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  • replied
    Excuse for impudence, and long still to wait for GamerWorks?

    Leave a comment:


  • replied
    Hi all!

    https://github.com/Sevenplex/UnrealEngine/tree/4.19-HairWorks




    Many thanks Xu Nie (niexuchina) for the hint UpdateBounds() in HairWorksComponent.

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  • replied
    Who started transfer GameWorks to 4.19?

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  • replied
    hi guys any update from gdc 2018 for vxgi? any video? rtx great tech but (4x titanV over priced for me lol) we can use vxgi still on 970 gtx like old GPU's limit mapsize at 32-64.

    i got some tests and package link in youtube. https://www.youtube.com/watch?v=Ts76Y_828Hk
    Last edited by Nocturness; 03-24-2018, 05:40 AM.

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  • replied
    Originally posted by jojo8026 View Post

    please get this integrated as soon as possible

    https://developer.nvidia.com/gameworks-ray-tracing
    It's for NVIDIA Volta Card

    But i will try if i can

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  • replied
    Originally posted by jojo8026 View Post

    please get this integrated as soon as possible

    https://developer.nvidia.com/gameworks-ray-tracing
    I think you might have to be patient, that one's not even released yet. ( And probably won't be until after Nvidia's Volta GPUs are out on market, since it's designed primarily for those.)



    There is one thing I'm curious about. Most of the interest here is on the gameworks things in general, but I'm curious about their VRWorks.
    I used the Multires-shading previously when that was standalone, but does anyone here have experience with using their newer VRWorks-Graphics bundle?

    I'm curious how many features are enabled in the unreal build, and also very curious if stuff like multi-res-shading nowadays is compatible with forwards rendering as well.

    Leave a comment:


  • replied
    Originally posted by WindyStrife View Post

    I will try as soon as posible, now i am too busy
    please get this integrated as soon as possible

    https://developer.nvidia.com/gameworks-ray-tracing

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  • replied
    This will be interesting! Let's hope that with the recent focus on optimization, VXGI is finally a practical solution.
    http://schedule.gdconf.com/session/a...-nvidia/856294

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  • replied
    Originally posted by ixicalibur View Post
    WindyStrife loving your 18.3 build. telling all my friends about it lol
    do you have plans to upgrade it to 4.19?
    I will try as soon as posible, now i am too busy

    Leave a comment:


  • replied
    Finally i built UE4 after compiling it on Visual Studio 2015 community. But couple of things i am confused! Can someone help me on this. after compilation the UE4 editor automatically opens when i do debugging. well but my problem is that how should i run that same project next time without running Visual Studio.

    2nd problem where can i get asset for fluid. to create water.

    Leave a comment:


  • replied
    Hi! guys.

    I tested ue4 project made by VXGI-4.18 branch version in https://github.com/NvPhysX/UnrealEngine.

    I met error! I don't know why occured error. help me please.

    It's executed by ue4 4.18.3 original version.

    os : windows 10
    visual studio 2015

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Source file name : D3D11Commands.cpp
    error position :

    //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    void FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FIndexBufferRHIParamRef IndexBufferRHI,uint32 PrimitiveType,int32 BaseVertexIndex,uint32 FirstInstance,uint32 NumVertices,uint32 StartIndex,uint32 NumPrimitives,uint32 NumInstances)
    {
    FD3D11IndexBuffer* IndexBuffer = ResourceCast(IndexBufferRHI);

    // called should make sure the input is valid, this avoid hidden bugs
    ensure(NumPrimitives > 0);

    RHI_DRAW_CALL_STATS(PrimitiveType,NumInstances*NumPrimitives);

    GPUProfilingData.RegisterGPUWork(NumPrimitives * NumInstances, NumVertices * NumInstances);

    CommitGraphicsResourceTables();
    CommitNonComputeShaderConstants();

    // determine 16bit vs 32bit indices
    uint32 SizeFormat = sizeof(DXGI_FORMAT);
    const DXGI_FORMAT Format = (IndexBuffer->GetStride() == sizeof(uint16) ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT);

    uint32 IndexCount = GetVertexCountForPrimitiveCount(NumPrimitives,PrimitiveType);

    // Verify that we are not trying to read outside the index buffer range
    // test is an optimized version of: StartIndex + IndexCount <= IndexBuffer->GetSize() / IndexBuffer->GetStride()
    checkf((StartIndex + IndexCount) * IndexBuffer->GetStride() <= IndexBuffer->GetSize(),
    TEXT("Start %u, Count %u, Type %u, Buffer Size %u, Buffer stride %u"), StartIndex, IndexCount, PrimitiveType, IndexBuffer->GetSize(), IndexBuffer->GetStride());

