# NVIDIA GameWorks Integration

**URL:** <https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686>\
**Category:** Asset Creation\
**Tags:** unreal-engine\
**Created:** [December 7, 2014, 7:11pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686 "2014-12-07T19:11:32Z")\
**Posts on this page:** 20\
**Page:** 200

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**Author:** ![Millicent\_Bystandard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Millicent\_Bystandard](https://forums.unrealengine.com/u/Millicent_Bystandard)\
**Post date:** [July 17, 2017, 4:46am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4168 "2017-07-17T04:46:22Z")

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> [@.;737604](#):
>
> You indeed need your github account to be linked with Unreal and Nvidia to access the repo.

Er sorry? I can access the repo. It just wont build without errors or launch.

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**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [July 17, 2017, 6:33am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4169 "2017-07-17T06:33:15Z")

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> [@Millicent\_Bystandard;737589](#):
>
> Hi , I tried out your latest Gameworks 4.16.2 build, but wasn’t able to get it to build in Visual Studio Community 2017. So basically I did-
> 
> 1. Download your 4.16.2 zip from github, extracted it and ran the setup command.
> 2. Next I ran generateprojectfiles command and then installed Visual Studio Community 2017. I ticked for Unreal Engine 4 during installation of modules.
> 3. Next I ran the UE4.sln from the files, and per documentation I built it but got a bunch of errors.
> 4. When I tried to StartNewInstance it says you need to build the ShaderCompileworker and development editor.
> 5. If I hit yes it does a quick build and then gives me error-
> 
> How can I fix ? Thanks

Try visual studio 2015? :3 You seem to have follow all required steps, downloading files, either by .zip or with Gitbash. Run setup.bat, GenerateProjectFiles.bat than compiling the visual studio file with Visual Studio.

I’ll suggest grabbing the Unreal Engine Epic game original source and trying to compile it with those same steps, to identify either the source of your issues is coming from your installation or my build.

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**Author:** ![SaviorNT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SaviorNT](https://forums.unrealengine.com/u/SaviorNT)\
**Post date:** [July 17, 2017, 9:40pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4170 "2017-07-17T21:40:17Z")

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With Shader based plugins coming in 4.17, I’ve been trying to hype up to NVidia on compiling their UE4 builds as plugins to the base engine, like Ansel. would be insanely beneficial to the community.

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**Author:** ![iniside](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/iniside/32/866315_2.png) [@iniside](https://forums.unrealengine.com/u/iniside)\
**Post date:** [July 18, 2017, 9:18am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4171 "2017-07-18T09:18:14Z")

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> [@;738012](#):
>
> With Shader based plugins coming in 4.17, I’ve been trying to hype up to NVidia on compiling their UE4 builds as plugins to the base engine, like Ansel. would be insanely beneficial to the community.

won’t really work for things VXGI or other rendering plugins. Since rendering pipeline is till pretty much closed off. VXGI make changes to RHI and render passes. None of which can be extened easily AFAIK.

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**Author:** ![anonymous\_user\_c78327d2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_c78327d2](https://forums.unrealengine.com/u/anonymous_user_c78327d2)\
**Post date:** [July 20, 2017, 4:13am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4172 "2017-07-20T04:13:02Z")

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Hello might be the dumbest question ever but where do I get VGXI?

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**Author:** ![samrat333](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrat333](https://forums.unrealengine.com/u/samrat333)\
**Post date:** [July 20, 2017, 7:20am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4173 "2017-07-20T07:20:10Z")

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hi sir i am from india i have hairworks 4.15 work with morph target can you merge in flow and vxgi and flex or give me trick how to merge thank you

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**Author:** ![trentpolack](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/trentpolack/32/1173069_2.png) [@trentpolack](https://forums.unrealengine.com/u/trentpolack)\
**Post date:** [July 20, 2017, 8:32am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4174 "2017-07-20T08:32:50Z")

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> [@;738012](#):
>
> With Shader based plugins coming in 4.17, I’ve been trying to hype up to NVidia on compiling their UE4 builds as plugins to the base engine, like Ansel. would be insanely beneficial to the community.

Given the way that their integrations have worked thus far, it’s pretty difficult to properly segregate a lot of the functionality into a plugin (especially for volumetric lighting and HBAO+). Flow is the first of the GameWorks tech to be a proper plugin, but even it has a few necessary engine source changes that are required.

