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    1)Just a wild guess but it doesn't look like this works particularly well with animated light sources and/or geometry right?
    I'm trying to render a scene with some Speedtrees flickerfree but failing miserably

    2)Also spotting quite a lot of little corners and tight-fit geometry where there's flickering when doing an animation (only camera moves).
    I've tried various approaches but once a piece of geometry flickers, I find the only solution to get rid of it is to move the geometry slightly further apart.
    No issue whilst testing but for production I reckon it's a huge no. Any pointers as to what to do and what to avoid?
    Last edited by Chesire; 03-29-2015, 06:10 AM.
    https://www.artstation.com/chesire

    Comment


      Originally posted by dvd.kh
      You must tweak the vxgi parameters depending of your scene to get clear result ...
      That's exactly my point. Once you have flickering geometry, you can tweak all you want, it won't help. The only fix is to move your geometry.
      Surely you'll agree that can't be the intention ;-)
      https://www.artstation.com/chesire

      Comment


        Originally posted by Chesire View Post
        1)Just a wild guess but it doesn't look like this works particularly well with animated light sources and/or geometry right?
        I'm trying to render a scene with some Speedtrees flickerfree but failing miserably

        2)Also spotting quite a lot of little corners and tight-fit geometry where there's flickering when doing an animation (only camera moves).
        I've tried various approaches but once a piece of geometry flickers, I find the only solution to get rid of it is to move the geometry slightly further apart.
        No issue whilst testing but for production I reckon it's a huge no. Any pointers as to what to do and what to avoid?
        Isn't this just z-fighting? i.e. you have two objects in the same place?

        Comment


          Now get this crash with version 4.7.3 / GalaxyMan's version. Followed all the instructions...

          Changed the line in the config file too. No change.

          Code:
          MachineId:FDD282FF42A4F0F2BCE5069F29B49A35
          
          Unknown exception - code 00000001 (first/second chance not available)
          
          Fatal error: [File:E:\GitHub\VXGI\UnrealEngine\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 86] 
          Invalid ShaderCompileWorkerOutputVersion. Rebuild Programs -> ShaderCompileWorker to fix this.
          
          KERNELBASE + 37901 bytes
          UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
          UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
          UE4Editor_Engine!DoReadTaskResults() + 160 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:94]
          UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() + 580 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:903]
          UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() + 390 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1029]
          UE4Editor_Engine!FShaderCompileThreadRunnable::Run() + 128 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:514]
          UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
          UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [e:\github\vxgi\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
          kernel32 + 88557 bytes
          ntdll + 181569 bytes
          Last edited by TheJamsh; 03-29-2015, 07:20 AM.

          Comment


            Originally posted by gboxentertainment View Post
            Isn't this just z-fighting? i.e. you have two objects in the same place?
            Nothing would make me happier. But no, it's not. I know how to use the grid, snapping and clean geometry. Sure, I stick some static meshes into others but nowhere near the point of any z-fighting being in danger of occurring. Trust me, it's not related to geometry, it's related to VXGI. So I reckon you guys are all happily rendering out your movies with some animated curtains, speedtrees etc. completely flickerfree? Even on my best results I can still see the odd poly-lighting jump happening...I'm not animating a colored box with 3 spheres in it btw. but the scene is nowhere near as complex as that little cafe/table arrangement NVIDIA featured.
            https://www.artstation.com/chesire

            Comment


              Originally posted by Chesire View Post
              Nothing would make me happier. But no, it's not. I know how to use the grid, snapping and clean geometry. Sure, I stick some static meshes into others but nowhere near the point of any z-fighting being in danger of occurring. Trust me, it's not related to geometry, it's related to VXGI. So I reckon you guys are all happily rendering out your movies with some animated curtains, speedtrees etc. completely flickerfree? Even on my best results I can still see the odd poly-lighting jump happening...I'm not animating a colored box with 3 spheres in it btw. but the scene is nowhere near as complex as that little cafe/table arrangement NVIDIA featured.
              are you using the latest version of vxgi? I used to have this issue whenever I moved the camera, but they removed the view-dependency of the voxelization in the latest build and now i haven't noticed this.

              Comment


                Hey dvd.kh, thanks for posting your experiences!

                Can you share what FPS you get on your configuration?
                Eevermotion scenes/models are known to have lots of garbage and usually need a lot of optimitization. Did you have to do that a lot as well?

                Comment


                  Thanks DVD.KH - finally got it working. Performance isn't great, around 40 FPS when close to the balls in the sample scene on a reference GTX 980. Interesting how the FPS scales with distance.

