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  • replied
    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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  • replied
    Is VolumetricLighting discontinued? I see it stuck on 4.17.

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  • replied
    VXGI 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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  • replied
    Originally posted by jojo8026 View Post

    LOL why would you use an inferior version
    Because I want more people to play my game. If the VXGI 2.0 also works on Kepler graphics cards, that would be very nice.

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  • replied
    Originally posted by CGICollector View Post
    @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.
    Why would you use 1.0 when 2.0 is available? It's so much better.

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  • replied
    Originally posted by Gandosh View Post
    • Simultaneous VXGI and VXAO

      OH MY! OH MY! someone. merge vxgi and hairworks together please
    There are two third party repos on this thread already that do that ;D

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  • replied
    Originally posted by Gandosh View Post
    • Simultaneous VXGI and VXAO

      OH MY! OH MY! someone. merge vxgi and hairworks together please
    I believe someone else already has!
    Last edited by Derjyn; 04-28-2018, 04:23 PM.

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  • replied
    • Simultaneous VXGI and VXAO

      OH MY! OH MY! someone. merge vxgi and hairworks together please

    Leave a comment:


  • replied
    Originally posted by CGICollector View Post
    @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.
    LOL why would you use an inferior version

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  • replied
    Thanks 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.

    Leave a comment:


  • 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.

    Leave a comment:


  • replied
    Originally posted by CGICollector View Post
    LogD3D11RHI: 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.
    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.

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  • replied
    Originally posted by Gandosh View Post
    woow. im about to get excited. But what's new?
    https://developer.nvidia.com/vxgi

    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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  • replied
    Originally 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.
    I found the cause for this perf drop. When a directional light has VXGI enabled, its shadow map is set up differently, with more objects being drawn into the shadow map to avoid indirect light popping when you look around. The problem is, that code doesn't account for the other VXGI settings being used, i.e. it shouldn't do that in VXAO/AL mode or when it's not enabled at all. I'll fix it next week.

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  • replied
    Originally posted by Gandosh View Post
    woow. im about to get excited. But what's new?
    New bugs

    Leave a comment:

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