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    Seems to compile and work fine for the most part, all the features of VXGI, HBAO+, and FleX are good.

    A minor bug I noticed is that tessellated materials seem to be broken. Tessellated materials that were working in stock 4.8 preview 3 and the VXGI build of 4.7.6 now return "warning X3206: implicit truncation of vector type", and "error x3000: unrecognized identifier 'FVertexFactoryInterpolantsVSToDS' ". It happens whether or not there's a texture attached to it in the material editor, both on the old materials and a test one I made. Is that happening to you as well? I haven't gotten the chance to test if it affects the official VXGI .9 build or if it's just this one yet, haven't compiled the Nvidia branch update yet.

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      Yeah it definately looks like tessellation is broken, I don't test very often with it on, so didn't notice until now. I dont think VXGI is to blame, Its going to take me a bit to figure out where the fault is.

      EDIT: Okay fixed, as i had suspected, it was the FleX fluid vertex factory causing the issue, put in a clause to only cache if tessellation is not enabled. So I wouldn't try creating a flex fluid shader with tessellation turned on, will probably crash. Not that tessellation is support on the flex fluid surface
      Last edited by GalaxyMan2015; 05-26-2015, 03:43 AM.
      NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
      Feel free to Donate if you wish to support me

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        This is probably stupid question, but can we develope a game and sell it with modified version of engine?
        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

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          Originally posted by Blue man View Post
          This is probably stupid question, but can we develope a game and sell it with modified version of engine?
          In general? Yes
          NVidia's branch? Not sure, would need them to say so, might still need to obtain a license.
          My branch? Same as above, but also I would highly suggest against it at this time, just due to the fact its using a preview build of UE4 and early editions of NVIDIAs tech
          NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
          Feel free to Donate if you wish to support me

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            Originally posted by GalaxyMan2015 View Post
            In general? Yes
            NVidia's branch? Not sure, would need them to say so, might still need to obtain a license.
            My branch? Same as above, but also I would highly suggest against it at this time, just due to the fact its using a preview build of UE4 and early editions of NVIDIAs tech
            Thanks,I will wait.
            Maybe Mike can give us some details.
            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

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              Nvidia's branch is under the EULA as any other fork we can see in Epics GitHub organization, so it's absolutly fine to use it and create commercial products with it. This is generally true for all forks in the organization, as this is required by the license.
              Last edited by Mikand79; 05-26-2015, 05:03 AM. Reason: .,.should try to be clearer.,.

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                Originally posted by Mikand79 View Post
                Nvidia's branch is under the EULA as any other fork we can see in Epics GitHub organization, so it's absolutly fine to use it and create commercial products with it. This is generally true for all forks in the organization, as this is required by the license.
                I thought as much, just wasn't comfortable saying so. Still I would recommend against my branch for commercial release, just due to instability.

                I have released my first demo for HairWorks, I will continue to update it over time and add more assets (and change them when they move away from the blueprint design). Its pretty simple for now. Just launch and see different hair styles for the Epic guy. Press 1, 2 or 3 to wear that hairstyle and run around. Also assets are not very creative, mainly because I am not an artist. If you would like to contribute assets, let me know via PM.

                Demo can be found in the NVTechDemos folder.

                Click image for larger version

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                NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                Feel free to Donate if you wish to support me

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                  @GalaxyMan2015 Thanks for sharing your build!

                  Minor issue, but looks like your build removes the Nvidia example levels. Still have the Nvidia Hairworks example level though.

                  (EDIT: saw the PDFs got moved)
                  Last edited by Xodroc; 05-26-2015, 06:37 AM.

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                    Docs have been moved into the Doco directory. They should all be there. if I am missing any, let me know and I will add them. There are no NVIDIA examples in my branch. I will be creating my own. You can still use the NVIDIA examples from their branch but it requires updating them to 4.8

                    EDIT: The HairWorks example level in my branch is mine.
                    NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                    Feel free to Donate if you wish to support me

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                      Curious to know if it's just my scene or not, are you able to compile lightmaps on the merged branch, GalaxyMan? It's getting to 35% and then crashing, with Windows blaming APEX_DestructiblePROFILE_x64.dll. The UE4 crash reporter is putting out an error that I've been getting in the official 4.8 preview 3 branch as well though (Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:Insert long path here]), and I fixed it by pulling the source and compiling 4.8 from Github myself a few days after preview 3 came out. My guess is that there's, unsurprisingly, a bug that preview 3 added that wasn't in preview 2, that got fixed shortly after. I'm not too familiar with Git myself outside of the basic pull/commit (not a programmer so I never really had a need to use it), is there a simple way to update without undoing the changes you put in to make things work?

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                        Im no git expert myself, I tend to break my branches anytime I try to update. I dont use lightmass, never built lighting before, so if there are issues with it, I wouldn't know.

                        Saying that, I just tried myself and yeah crash. I'll look through the commits since preview 3 and see if I can spot the one that fixed it.

                        EDIT: I rebuilt the UnrealLightmass program and lighting build fine this time. Since I hadn't rebuilt it since compiling the preview the first time. This would probably not resolve your issue, unless you copied the contents of my branch into another 4.8 preview 3 build.
                        Last edited by GalaxyMan2015; 05-26-2015, 07:28 AM.
                        NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                        Feel free to Donate if you wish to support me

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                          Recompiled UnrealLightmass, no change, it still crashes at the same 35% every time, with the same error every time. Ah well, it was worth a shot, at least it's consistent across both this branch and the official one on the launcher, meaning it's probably not anything you or Nvidia's branches did.

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                            If you dont mind sharing, you could send me your project, and I could at least see if I can replicate. As I was working off a really simple scene
                            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
                            Feel free to Donate if you wish to support me

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                              Sure, no problem. Might be a bit to upload, OneDrive is pretty slow to upload to (I think they're mad at me for backing up my entire computer with 5TB of data to my account). I'll put the link in this post in the morning.

                              Even after this bug is fixed, it's a pretty good scene to break VXGI in I find. I know voxel based GI has leaking problems, but I have never seen it as bad as this one can get. Usually the solution is as easy as just putting thicker walls to occlude the leaking, but with the way the windows are set up, there's no real way to hide it from the player's view, which presents an interesting problem that will need to be solved in general before dynamic GI becomes a universal solution.

                              I almost wish there was an invisible volume of some kind that you could place in the level that acts as occlusion for the GI but that you don't actually see, or maybe a way to flag individual objects to bounce light but not get lit by it (and keep those objects lit statically).

                              Oh and of course, the scene is still incomplete. There are a few pretty obvious placeholder objects here and there I have yet to replace, and I need to do a color correction pass on a monitor that's actually calibrated properly.


                              Edit: The link to my project folder: https://onedrive.live.com/redir?resi...int=file%2czip
                              Last edited by Zero-Night; 05-26-2015, 02:51 PM.

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