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MASSIVE Can repliedMaxime.Dupart As I saw you have tested both versions but youtube didn't let you share the performance results. Is there a big performance difference between VXGI 1 and 2?
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Alexey.Panteleev repliedOriginally posted by 0lento View Post
People who have tried it feel like it might be slightly slower than the previous one. To properly test the perf difference though, one should run benchmarks on same scenes using same UE version and both VXGI 1 and 2 and also try to match the settings/visuals between them. It's just that there's no official integration for VXGI 1 on 4.19 so it makes it harder to make fair comparisons.
Also, if you're only using VXAL, set r.VXGI.AmbientOcclusionMode=1 for extra performance with no difference in the results.
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ixicalibur repliedOriginally posted by Maxime.Dupart View Post
I just did the 4.19.2 update, thanks for the info
https://github.com/MaximeDup/UnrealE...HairWorks-Flow
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MASSIVE Can repliedOriginally posted by Maxime.Dupart View Post
I just did the 4.19.2 update, thanks for the info
https://github.com/MaximeDup/UnrealE...HairWorks-Flow
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MaximeDupart repliedOriginally posted by MASSIVE Can View PostMaxime.Dupart Thank you for quick job. But In this version of the engine, there is a critical bug on Material. Changing on Material Instances not saving and reset on restart the engine. According to Epic, this will be fixed on 4.19.2 (https://issues.unrealengine.com/issue/UE-57086) Do you have any plan for 4.19.2?
https://github.com/MaximeDup/UnrealE...HairWorks-FlowLast edited by MaximeDupart; 04-27-2018, 08:14 AM.
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MASSIVE Can repliedMaxime.Dupart Thank you for quick job. But In this version of the engine, there is a critical bug on Material. Changing on Material Instances not saving and reset on restart the engine. According to Epic, this will be fixed on 4.19.2 (https://issues.unrealengine.com/issue/UE-57086) Do you have any plan for 4.19.2?
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MaximeDupart repliedOriginally posted by Nocturness View Posthi guys some test VXGI 2.0 VXAL
https://youtu.be/GjpFL0g-GhU
voxel size=1
mapsize XYZ=128
some trouble with contact shadows. need advice :/
VXGI 1.0 test
https://www.youtube.com/watch?v=Ts76Y_828Hk
Area Light test:
Here is a performance test i did with the Scifi Hallway:
*making a new one, previous one had copyrighted music*
I put together a 4.19.2 : VXGI 2.0 - Blast - Flow - Hairworks, Substance plugin and Victory plugin.
It's available here: https://github.com/MaximeDup/UnrealE...HairWorks-FlowLast edited by MaximeDupart; 04-27-2018, 09:36 AM.
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Nocturness repliedOriginally posted by Alexey.Panteleev View PostI've asked one of our technical artists to try VXAL, and here's what he came up with. Only two area lights with shadows.
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Nocturness repliedhi guys some test VXGI 2.0 VXAL
https://youtu.be/GjpFL0g-GhU
voxel size=1
mapsize XYZ=128
some trouble with contact shadows. need advice :/
VXGI 1.0 test
https://www.youtube.com/watch?v=Ts76Y_828HkLast edited by Nocturness; 04-27-2018, 06:26 AM.
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0lento repliedOriginally posted by DennG View PostHow is the performance for you guys who already tested it? Is it much better or can we say 'production ready' at this state?
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DennG repliedHow is the performance for you guys who already tested it? Is it much better or can we say 'production ready' at this state?
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0lento repliedBtw, I did experience a crash on Flow if I brought it into VXGI sample level, my naive fix for that was: https://github.com/0lento/UnrealEngi...7662e7daf5e4e7 (included in previous posts repos). I didn't make PR for this as I wasn't completely sure why this was happening (development editor didn't give much info and didn't have time to make a debug build for the engine to dig in deeper), just noticed that it threw nullpointer on missing Actor.
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0lento repliedDid few 4.19 merges:
https://github.com/0lento/UnrealEngi...4.19-Flow-VXGI contains UE 4.19.1 combined with Flow, HBAO+4 and VXGI2
and https://github.com/0lento/UnrealEngi...4.19-GameWorks contains UE 4.19.1 combined with Blast, Flow, HairWorks 1.4, HBAO+4, TXAA3 and VXGI2
Do note that TXAA 3 crashes the engine immediately on forward shading atm, so avoid that combo with this repo (you can always reset it back from projects Config/DefaultEngine.ini)
I didn't merge Flex as I'm hoping Nvidia will update Flex integration into Flex 1.2 and UE 4.19. Latest Nvidia Flex branch is still at 4.17 so it would make sense that they'd update it but there's no official word if they are working on this or not.Last edited by 0lento; 04-28-2018, 01:52 PM.
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Alexey.Panteleev repliedOriginally posted by Aeries View PostHey Alexey! Thank you so much for delivering VXGI 2.0 and VXAL! I’ve had an absolute blast playing with it so far, and it’s closer to perfect now than ever before! I do have a single recommendation that I believe would greatly enhance its’ capabilities!!
I’m no engineer like you, so please bear with me while I noob my way through this. :P
Setting up an Area Light has been dreamy, and I love how one can set it up with a material for the plane and a texture for the light emissive - this does pose a restriction, however, in that the light is ‘stuck’ I guess - in being that it’s static - it would be AAAAMMMAAAZZZIIINNNGGG if it was possible to apply the material itself as emissive to the light, where the material’s emissive value is output as the area light - OR - to be able to plug either a media texture or scene capture 2d into it as well. These features would MASSIVELY improve the flexibility of the area lights!!
I did manage to do this on my own using a veeeeery expensive (and therefore totally unreasonable) workaround - I built a blueprint that takes the output of a scene capture 2d texture, saves it overwriting a texture2d that’s applied to the area light - on every tick (and I did tests to see how it would look with various tick times) and yeah - it worked - but it’s a suuuuuper expensive process, obviously. So being able to apply a material or scene capture, or media texture - into the area light texture slot as the emissive - that’d be AMAZZZZIIIINNNNGGGGGGGG!!
Using a dynamic texture should be possible to implement, I mean, VXGI can use any texture with mip-maps as area light texture. Whether it comes from an asset or is a render target, doesn't really matter. I just need to figure out how to properly do that in the engine.
Just using a material's emissive output without rendering it to a texture first is not possible. It has to be a texture.
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Alexey.Panteleev repliedOriginally posted by Waroth View PostHello Alexey, also wanted to say great work and a huge thank you!! These are some amazing improvements
I do have one question though --- where did the "r.VXGI.Range" console command go? It doesn't seem to appear and I can't find it in the PP settings either.
Since the voxel volume can now have different dimensions along X, Y and Z axes, specifying a single "range" no longer makes sense.
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