                  Does the voxelization not factor shadowing into account at all? The default sample doesn't seem to have any shadowing at all, the GI just goes straight through the walls. Limitation of Screen-Space technique?

                  Comment


                    Originally posted by TheJamsh View Post
                    Thanks DVD.KH - finally got it working. Performance isn't great, around 40 FPS when close to the balls in the sample scene on a reference GTX 980. Interesting how the FPS scales with distance.

                    Does the voxelization not factor shadowing into account at all? The default sample doesn't seem to have any shadowing at all, the GI just goes straight through the walls. Limitation of Screen-Space technique?
                    Interesting, considering I am on a 970, and the same scene stays above 60fps at all times
                    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 TheJamsh View Post
                      Thanks DVD.KH - finally got it working. Performance isn't great, around 40 FPS when close to the balls in the sample scene on a reference GTX 980. Interesting how the FPS scales with distance.

                      Does the voxelization not factor shadowing into account at all? The default sample doesn't seem to have any shadowing at all, the GI just goes straight through the walls. Limitation of Screen-Space technique?
                      Something sounds wrong there. Are you running the latest driver? By 'sample scene', do you mean the Cornell Box? It sounds like you are seeing anomalous behavior, I don't know why that would happen. Could you capture a movie with stats visible? Did you say you are running the version from GalaxyMan's repo? Have you also tried the 4.6 version from the NvPhysX repo? I'm wondering if something is amiss with the 4.7.3 changes. We should have a fresh update from the VXGI team later this week, I know they had some concerns about the changes they had seen in 4.7.3.

                      Thanks,
                      Mike
                      Last edited by Mike.Skolones; 03-29-2015, 09:07 PM.

                      Comment


                        Originally posted by dvd.kh
                        the point light is not enough good for soft shadows & VXGI lighting ... Why?
                        Do you have a screenshot showing the problem?

                        Edit: just saw the screenshots on the previous forum page. Which features of that screenshot are the problem, specifically?
                        Last edited by Mike.Skolones; 03-29-2015, 09:12 PM.

                        Comment


                          Originally posted by Mike.Skolones View Post
                          Something sounds wrong there. Are you running the latest driver? By 'sample scene', do you mean the Cornell Box? It sounds like you are seeing anomalous behavior, I don't know why that would happen. Could you capture a movie with stats visible? Did you say you are running the version from GalaxyMan's repo? Have you also tried the 4.6 version from the NvPhysX repo? I'm wondering if something is amiss with the 4.7.3 changes. We should have a fresh update from the VXGI team later this week, I know they had some concerns about the changes they had seen in 4.7.3.

                          Thanks,
                          Mike
                          I also have some concerns about the changes made for 4.7.3 in my build, I will take another look at it in my build while I wait to see what the VXGI team do. Although as I stated above, I get more FPS from the same scene as TheJamsh with a lesser graphics card.
                          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 Chesire View Post
                            1)Just a wild guess but it doesn't look like this works particularly well with animated light sources and/or geometry right?
                            I'm trying to render a scene with some Speedtrees flickerfree but failing miserably

                            2)Also spotting quite a lot of little corners and tight-fit geometry where there's flickering when doing an animation (only camera moves).
                            I've tried various approaches but once a piece of geometry flickers, I find the only solution to get rid of it is to move the geometry slightly further apart.
                            No issue whilst testing but for production I reckon it's a huge no. Any pointers as to what to do and what to avoid?
                            The SciFi Hallway had animated lights, it worked fine. I'll ask the VXGI guys for an explanation of flicker and how to avoid it. Hopefully some of the improvements in the upcoming version will reduce artifacts like that.

                            Comment


                              Originally posted by Mike.Skolones View Post
                              I'll ask the VXGI guys for an explanation of flicker and how to avoid it. Hopefully some of the improvements in the upcoming version will reduce artifacts like that.
                              Thanks Mike and please do. You could also check the free sample package available from Speedtree and see if you guys manage to render out a short clip with animated foliage where shadows/ao produce desirable effects and don't bombard your scene with small jitters, blinks and blobs. (foliage mats flagged for VXGI). I failed but I'm gladly told that's due to an error on my end.
                              Last edited by Chesire; 03-30-2015, 04:29 AM.
                              https://www.artstation.com/chesire

                              Comment


                                Originally posted by dvd.kh
                                the point light is not enough good for soft shadows & VXGI lighting ... Why?
                                I've already posted this as an issue ages ago. The current version of VXGI has not implemented voxelization for distance field soft shadows - they are currently working on that.

                                Comment

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