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    Originally posted by PompeyPaul View Post
    Has anybody had any sucess with packaging the Flex sample project? The packager was looking for UnrealEngine-FleX\Engine\Binaries\ThirdParty\PhysX\Flex-0.25 so I copied Flex-0.8.0 to Flex-0.25. I then had to add a dummy c++ class to the project to get it to package. Once I'd done that the sample project packaged correctly. However when I try and run it I get a crash on start up:
    [ATTACH=CONFIG]34851[/ATTACH]
    PS +1 on really looking forward to the water shader =D
    We should have a fix for this soon, so I hear.

    Comment


      Originally posted by Xerithas View Post
      No problem it's still early days =]

      Time to clean up some disk space while it's downloading -_-

      I'd also like to add support to the idea of a Twitch stream, not necessarily soon, but when you guys feel it's right (though 'monthly gameworks stream' would be fine too haha =p).
      What would you like to see on this Twitch stream?

      Comment


        I guess if it was a singular or very irregular stream it would be more of a high level overview of the GameWorks features that are in the engine with some quick examples of what can be done with them.
        If it was a more regular thing each one might be about a specific feature (VXGI/Turbulence etc.), and have more in depth information about them.
        What's going on behind the scenes?
        What settings have the largest performance impact?
        Optimization tips?
        Perhaps tips on how to achieve a specific effect?

        It might also be somewhere that answers some of those questions that get asked somewhat often, examples being if the feature in question works across Nvidia/AMD hardware (I've answered this a number of times here on the forums for VXGI), is there a Direct Compute version in the works? Etc.

        I'd imagine this more general information could be put up on the UE4 wiki with a link at the start of this thread (or in your signature), recording short videos might also be a better idea from a man hours perspective?

        Those are some pretty broad examples but I haven't got to fire up anything other than VXGI so it's not so easy to come up with specific examples.
        When I get the VXGI build up and running I'll have a look through and see if there's any burning questions or ideas popping up.

        Comment


          Well, first and foremost, it would be nice that instead of a massive twitch stream, you could release "5 minute training" videos, that include basic tips on pretty much everything Xerithas said, and then a week or so afterwards, do a Twitch "advanced" stream to answer any specific questions from the training videos, or any live / onhand "how to's".

          I think that at this level, performance and optimizations are the most important things to focus on, since because of the screenshots that I have seen with Gameworks, 9-30 fps may not be that great in any medium, let along attempting to use it with VR.
          WIP: Science Project - A collection of middle school through advanced college level science theory and formula-based functions for use in your own projects
          World Machine to UE4 Export Macro
          WM Folder Generator - Creates a folder that you name with HeightMap, NormalMap, SplatMap, and Tile sub-folders

          Comment


            There's a lot in the air when it comes to performance at the moment especially given DX12's looming release.
            Baseline performance increase (how much? where are the increases and why?), will it actually help Epic get SLI/xFire going, Nvidia VR Direct?
            But I don't expect we'll here too much about that until DX12 drops.

            Either way it's still nice to have information about, especially things that are particularly heavy or light.

            Comment


              Please let me know the HairWorks roadmap for "Maya 2016" support etc.
              Will Maya standard equipped XGen (not "Shave and a Haircut") be available for HairWorks in the future?

              Comment


                Originally posted by Mike.Skolones View Post
                Yes! Sorry for being slow, there were some last-minute issues that showed up in testing. I submitted an update to the VXGI fork. Warning: I have _not_ yet done a round-trip test, I'm synching a fresh clone now, so there is a chance that something was left out of the commit.
                Just now I uploaded an updated version of SciFiHallway, along with ShaderCompileWorker binaries. My round-trip test shows that both CornellBox and SciFiHallway scenes are working for me. Please let me know if you experience problems with new or existing content.

                Comment


                  Originally posted by Mike.Skolones View Post
                  Just now I uploaded an updated version of SciFiHallway, along with ShaderCompileWorker binaries. My round-trip test shows that both CornellBox and SciFiHallway scenes are working for me. Please let me know if you experience problems with new or existing content.
                  Thank you very much. Is this the new VXGI? Also are water and dirt/sand shaders ready too? Will you do the the merged branch with all features? Looking forward to that to download it.
                  Last edited by Nudlegaru; 04-16-2015, 10:13 PM.

                  Comment


                    PLASTICA-MAN, you sure do push aren't you? He wrote often that things will be done and he will tell us all here when it's done.

