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  • replied
    Originally posted by 0lento View Post
    I'll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn't break anything, still doing first build atm.
    Thanks for all your hard work - looking fwd to it!

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  • replied
    Small update on 4.21 FleX:

    I did check the trashbyte's changes. There were tons of unrelated things I cleaned out and eventually just ended up taking physx api fixes and added the FORCEINLINE karma4jake mentioned on the previous page and added these on top of my old WIP branch and cleaned that one as well. 4.21 FleX can be found here:

    https://github.com/0lento/UnrealEngine/tree/4.21-FleX

    FleX does work with this setup now but I had to disable the uniform buffer checks as was also done on the trashbyte's repo. I'm not super happy about this but removing the checks doesn't appear to break anything. I did test all test maps in the editor to work properly and did a development conf packaging test on Win64 (my Gameworks repos probably don't even work properly on Win32 as Nvidia Blast integration doesn't ship binaries for it).

    I'll merge FleX to 4.21-GameWorks and 4.21-GameWorks+WaveWorks branches next once I can verify the integration along with other GW techs doesn't break anything, still doing first build atm.

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  • replied
    Thanks 0lento !!

    Thanks for your hard work
    Last edited by Alex Colby; 08-18-2019, 06:45 PM.

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  • replied
    There's also my old 4.22 Flow port here: https://github.com/0lento/UnrealEngi.../4.22-Flow-WIP but it doesn't render fluids either. Fluid sim itself works, just not the rendering, so you can still use it with cascade particles but that's not what most people would use Nvidia Flow with. It's really the rendering side changes that make 4.22+ ports hard now.

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  • replied

    Originally posted by Alex Colby View Post
    Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast
    Do note that 4.22 FleX port doesn't render fluids as stated here:

    Originally posted by windywang View Post
    I ported FleX to 4.22 based on 0lento's 4.20 integration, without fluid rendering (too much conflicts): https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX

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  • replied
    I found these two branches in this same forum of xoyojank and dyanikoglu

    https://github.com/xoyojank/UnrealEngine/tree/4.22-FleX
    https://github.com/dyanikoglu/UnrealEngine/tree/4.22-Blast

    Someone who knows and has the necessary knowledge can mix them and get the 4.22 with flex and blast

    I am not an expert on this


    thanks to all who make this forum possible

    Leave a comment:


  • replied
    Originally posted by karma4jake View Post
    I merged Flex 4.21 port from here:
    https://github.com/trashbyte/UnrealE...tree/4.21-FleX

    into 0lento's 4.21 Gameworks branch (without Waveworks).

    I tested everything and it all builds and seems to be working fine, here is the link:

    https://github.com/karma4jake/UE4_Ga...Gameworks+Flex

    I can submit a pull request after further testing to make sure everything is in order,



    @karma4jake, can you please do the same but with the 4.21 olento waveworks branch?

    Thanks for you work

    Leave a comment:


  • replied
    I didn't change anything besides adding back "forceinline" to that one file mentioned on previous forum page. Credit to byte or trashbyte,

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  • replied
    Originally posted by karma4jake View Post
    I can submit a pull request after further testing to make sure everything is in order,
    Ah, don't need to PR it to mine as I prefer checking the changes myself so I clean them up and and then include the fixed FleX, I do appreciate the work however. I'll check trashbyte's and your changes as I'm actually curious what happened with the compilation issue on my old wip branch for this so want to do the diffs to see where it went wrong as well. Thanks for this!
    Last edited by 0lento; 08-17-2019, 03:03 AM.

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  • replied
    I merged Flex 4.21 port from here:
    https://github.com/trashbyte/UnrealE...tree/4.21-FleX

    into 0lento's 4.21 Gameworks branch (without Waveworks).

    I tested everything and it all builds and seems to be working fine, here is the link:

    https://github.com/karma4jake/UE4_Ga...Gameworks+Flex

    I can submit a pull request after further testing to make sure everything is in order,

    Leave a comment:


  • replied
    0lento mentioned that he is going to skip 4.22 for GameWorks integration. Is there anyone else who planning to port HairWorks for 4.22 by any chance?

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  • replied
    I found a 4.21 port for Nvidia Flex, which apparently all-around works...I know this is 2 engine versions behind, but maybe someone has use for it, I may merge it with 0lento's 4.21 Gameworks branch.

    https://github.com/trashbyte/UnrealE...tree/4.21-FleX

    Thanks to this developer for the code:
    https://trashbyte.io/blog/2019/07/03/update.html

    EDIT1 : Engine builds and everything works perfectly in FlexProject and renders fluid/everything fine, but when packaging project for Win64 development the build fails at the end with 1 LNK error.

    =============================================================================================
    EDIT2 : Fixed project build error in above branch = source/runtime/engine/public/gameworks/FlexPluginGPUParticles.h

    -Line60:
    "FArchive& operator<<"...

    -Becomes:
    "FORCEINLINE FArchive& operator<<"...
    =============================================================================================
    After the fix everything works as it should, but due to the author's implementation, the Flex plugin must be enabled always or the engine will refuse to load. I looked through the code, and it is because the author used an engine-code dependent method using the new "ShaderCore" split, which requires the Flex plugin to remain enabled in the engine.
    Last edited by Cytokinetik; 08-16-2019, 12:24 AM.

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  • replied

    I have an issues when building the ue4 in C++. I download & install 0lento 4.21-Gameworks+Wavework, Visual Studio Community 2017 15.9.14, follow the note check the "Game Development with C++" workload, and the "Unreal Engine Installer" and "Nuget Package Manager" optional components. At the end of the process, 66 errors appear. Can anyone help me pls? thankkkkkk <3
    Attached Files

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  • replied
    Originally posted by Globomidia 3DU View Post
    Hello, all links are dead?
    They are not dead, you need to link your github account to ue4 account to access private UnrealEngine repositories on github, more about this here:
    https://www.unrealengine.com/en-US/ue4-on-github

    Leave a comment:


  • replied
    Anyone know if VXGI died when DXR came out? I still use VXGI over DXR for several reasons. The latest version Nvidia released was for 4.21 so hoping for updates to newer engine versions.

    Thanks for response!

    Leave a comment:

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