Originally posted by heartlessphil
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Remove the directional light from the scene, appears cascaded shadow maps causes crashes. Am looking to see if its something I have missed in the conversion, but going back a few pages I saw another person report the same thing for the NVIDIA branch.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostRemove the directional light from the scene, appears cascaded shadow maps causes crashes. Am looking to see if its something I have missed in the conversion, but going back a few pages I saw another person report the same thing for the NVIDIA branch.
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Originally posted by gboxentertainment View PostI had a similar problem when I tried to get distance field shadows working. You might've missed transferring the vxgi somewhere in the code which covers object selection.
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.
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The whole primitive drawer concept was removed, and replaced with GetDynamicMeshElements. This way they can cache the dynamic mesh draw list at the start of the frame and reuse for all passes (since they also cache the relevance). I have changed the code to match, but I suspect its not working correctly. During my debugging the mesh list was never populated, but I suspect this is because I don't actually call GetDynamicMeshElements myself.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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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!
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.
Since some of my assets/city´s have 100+ materials it´s very useful if not crash
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For anyone having crashes with VXGI in which the logs says something about CascadeIndex, try to set the Shadows under Settings->Engine Scalability Settings to high. The crash only happens when I set it to Epic, otherwise it works for me. Maybe it helps some people.
I'm not sure if you can set it up through ini's (should be possible), but I haven't tried that.
Greetings,
Dakraid
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Originally posted by GalaxyMan2015 View PostRemove the directional light from the scene, appears cascaded shadow maps causes crashes. Am looking to see if its something I have missed in the conversion, but going back a few pages I saw another person report the same thing for the NVIDIA branch.
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Originally posted by Number47 View PostYou don't have to delete the Directional Light, the editor does not crash if only you set the flag "VXGI Indirect Lighting" on every Directional Light in your scene. Hope this helps.
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In regards to the Gameworks integrations, there are a few feature sets that seem to be planned or in the works in 4.8 that I am looking forward to. So in that regards, once 4.8 is released, how soon can we expect for the Gameworks integrations to be ported to 4.8?
In a similar fashion, are there plans in the works to integrate the tech directly into the native engine that we can download via launcher?WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
World Machine to UE4 Export Macro
WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders
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Originally posted by Number47 View PostYou don't have to delete the Directional Light, the editor does not crash if only you set the flag "VXGI Indirect Lighting" on every Directional Light in your scene. Hope this helps.
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