Yeww time to set my GPU on fiyyahhh. (Would be a great excuse to walk out the door and grab a 970 amiright?).
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Not sure if its just me, but I seem to be missing GFSDK_VXGI_NVAPI_x64.dll and therefore am unable to load the editor with the new VXGI build. I cannot see it in the repo. Has it been missed? Or is it a mistake at my end?NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by GalaxyMan2015 View PostNot sure if its just me, but I seem to be missing GFSDK_VXGI_NVAPI_x64.dll and therefore am unable to load the editor with the new VXGI build. I cannot see it in the repo. Has it been missed? Or is it a mistake at my end?
I uploaded this DLL to Google Drive while Mike is offline (we're in different time zones).
https://drive.google.com/file/d/0B6L...ew?usp=sharing
Also I'll try to help Mike answer technical questions about VXGI here.
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Originally posted by Alexey.Panteleev View PostYou're right, it is missing from Github. Sorry about that.
I uploaded this DLL to Google Drive while Mike is offline (we're in different time zones).
https://drive.google.com/file/d/0B6L...ew?usp=sharing
Also I'll try to help Mike answer technical questions about VXGI here.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Mike.Skolones View PostThe update doesn't include the dragon, I'm afraid...just the same SciFi Hallway and Cornell Box. The dragon is in the VXGI demo application available with the VXGI download on developer.nvidia.com.
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I'd also like to clarify something about the new multi-bounce support. It is not computing a fixed number of bounces, like 2 or 3. Instead, it computes an irradiance voxel texture after voxelizing scene geometry for a frame. That texture is used in the voxelization pass on the next frame: the voxelization shader calls VXGI::GetIrradiance to obtain it, and multiplies the irradiance by r.VXGI.MultiBounceIrradianceScale. You can see the irradiance texture by setting r.VXGI.DebugMode to 4.
What this means:
1) VXGI computes one more bounce on every frame, with old information slowly fading away.
2) Additional bounces are updated slightly later than the original lighting, but that is not visible in most cases.
3) When r.VXGI.MultiBounceIrradianceScale is too high (and in some cases 1.0 is too high and something like 0.8 is just right), the feedback from the previous frame is too strong and irradiance just blows up exponentially. We're working on a solution that tries to prevent this from ever happening, but it's not ready yet.
Also, multi-bounce support means that you will now see the whole scene in specular reflections, not just the lit objects.
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Wow Alexey! You guys are awesome! As the rendering quality gets refined and the glitches dissapear, VXGI will truly become a real alternativ to offline renderers for me! At least for some things!
How do I update to the new version of VXGI? Do I have to rebuild it etc in VS or is it more simple than that?Last edited by tim.holm; 05-20-2015, 08:20 AM.
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Originally posted by tim.holm View PostHow do I update to the new version of VXGI? Do I have to rebuild it etc in VS or is it more simple than that?
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Originally posted by Mike.Skolones View PostSorry about the missing DLL, I pushed it up to Github just now. I was bitten by .gitignore, I really should fix that. There might still be some other missing binaries, I'll double check.NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
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Originally posted by Alexey.Panteleev View PostActually the application that rendered that dragon is not available for download anywhere, it's our development framework. There are non-UE VXGI samples available at developer.nvidia.com upon request, and if there is demand, I can create one more sample to demonstrate the user defined tracing shaders feature, which was used to create the refractive material. I can't promise that such material will appear in UE4 yet.
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Originally posted by Alexey.Panteleev View PostYou have to get the latest tree from Github and build UE4. And place the missing DLL file that I posted above into Engine/Binaries/ThirdParty/GameWorks/VXGI/Win64/VS2013 (until Mike submits it to Github later today).
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Originally posted by tim.holm View PostSo now that he has added the missing .dll files. Sync with the windows client and only build UE4 in VS? Sorry for stupid questions but Github is seriously confusing for me
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