                    Comment


                      Originally posted by PLASTICA-MAN View Post
                      Thnk you very much. Is this the new VXGI? Also are water and dirt/sand shaders ready too? Will you do the the merged branch with all features? Looking forward to that to download it.
                      This is a new build of VXGI integrated into UE4-4.7.4. Because these are still early days for VXGI as a product, the versioning is still a bit loose. We are calling this version VXGI-0.9, which indicates that we don't consider it to be fully mature, 1.0-level release yet. Developments take place daily. I'm afraid I don't have a concise summary of what changed in this build vs. the last one, but several bugs that were impacting shadows, stability, range, etc., were fixed, either in the integration or in VXGI itself. We are still working on the 2nd-bounce implementation, but what I've seen so far looks promising. The shader compile time problem is also high on the list, as well as overall performance improvements.

                      Regarding FleX, the water shaders are making progress, but I've been told we still need another week or two to roll it out. I saw a demo of it the other day, it looks promising, but there is still work to do on the shadows, translucency, etc. I'll be working on the merged branch as time permits.

                      --Mike

                      Comment


                        Originally posted by Mikand79 View Post
                        PLASTICA-MAN, you sure do push aren't you? He wrote often that things will be done and he will tell us all here when it's done.
                        It wasn't only me asking each time about progress. I am just asking wether this is a new version or not since we don't have any ETA of what's been added/changed so I can know whether I download this and compile it or wait for more stable version. That is all ! Not pushing anything, I know Mike and his team are working hard to do miracles. Sadly, my PC can't afford to compile UE4 many times since it overheats in compiling because it needs too much ressources which would be an overkill if I download and compile each branch separately, that is why I was asking about the merged branch so I can do it once for all the awesome gameworks.

                        Originally posted by Mike.Skolones View Post
                        This is a new build of VXGI integrated into UE4-4.7.4. Because these are still early days for VXGI as a product, the versioning is still a bit loose. We are calling this version VXGI-0.9, which indicates that we don't consider it to be fully mature, 1.0-level release yet. Developments take place daily. I'm afraid I don't have a concise summary of what changed in this build vs. the last one, but several bugs that were impacting shadows, stability, range, etc., were fixed, either in the integration or in VXGI itself. We are still working on the 2nd-bounce implementation, but what I've seen so far looks promising. The shader compile time problem is also high on the list, as well as overall performance improvements.

                        Regarding FleX, the water shaders are making progress, but I've been told we still need another week or two to roll it out. I saw a demo of it the other day, it looks promising, but there is still work to do on the shadows, translucency, etc. I'll be working on the merged branch as time permits.

                        --Mike
                        Wow second bounce coming too. Thank you very much. It would be worth the wait. I hope this will be integarted by default in UE4 just like APEX clothing when all GameWorks are finished.
                        Last edited by Nudlegaru; 04-16-2015, 10:24 PM.

                        Comment


                          Just got done testing the new VXGI build. It's pretty stable, until I go into play mode. It crashes every time. Sometimes instantly, sometimes after playing for a while (no more than 5 minutes).

                          Specs:
                          i7-4770
                          GTX 770 2Gb
                          16Gb RAM

                          Crash Report:

                          MachineId:9E462D794467F91AAD0412A12EFD163A

                          Unknown exception - code 00000001 (first/second chance not available)

                          Assertion failed: CascadeIndex < ARRAY_COUNT(CascadedShadowDepthZ) [File:c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\PostProcess//SceneRenderTargets.h] [Line: 363]

                          KERNELBASE + 35740 bytes
                          UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
                          UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
                          UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
                          UE4Editor_Renderer!FSceneRenderTargets::BeginRenderingCascadedShadowDepth() + 118 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:884]
                          UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderProjectedShadows() + 3261 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\shadowrendering.cpp:3256]
                          UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() + 4289 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\lightrendering.cpp:499]
                          UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() + 5934 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1694]
                          UE4Editor_Renderer!RenderViewFamily_RenderThread() + 944 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\scenerendering.cpp:1121]
                          UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`12'::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 460 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
                          UE4Editor_Core!FTaskThread::ProcessTasks() + 3109 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:428]
                          UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:271]
                          UE4Editor_RenderCore!RenderingThreadMain() + 189 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
                          UE4Editor_RenderCore!FRenderingThread::Run() + 63 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
                          UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
                          UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
                          kernel32 + 5074 bytes
                          ntdll + 87108 bytes

                          This looked similar to errors in Galaxyman's build, but lowering the shadow quality didn't work in this instance. I didn't try removing the directional light, mainly because I kind of need it .

