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    Originally posted by Alessiot89 View Post
    I still dream about an open source turning point of NVIDIA Gameworks...
    just make yourself a developer account matey. Once this is implemented on UE. It'll be all ok for you

    Click the tiny bird!
    It'll take you to my stuff!

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      Originally posted by Alessiot89 View Post
      I still dream about an open source turning point of NVIDIA Gameworks...
      What do you mean by 'open'? Source available to you as an individual developer? Or source just thrown out in the wild?

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        Hey Mike - Really looking forward to Nvidias CES Keynote tonight.

        Cannot wait to see what you guys are up to

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          Originally posted by HeadClot View Post
          Hey Mike - Really looking forward to Nvidias CES Keynote tonight.

          Cannot wait to see what you guys are up to
          Me too! Lots of people working hard on demos and tech, should be a good show.

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            Originally posted by TK-Master View Post
            So I played quite a bit with WaveWorks today so far I'm very pleased with it and it's apparently just one node you add in your water material and it generates foam, normal and displacement!

            For those interested I uploaded a video showing what I ended up with after a couple of hours in the material editor (should be in 60fps if you use Chrome).



            Now the question is, are the buoyancy physics implemented? is there an easy way I can add buoyancy to a mesh in C++ or get the Z (height) data? or that feature still needs work to properly work in UE4?

            Do you mind explaining how you did this? I was able to compile the gameworks fork but I really don't know where to go next, I don't know what node to look for...

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              Originally posted by elindell View Post
              Do you mind explaining how you did this? I was able to compile the gameworks fork but I really don't know where to go next, I don't know what node to look for...
              Did you load the TestProject and run the only map?

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                Originally posted by Mike.Skolones View Post
                Did you load the TestProject and run the only map?
                ah, found it, thanks!

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                  Originally posted by elindell View Post
                  Do you mind explaining how you did this? I was able to compile the gameworks fork but I really don't know where to go next, I don't know what node to look for...
                  I already posted my project files a few posts ago
                  http://www.mediafire.com/download/12...estProject.rar

                  4.10 Update! -> [Community Project] WIP Weather & Ocean Water Shader
                  WIP Interactive Water Shader, WIP 2D Water Sim
                  WIP FFT Ocean w/ Foam, Quad-tree Infinite Ocean LOD

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                    I am really wondering about how this will end up, AMD users being crippled or not. Considering both PS4 and xbox one uses AMD it would be a bit sad. I guess my 290x is going to be an expensive paperweight soon.
                    Last edited by Kuro1n; 01-05-2015, 08:47 AM.

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                      Originally posted by Kuro1n View Post
                      I am really wondering about how this will end up, AMD users being crippled or not. Considering both PS4 and xbox one uses AMD it would be a bit sad. I guess my 290x is going to be an expensive paperweight soon.
                      As noted above, the DirectX Compute version should cover the majority of non-NV users on PC, and we are working on it.

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                        Will the performance in DirectX Compute be the same as on CUDA? If so, Nvidia could no longer use CUDA as a marketing argument, so I guess they don't want DXC to have the same performance as CUDA. Nvidia always shows they don't want to cooperate with AMD, so I cant really imagine it would be a lot different here. AMD made Mantle open to use for Nvidia, but they don't want to, and that's sad since Mantle would allow Linux users in the future to have same performance as on Windows. And if Nvidia would also support Mantle, Epic would have no reason to not implement it in UE4. You may say Mantle is useless since we will have DirectX 12 in the future, but we all know, it will be exclusive to Windows 10
                        Easy to use UMG Mini Map on the UE4 Marketplace.
                        Forum thread: https://forums.unrealengine.com/show...-Plug-and-Play

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                          Originally posted by John Alcatraz View Post
                          Will the performance in DirectX Compute be the same as on CUDA? If so, Nvidia could no longer use CUDA as a marketing argument, so I guess they don't want DXC to have the same performance as CUDA. Nvidia always shows they don't want to cooperate with AMD, so I cant really imagine it would be a lot different here. AMD made Mantle open to use for Nvidia, but they don't want to, and that's sad since Mantle would allow Linux users in the future to have same performance as on Windows. And if Nvidia would also support Mantle, Epic would have no reason to not implement it in UE4. You may say Mantle is useless since we will have DirectX 12 in the future, but we all know, it will be exclusive to Windows 10
                          It obviously won't be the same performance. And it obviously will be worse. Direct Compute as part DX is inherently slower, since it's generic API that must fit to everything.

                          CUDA is specifically designed on top of NVIDIA GPUs to take advantage of those GPUs.

                          I would say, less conspiracy theories more fact checking.

                          I'm personally not sure if DX12 will change much in that case, since improvment in DX12 focus on different areas.
                          https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

                          Comment


                            In fact, it's also easier to work with something you are also developing.
                            Also, why do you really want mantle if you have opengl?

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                              Originally posted by Kuro1n View Post
                              I am really wondering about how this will end up, AMD users being crippled or not. Considering both PS4 and xbox one uses AMD it would be a bit sad. I guess my 290x is going to be an expensive paperweight soon.
                              if nvidia don't do that compatible that technologies not going to be implemented in the mayority of games.

                              I not think you want that your game be only nvidia compatible or sell only to nvidia users.
                              pd: excuse my english.

                              lfw/paid modeling, painting, texturing.

                              Comment


                                I'm having troubles trying to pack with waveworks, is it packable, or will it be available as soon as it's officialy released?

                                Playing with a Boat and dreaming of Buoyancy


                                Having troubles with framerates, could be because of the high resolution plane used 500K triangles.
                                But it could be because of my messy Blueprint code
                                Last edited by janis; 01-05-2015, 06:22 PM.

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