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    Ah, that's too bad. I noticed I can downplay the issue via the usual route of boxing the geometry, but then things take a weird turn with VXGI flickering on and off depending on the camera angle.

    Even so, VXGI is a very promising and exciting technology.
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      Originally posted by Blakblt View Post
      Did you actually get fluid surface rendering working?
      Not yet, but I know where everything has to go now, I spent a lot of time trying to figure out the rendering of particles in UE4, and went a little over the top by creating my own type data for flex fluid, until I realised I only need to change the rendering.

      Originally posted by Triplelexx View Post
      Ooh yes, very interested as well. I looked at the GL code but I'm very lost on Unreal's shader system. Started reading about factories and stuff, then left it alone.
      It would be awesome if you're working on that, I'd like too see how the code gets converted. It will probably help me get a grip on the process a bit.
      Actually writing the shaders required is relatively easy, same with scene proxies and vertex factories, the way particle rendering is structured is fairly complex looking tho. Will hopefully have something to show today or tomorrow, if all goes well.
      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
      Feel free to Donate if you wish to support me

      Comment


        Originally posted by gboxentertainment View Post
        That's why if you have a way of using a low-poly copy of each mesh just for the voxelization stage you can improve performance significantly for complex scenes.
        Maybe an option could be to use the collision object instead of the main object, if the user so chooses. Could be an option per object. This way u could build a low poly hull used for collision and for voxelization all in one.
        Last edited by GalaxyMan2015; 03-24-2015, 09:51 PM.
        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
        Feel free to Donate if you wish to support me

        Comment


          Originally posted by Melvin Eng View Post
          Hi everybody,

          I'm a UE4 user still new to Flex, and am extremely interested in building game-play using Flex for my physics-themed educational gaming project in the works.
          I've got a couple of queries that I hope you guys might be kind enough to shed some light on:
          - it seems to me that UE4 Flex doesn't currently support the ability to get info back from the simulation? (eg. particle velocity/position, contact details etc which are available in the API but not actually exposed in UE4 blueprints?)
          - the contact issue is trickier since the API itself only seems to expose contact planes(but nothing on the forces involved), and while I can do the usual computation(particle mass*velocity change on collision) to get an inkling of the force for colliding contacts, what about stuff like resting contact forces or rolling contact frictional forces?
          - is there any hope on the horizon that general contact forces may be made available eventually? (isn't this just a matter of exposing something that would've been computed internally anyway?)
          - although Flex doesn't currently support joints, Flex particles may be anchored to PhysX rigid bodies...thus presenting a way for Flex bodies to use the latter as proxies in order to be indirectly constrained by joints?
          - I was told that fracturable rigid/deformable bodies are actually supported(though the demos didn't show this)...can I presume that this means I can do stuff like breaking vases, splintering wooden planks, slicing jello, cracking glass, bullet ripping through metal sheet etc...just to give some vivid examples?


          Cheers :-)
          Melvin Eng
          Workshop Foundry
          Uh, anybody kind enough to shed some light on this?
          I'm kinda stuck trying to figure out how to implement game-play given the lack of data feedback from the simulation...

          Comment


            1)Is Substance supposed to work with this?
            The plugin gives me an error that it's not the correct version of the engine....

            2)Reading the .pdf it states the GI should be near flickerfree but when I try to matinee a directional light over a timespan of 15 seconds (going through 45 degrees of the light rotation) I see a lot of flickering.
            Low settings, high settings, insane settings, the flickering remains. The scene is average in complexity. Not a simple box but some 50 meter corridors with pilars, couple of cloth banners, couple of speedtrees.
            Can anyone confirm/deny/comment on whether dominant lights are supposed to be moveable with VXGI?
            I also animated a glowing ball and that went flicker-free even though the transition between the voxel iterations/clipmaps is quite crude (no smooth flow of the emissive light coming from a distance through a long hallway towards the camera).

            I'm guessing this is similar to the light-leaking issue described a few posts up and currently there's no easy fix. If so no prob, it's still awesome tech
            Last edited by Chesire; 03-24-2015, 11:07 PM.
            https://www.artstation.com/chesire

            Comment


              Originally posted by dvd.kh
              You must to compile it ...
              Grab allegorithmic github branch ...
              Move substance folder from plugin to your merged or vxgi or any version ...
              generate project file ...
              open visual studio ...
              build ...
              Have fun !!
              Aaaah!!
              Thanks
              https://www.artstation.com/chesire

              Comment


                Originally posted by gboxentertainment View Post
                I'm pretty sure I remember Cyril Crassin saying that narrower cones are more expensive. The more "diffuse" you make the cone, the faster it is, which is why VCT has been the answer to diffuse gi, because it is the complete opposite of traditional pathtracing.
                I could be wrong, I'll have to check, but given a fixed number of cones, I think that narrower cones should require less processing overall because a narrow cone encounters less geometry, and covers fewer pixels in screen space. If you are trying to cover absolutely everything with cones, a few big cones are probably faster than many small cones.