                          Edit: According to Github I've made 46 changes to the VXGI branch. I'm not much of a programmer; I haven't touched the source code. I feel that this is simply an small issue with Gihub determining who did what, but still I'm starting to wonder if some of the problems we're having have to do with how we get the files, since different methods could overwrite/remove files that VXGI depend on. That being said, here are my EXACT steps to getting the engine running.
                          1. Fork the NvPhysX Branch
                          2. Open Github Desktop, and clone repository from my account within Git Desktop
                          3. Switch to the VXGI branch after it loads, and sync
                          4. Run Setup, when asked if overwriting changes choose n, Generate Project Files
                          5. Build UE4
                          6?. With one of the builds (Galaxyman's I think) I had to rebuild ShaderCompilerWorker

                          Does anyone do it in any way other than that?

                          Edit2: Okay, I messed around with my fork of VXGI and now it's spontaneously fixed and I can no longer reproduce the error myself.
                          Last edited by Blakblt; 04-17-2015, 03:10 PM.

                          Comment


                            Originally posted by Blakblt
                            Assertion failed: CascadeIndex < ARRAY_COUNT(CascadedShadowDepthZ)
                            Same here.

                            Comment


                              Originally posted by Blakblt View Post
                              Just got done testing the new VXGI build. It's pretty stable, until I go into play mode. It crashes every time. Sometimes instantly, sometimes after playing for a while (no more than 5 minutes).

                              Specs:
                              i7-4770
                              GTX 770 2Gb
                              16Gb RAM

                              Crash Report:

                              MachineId:9E462D794467F91AAD0412A12EFD163A

                              Unknown exception - code 00000001 (first/second chance not available)

                              Assertion failed: CascadeIndex < ARRAY_COUNT(CascadedShadowDepthZ) [File:c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\PostProcess//SceneRenderTargets.h] [Line: 363]

                              KERNELBASE + 35740 bytes
                              UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
                              UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
                              UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
                              UE4Editor_Renderer!FSceneRenderTargets::BeginRenderingCascadedShadowDepth() + 118 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:884]
                              UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderProjectedShadows() + 3261 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\shadowrendering.cpp:3256]
                              UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() + 4289 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\lightrendering.cpp:499]
                              UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() + 5934 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1694]
                              UE4Editor_Renderer!RenderViewFamily_RenderThread() + 944 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\renderer\private\scenerendering.cpp:1121]
                              UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`12'::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 460 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
                              UE4Editor_Core!FTaskThread::ProcessTasks() + 3109 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:428]
                              UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:271]
                              UE4Editor_RenderCore!RenderingThreadMain() + 189 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
                              UE4Editor_RenderCore!FRenderingThread::Run() + 63 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
                              UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
                              UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [c:\users\sbwor_000\documents\github\gameworksunrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
                              kernel32 + 5074 bytes
                              ntdll + 87108 bytes

                              This looked similar to errors in Galaxyman's build, but lowering the shadow quality didn't work in this instance. I didn't try removing the directional light, mainly because I kind of need it .

                              Edit: According to Github I've made 46 changes to the VXGI branch. I'm not much of a programmer; I haven't touched the source code. I feel that this is simply an small issue with Gihub determining who did what, but still I'm starting to wonder if some of the problems we're having have to do with how we get the files, since different methods could overwrite/remove files that VXGI depend on. That being said, here are my EXACT steps to getting the engine running.
                              1. Fork the NvPhysX Branch
                              2. Open Github Desktop, and clone repository from my account within Git Desktop
                              3. Switch to the VXGI branch after it loads, and sync
                              4. Run Setup, when asked if overwriting changes choose n, Generate Project Files
                              5. Build UE4
                              6?. With one of the builds (Galaxyman's I think) I had to rebuild ShaderCompilerWorker

                              Does anyone do it in any way other than that?
                              That is more or less how I do it, and I think it should work. My variation:
                              1. Clone the NvPhysX Branch using Git command line "git clone https://github.com/NvPhysX/UnrealEngine.git"
                              2. From the default 'release' branch, run Setup.bat. I like to run this on the release branch first, and _then_ switch to VXGI branch so that the customizations over-write the original files.
                              3. Build UE4, run a map for sanity check.
                              4. Create local VXGI branch to track remote VXGI branch "git branch -t VXGI origin/VXGI"
                              5. Switch to VXGI branch "git checkout vxgi"
                              6. Build UE4; build ShaderCompilerWorker just for good measure (I do check in the updated binaries, but it doesn't take long to rebuild them too)
                              7. Run editor, load CornellBox project, load map; run; drink coffee while shaders compile.



                              You can check to see the differences between your build and the VXGI branch from the Git command line. Just do a 'git status'.

                              --Mike

                              Comment


                                Hey Mike if possible can you mention some of the things you look for stability-wise in the VXGI builds? So far very, very few of the problems I've personally had or seen others have are things that would show up in CornellBox or SifiHallway (Directional Light crashes, Distance Field issues, etc.). Are there any other scenes you guys use to test VXGI , and if so, what would they include?

                                Comment

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