    StateCache.SetIndexBuffer(IndexBuffer->Resource, Format, 0);
    VerifyPrimitiveType(PSOPrimitiveType, PrimitiveType); <------------------ error line
    StateCache.SetPrimitiveTopology(GetD3D11PrimitiveType(PrimitiveType,bUsingTessellation));

    if (NumInstances > 1 || FirstInstance != 0)
    {
    Direct3DDeviceIMContext->DrawIndexedInstanced(IndexCount, NumInstances, StartIndex, BaseVertexIndex, FirstInstance);
    }
    else
    {
    Direct3DDeviceIMContext->DrawIndexed(IndexCount,StartIndex,BaseVertexIndex);
    }
    }
    //--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    [Call Stack]

    > UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer * IndexBufferRHI, unsigned int PrimitiveType, int BaseVertexIndex, unsigned int FirstInstance, unsigned int NumVertices, unsigned int StartIndex, unsigned int NumPrimitives, unsigned int NumInstances) Line 1662 C++
    UE4Editor-Renderer.dll!FMeshDrawingPolicy:rawMesh(FRHICommandList & RHICmdList, const FMeshBatch & Mesh, int BatchElementIndex, const bool bIsInstancedStereo) Line 170 C++
    UE4Editor-Renderer.dll!FShadowDepthDrawingPolicy<0>:rawMesh(FRHICommandList & RHICmdList, const FMeshBatch & Mesh, int BatchElementIndex, const bool bIsInstancedStereo) Line 1280 C++
    UE4Editor-Renderer.dll!DrawMeshElements<0>(FRHICommandList & RHICmdList, FShadowDepthDrawingPolicy<0> & SharedDrawingPolicy, const FShadowStaticMeshElement & State, const FViewInfo & View, FShadowDepthDrawingPolicyContext PolicyContext, const FDrawingPolicyRenderState & DrawRenderState, const FStaticMesh * Mesh) Line 1391 C++
    UE4Editor-Renderer.dll!DrawShadowMeshElements<0>(FRHICommandList & RHICmdList, const FViewInfo & View, const FDrawingPolicyRenderState & DrawRenderState, const FProjectedShadowInfo & ShadowInfo) Line 1420 C++
    UE4Editor-Renderer.dll!FProjectedShadowInfo::RenderDepthInner(FRHICommandList & RHICmdList, FSceneRenderer * SceneRenderer, const FViewInfo * FoundView, TFunctionRef<void __cdecl(FRHICommandList &,bool)> SetShadowRenderTargets, EShadowDepthRenderMode RenderMode) Line 1982 C++
    UE4Editor-Renderer.dll!FProjectedShadowInfo::RenderDepth(FRHICommandList & RHICmdList, FSceneRenderer * SceneRenderer, TFunctionRef<void __cdecl(FRHICommandList &,bool)> SetShadowRenderTargets, EShadowDepthRenderMode RenderMode) Line 2090 C++
    UE4Editor-Renderer.dll!FSceneRenderer::RenderShadowDepthMaps(FRHICommandListImmediate & RHICmdList) Line 2338 C++
    UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 883 C++
    UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 2110 C++
    UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 784 C++
    UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 651 C++
    UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 560 C++
    UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 327 C++
    UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 478 C++
    UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 76 C++
    UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 25 C++
    Last edited by 황용수; 03-19-2018, 09:38 AM.

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  • replied
    WindyStrife loving your 18.3 build. telling all my friends about it lol
    do you have plans to upgrade it to 4.19?

    Leave a comment:


  • replied
    I think the problem isn't that specular tracing is on, it's that the entire mesh is ignored when only one material slot is translucent.

    In the third picture here: https://forums.unrealengine.com/comm...ration/page287 the Opaque material slots are recognized by VXGI, but one material slot (the top of the table) is ignored. That's the "correct" behavior I would expect.

    In the second picture, the WHOLE mesh is ignored, even though only one material slot should be ignored. Both pictures have specular tracing enabled. And the Opaque materials are identical in both pictures.

    The reflection in the second picture should look like the reflection in the third picture, but it's not. This seems like a bug or at least unexpected behavior. I was wondering if it's user error, like maybe there are some material settings or VXGI settings that would make it behave "correctly"?

    Leave a comment:


  • replied
    Originally posted by DsyD View Post

    Any luck figuring out if this can be fixed? I was hoping it could be done with material or VXGI settings, but no luck so far...

    https://forums.unrealengine.com/comm...51#post1438351
    @DsyD:
    i cheked it, man
    you need disable in Post Process Volume "Enable Specular Tracing"
    OR you if you need you VXGI Specular with SSR(screen space reflections), use console command: "r.VXGI.CombineSpecularWithSSR 1"

    Leave a comment:


  • replied
    Originally posted by WindyStrife View Post

    Can you send my sample project may be i can help you
    Any luck figuring out if this can be fixed? I was hoping it could be done with material or VXGI settings, but no luck so far...

    https://forums.unrealengine.com/comm...51#post1438351

    Leave a comment:

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