Announcement

Collapse
No announcement yet.

NVIDIA GameWorks Integration

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    VXGI is great but shader compiling is taking too long,6 minutes per shader.

    I'm compiling master branch for the DFGI to see difference between this two.
    Assets: Military Ammunition (Released)
    Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
    Projects: Giants Of Destruction

    Comment


      The view dependency isn't as bad as previous build but still seems to be there :-( Rabellogp do you only use a directional light + some spotlights/reflectors? Any skylight or ambient cubemaps?

      Comment


        Originally posted by heartlessphil View Post
        The view dependency isn't as bad as previous build but still seems to be there :-( Rabellogp do you only use a directional light + some spotlights/reflectors? Any skylight or ambient cubemaps?
        I'm always changing between two lighting setups:

        1) Directional for the sun + reflectors (as skyportal for windows) + very weak skylight (or spotlights without shadows if I want more directional ambient light). I need the skylight here because the light from reflectors won't bounce, since it's already indirect light. But in return I get nice indirect shadows from those skyportals. The problem here is when the reflectors disappear with that view dependency stuff =/

        2) Directional for the sun + spotlights with shadows as skyportal. With this setup I don't need the skylight, but I need dynamic shadows for most of the skyportals to get indirect shadows and those are huge performance killers... It's also tricky to get nice indirect shadows simulation with spotlight shadows. At least this setup doesn't suffer too much from the dependency issue because there are no reflectors.

        For those dependency issue screens I used the first setup with skylight off.
        Last edited by rabellogp; 04-23-2015, 01:28 PM.
        Guilherme Rabello Co-founder, Sureale
        Artstation | Behance | Youtube | Instagram

        Comment


          @Mike Greetings. about NVidia Turf Effects: is it compatible with 4.8 upcoming Procedural Grass Generator or do you have your own Procedural grass generator with Turf Effects?

          Comment


            Originally posted by PLASTICA-MAN View Post
            @Mike Greetings. about NVidia Turf Effects: is it compatible with 4.8 upcoming Procedural Grass Generator or do you have your own Procedural grass generator with Turf Effects?
            That's one of the reasons the UE4 integration is taking forever. We haven't quite worked out the details. We don't have our own grass generator, we're hoping to piggyback on something within Unreal (did you see the Kite Demo?), otherwise we have to work it out from scratch.

            Comment


              Originally posted by Blue man View Post
              VXGI is great but shader compiling is taking too long,6 minutes per shader.

              I'm compiling master branch for the DFGI to see difference between this two.
              We're working on that issue. It is indeed a problem.

              Comment


                Screenshots of the upcoming FleX fluid shader and BP

                Click image for larger version

Name:	FleX_Fluid1.png
Views:	1
Size:	948.7 KB
ID:	1075050
                Click image for larger version

Name:	Flex_Fluid_shader_BP.png
Views:	1
Size:	272.7 KB
ID:	1075051

                Comment


                  wait... woa so fluid is gonna be available. So that means we can have some fluid smoke and stuff ? =D
                  and by the way i knew arkham knight was using Faceworks. Characters face on that game looked awesome as hell.
                  Click image for larger version

Name:	Capture.JPG
Views:	1
Size:	46.5 KB
ID:	1075056
                  Pursuit of Realistic Cinematic scene.

                  Comment


                    and is it true that they're using customized UE3?
                    Pursuit of Realistic Cinematic scene.

                    Comment


                      Originally posted by Mike.Skolones View Post
                      We're working on that issue. It is indeed a problem.
                      Good to know
                      Assets: Military Ammunition (Released)
                      Plugins: BlueManBPFunctionLibrary C++ plugin (Free), Blue Man Vehicle AI Plugin (Released), Air Resistance C++ Plugin (WIP), Blue Man Vehicle Physics Plugin (Marketplace)
                      Projects: Giants Of Destruction

                      Comment


                        Originally posted by Gandosh View Post
                        and is it true that they're using customized UE3?
                        Yes, it's a UE3-based engine.

                        Comment


                          Originally posted by rabellogp View Post
                          I'm always changing between two lighting setups:

                          1) Directional for the sun + reflectors (as skyportal for windows) + very weak skylight (or spotlights without shadows if I want more directional ambient light). I need the skylight here because the light from reflectors won't bounce, since it's already indirect light. But in return I get nice indirect shadows from those skyportals. The problem here is when the reflectors disappear with that view dependency stuff =/

                          2) Directional for the sun + spotlights with shadows as skyportal. With this setup I don't need the skylight, but I need dynamic shadows for most of the skyportals to get indirect shadows and those are huge performance killers... It's also tricky to get nice indirect shadows simulation with spotlight shadows. At least this setup doesn't suffer too much from the dependency issue because there are no reflectors.

                          For those dependency issue screens I used the first setup with skylight off.
                          It sounds like the reflectors are being culled by the application pipeline. VXGI doesn't do the culling itself, there must be some way that the reflector is being left out of the rendering.

                          Comment


                            Originally posted by Gandosh View Post
                            wait... woa so fluid is gonna be available. So that means we can have some fluid smoke and stuff ? =D
                            No smoke yet, just the fluid surface. You can probably create a smoke shader for the FleX particles as they are, but the FleX-smoke demos we showed last year require some additional features in the simulation that haven't been released yet. We'll get to that, but the schedule is packed.

                            Comment


                              Originally posted by Mike.Skolones View Post
                              [ATTACH=CONFIG]36338[/ATTACH]
                              [ATTACH=CONFIG]36339[/ATTACH]
                              Wow great, thanks for that. Looking froward to try it. I hope it will work well with WaveWorks in the upcoming merged branch.


                              Originally posted by Mike.Skolones View Post
                              No smoke yet, just the fluid surface. You can probably create a smoke shader for the FleX particles as they are, but the FleX-smoke demos we showed last year require some additional features in the simulation that haven't been released yet. We'll get to that, but the schedule is packed.


                              BTW, I noticed Flex 0.8.0 verison in your site. Any news about dirt/sand shader for Flex coming? In UE4 Flex and in Flex demo there are samples where you interact with sand and it is heavy and behaves diffrently from water when you walk on it, but there are only the interactions balls for the time being. Will you release sand/dirt shader with teh water shader or it will be in a future release? Thanks.

                              Comment


                                Quick noob and lazy question,

                                Is all of this cross platform? I am failing to find any info that specifies the requirements. I understand most of GameWorks has been used in other games but I thought i should ask just in case. Flex (and maybe Turf) is what i'm looking at more than anything, thinking about using it as the main physics solution for the soccer simulation.

                                Thanks.
                                Last edited by paulv2k4; 04-24-2015, 07:08 PM.
                                Currently working on PARGSoft Football

                                My day job is a C# ASP.NET Developer, I wish it was a games developer

                                Comment

                                Working...
                                X