Alexey.Panteleev thank you so much for all your contribution to the graphics rendering field!
I have tried using Blast and performance is the major issue. The problem is not with Blast's performance itself but with the fact that Blast, by design, only generates the destruction and relies on the UE4 CPU PhysX engine which doesn't scale well with the amount of rigid bodies Blast generates. Therefore, do you think it would be possible to integrate PhysX GPU Rigid Body to UE4 to improve Blast's performance?
Also, it is a real shame that VRWorks Audio was integrated in 4.15 which was the last version before the new Unreal Audio Engine therefore it has bite the dust since :-( hopefully it will get upgrade and come back to life someday.
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NatCLK repliedVXGI 1.0 is unusable for games. Way too ressource intensive compared to 2.0. If you want more people to be able to play your game you should use 2.0, it's twice as fast as 1.0. And even 2.0 can be quite intensive even with a good rig.
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CGICollector repliedOriginally posted by jojo8026 View Post
LOL why would you use an inferior version
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Gandosh replied- Simultaneous VXGI and VXAO
OH MY! OH MY! someone. merge vxgi and hairworks together please
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- Simultaneous VXGI and VXAO
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thejturner repliedThanks Alexey for your efforts on keeping VXGI alive! In my limited testing it's a major improvement. A few issues so far with the NVIDIA 4.19.1 build...
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.
I can get it working in VR (using Deferred Shading) but performance on a simple scene is still less than optimal. Any VR settings recommendations would be great to hear about.
On that note, have you thought about putting together 1-3 sample scenes representing simple yet optimal setups? It might alleviate many of the questions about best practices.
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CGICollector replied@Alexey.Pateleev
Thank you for your devoted work. Is it possible to use VXGI 1.0 on UE4.19? I think it was a very sudden end to VXGI 1.0.
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Alexey.Panteleev repliedOriginally posted by CGICollector View PostLogD3D11RHI: Error: VXGI Error: VXGI requires a GPU that supports FP16 typed UAV loads natively (DX11.3) or through NVAPI (Maxwell+) when ambientOcclusionMode = false (GI_Base.cpp, 366)
Alexey.Panteleev >> Maxime.Dupart
What does that mean now? Will it only work in Maxwell+ after that?
It is nice but it should be a continuation.
SHA-1: 375d35e3e1574030cbf99bc6c6c39082c0b027b9
* Fixed the crash that happened on the creation of shaders when the GPU does not support FastGS.
If the GPU doesn't support typed UAV loads on FP16 data, it will still crash unless r.VXGI.AmbientOcclusionMode is set to 1 before enabling VXGI.
It shouldn't crash though, I admit. That is to be improved.
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Alexey.Panteleev repliedOriginally posted by Gandosh View Postwoow. im about to get excited. But what's new?
What’s New in Version 2.0- VXAL, or Voxel Area Lighting
- Improved overall performance
- One-pass voxelization
- Simpler controls for tracing and voxelization
- Support for custom G-buffer layouts
- Stereo view reprojection
- Simultaneous VXGI and VXAO
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Alexey.Panteleev repliedOriginally posted by MASSIVE Can View Post
Of course, VXGI is an expensive feature but the problem is not its cost. I have already shared an ss. I will upload it again with some additionals to make it easy to understand. 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. And according to my friend, this is not happening on 4.19.1 Nvidia branch. Also, another interesting situation is somehow GPU profiler can't capture or cant see some elements because in all scenarios GPU profiler shows lower frame times than viewport values.
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CGICollector repliedOriginally posted by Gandosh View Postwoow. im about to get excited. But what's new?
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