                Comment


                  Originally posted by Melvin Eng View Post
                  Hi everybody,

                  I'm a UE4 user still new to Flex, and am extremely interested in building game-play using Flex for my physics-themed educational gaming project in the works.
                  I've got a couple of queries that I hope you guys might be kind enough to shed some light on:
                  - it seems to me that UE4 Flex doesn't currently support the ability to get info back from the simulation? (eg. particle velocity/position, contact details etc which are available in the API but not actually exposed in UE4 blueprints?)
                  - the contact issue is trickier since the API itself only seems to expose contact planes(but nothing on the forces involved), and while I can do the usual computation(particle mass*velocity change on collision) to get an inkling of the force for colliding contacts, what about stuff like resting contact forces or rolling contact frictional forces?
                  - is there any hope on the horizon that general contact forces may be made available eventually? (isn't this just a matter of exposing something that would've been computed internally anyway?)
                  - although Flex doesn't currently support joints, Flex particles may be anchored to PhysX rigid bodies...thus presenting a way for Flex bodies to use the latter as proxies in order to be indirectly constrained by joints?
                  - it seems that 3D volumetric deformable objects are not supported(only 2D types like cloth and 1D types like rope)? any plans for this?
                  - I was hoping to do stuff like breaking vases, splintering wooden planks, slicing jello, cracking glass, bullet ripping through metal sheet etc at some point in the future...not sure if Flex will eventually support these things?


                  Cheers!
                  Melvin Eng
                  Workshop Foundry
                  Hi there Mike,

                  I'd appreciate it massively if you could you shed some light on these burning questions on my mind :-)


                  Cheers!
                  Melvin Eng
                  Workshop Foundry
                  Last edited by Melvin Eng; 03-25-2015, 12:34 AM.

                  Comment


                    Originally posted by dvd.kh
                    is any news about VXGI+Waveworks version ?
                    Its coming, after I convert HBAO+ and do a VXGI + Flex + HBAO+ merge. Then I will do a VXGI + WaveWorks + HBAO+ (If they all work together) merge. If NVIDIA doesn't beat me to releasing their 4.7 stuff
                    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                    Feel free to Donate if you wish to support me

                    Comment


                      Originally posted by GalaxyMan2015 View Post
                      Maybe an option could be to use the collision object instead of the main object, if the user so chooses. Could be an option per object. This way u could build a low poly hull used for collision and for voxelization all in one.
                      That's a clever way of doing it.

                      Comment


                        Originally posted by Melvin Eng View Post
                        Hi there Mike,

                        I'd appreciate it massively if you could you shed some light on these burning questions on my mind :-)


                        Cheers!
                        Melvin Eng
                        Workshop Foundry
                        Sure, sorry for the suspense. As you note, the FleX API offers many things that are not yet exposed through UE4's blueprints, or through any other mechanism. In time we will be adding support for particle state readback, etc, but they aren't the top priority at this point. Surface fluid rendering is still under way. FleX will never support the full range of gameplay hooks that PhysX rigid bodies do, such as contact callbacks, custom constraints, etc., but it may be possible to expose constraint forces in some way. I'll pass the request along to the FleX team and see what they say. Every data synch back to the CPU is costly, so we have to be careful that new features will not degrade performance beyond usefulness.

                        3D volumetric objects are possible, I suppose we just haven't exposed that at the authoring level yet. A destruction feature based on FleX sounds like an interesting idea to me, but our experience with PhysX rigid body destruction indicates that it will be a lot of work.

                        --Mike

                        Comment


                          Does anybody know of a console variable to disable reflection probes? The current VXGI Specular implementation doesn't seem to do this automatically.

                          Comment


                            Originally posted by GalaxyMan2015 View Post
                            Its coming, after I convert HBAO+ and do a VXGI + Flex + HBAO+ merge. Then I will do a VXGI + WaveWorks + HBAO+ (If they all work together) merge. If NVIDIA doesn't beat me to releasing their 4.7 stuff
                            Serious Question: What exactly is the purpose of having HBAO+ and VXGI in a single build? Based on what I know of the technologies, VXGI has AO, and according to the slides that Mike posted earlier, it's more costly than HBAO+, but MUCH higher quality, and still runs on low end well. I understand that there is a gap between SSAO and VXGIAO, but is that gap really big enough to be worth supporting HBAO+ alongside the other solutions? I'm just not sure if it fits.

                            Comment


                              Originally posted by Blakblt View Post
                              Serious Question: What exactly is the purpose of having HBAO+ and VXGI in a single build? Based on what I know of the technologies, VXGI has AO, and according to the slides that Mike posted earlier, it's more costly than HBAO+, but MUCH higher quality, and still runs on low end well. I understand that there is a gap between SSAO and VXGIAO, but is that gap really big enough to be worth supporting HBAO+ alongside the other solutions? I'm just not sure if it fits.
                              One reason we pushed out these features originally as individual branches is that it's not completely clear that they will all be used concurrently in any single application, and it is easier to combine desired branches than to separate undesired the features from a single combined branch. For VXGI and HBAO+, suppose for the sake of argument that a user found that VXGI added a lot of value to an interior scene with dynamic lights, but was somehow not the best choice for a large outdoor scene; and HBAO+ worked great for that large outdoor scene. In that case having the two features in one branch makes sense. Again, I'm not claiming that this is the case, it was only a hypothetical explanation; and I think the user community will guide us through experimentation.

                              Comment


                                Update: I updated the FleX, WaveWorks and HBAO+ branches of https://github.com/NvPhysX/UnrealEngine to 4.7.3 (along with the release branch, which is straight-vanilla UE4 release). The VXGI team is taking a look at the 4.7 update, apparently there is some subtlety to it, and they are combining this effort with some other recent fixes and improvements that address some of the issues discovered by users; hopefully we'll have a VXGI update next week some time. I'm turning my attention now to this problem where WaveWorks and FleX refuse to play nicely with the GPU resources.

                                Many thanks to GalaxyMan2015 for his efforts on the 4.7 upgrade, there were some changes in UE that confused me and after studying his fixes I just merged them as they were. Much appreciated, sir!

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