged build and noticed that saving material after setting them for VXGI takes sooo long...more than 2 mins per material. Is it something that will be improved in the future? Other than that, good job!
Also, is there a way to tick ''use vxgi'' on all materials at once and go afk for a while? :-) It's painful when you want to make a conversion and your scene already has many materials. Still much less painful than uv unwrapping tho! hehe.Last edited by heartlessphil; 03-21-2015, 02:49 AM.
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Originally posted by heartlessphil View PostI'm playing with the Galaxyman's merged build and noticed that saving material after setting them for VXGI takes sooo long...more than 2 mins per material. Is it something that will be improved in the future? Other than that, good job!
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