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**Author:** ![anonymous\_user\_4d34a995](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4d34a995](https://forums.unrealengine.com/u/anonymous_user_4d34a995)\
**Post date:** [July 21, 2017, 6:14am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4175 "2017-07-21T06:14:34Z")

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Anybody know that based on the emergence of the NVIDIA CUDA hardware technology, decoding/encoding speed is greatly accelerated because NVIDIA’s GPU shares the occupation of the computer’s CPU?

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**Author:** ![Teapot\_Creation](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Teapot\_Creation](https://forums.unrealengine.com/u/Teapot_Creation)\
**Post date:** [July 21, 2017, 2:12pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4176 "2017-07-21T14:12:28Z")

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Hi there,  
did anyone try to use cataclysm, flow or Flex in a mobile designed project ?  
Just migrating the level or assets from the compiled engine into a mobile project is not enough to make it work (obviously).

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**Author:** ![anonymous\_user\_e1104466](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e1104466](https://forums.unrealengine.com/u/anonymous_user_e1104466)\
**Post date:** [July 26, 2017, 4:03pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4177 "2017-07-26T16:03:17Z")

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Hello all. Im brand new to github and the source for UE4. I want to combine VXGI, Volumetric fog, and the VRWorks graphics for 4.15 into one big unreal source , so i can use all of them in a project. Can anyone please explain how, or point me toward the place that may already have it done? Thank you

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**Author:** ![anonymous\_user\_e1104466](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e1104466](https://forums.unrealengine.com/u/anonymous_user_e1104466)\
**Post date:** [July 26, 2017, 4:54pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4178 "2017-07-26T16:54:47Z")

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[https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks](https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks), is perfect, all i would need is VXGI added to it

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e1104466](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e1104466](https://forums.unrealengine.com/u/anonymous_user_e1104466)\
**Post date:** [July 26, 2017, 7:13pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4179 "2017-07-26T19:13:46Z")

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Or 4.16 it really doesnt matter, just really want to do

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**Author:** ![sieumeo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sieumeo](https://forums.unrealengine.com/u/sieumeo)\
**Post date:** [July 27, 2017, 4:20am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4180 "2017-07-27T04:20:24Z")

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> [@HypnosVR;741858](#):
>
> [https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks](https://github/MaximeDup/UnrealEngine/tree/4.16-GameWorks), is perfect, all i would need is VXGI added to it

[https://github/sieumeo/UnrealEngine](https://github/sieumeo/UnrealEngine) is my fork from @MaximeDup build with VXGI added, hope it helps.

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**Author:** ![NightStorm1000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NightStorm1000](https://forums.unrealengine.com/u/NightStorm1000)\
**Post date:** [July 27, 2017, 7:36am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4181 "2017-07-27T07:36:54Z")

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Has someone gotten VL 4.16 to work with VRWorks?  
There is a VRworks Integration in VolumetricLightning but it seems broken. The Project wont build if I activate the Integration.

/issues/350

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**Author:** ![Gomo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gomo](https://forums.unrealengine.com/u/Gomo)\
**Post date:** [July 27, 2017, 8:36am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4182 "2017-07-27T08:36:33Z")

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@sieumeo Does your version builds in shipping mode?

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<div class="post-metadata">

**Author:** ![sieumeo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sieumeo](https://forums.unrealengine.com/u/sieumeo)\
**Post date:** [July 27, 2017, 10:08am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4183 "2017-07-27T10:08:43Z")

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> [@Gomo;742170](#):
>
> @sieumeo Does your version builds in shipping mode?

Unfortunately not :(. I forked @Maxim.Dup branch (thanks a lot dude!). He already mentioned it can’t be packaged with VXGI and I just assume mine would have the same problem.

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<div class="post-metadata">

**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [July 27, 2017, 11:24am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4184 "2017-07-27T11:24:32Z")

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Exactly, there’s some i haven’t figured out yet that prevent my VXGI 4.16 branch from packaging at moment. That’s why i put it aside of the other merged branch which is straight from Nvidia github and should package without any 😛

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**Author:** ![Rhynedahll](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rhynedahll](https://forums.unrealengine.com/u/Rhynedahll)\
**Post date:** [July 27, 2017, 11:52am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4185 "2017-07-27T11:52:03Z")

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> [@.;742217](#):
>
> That’s why i put it aside of the other merged branch which is straight from Nvidia github and should package without any 😛

Which is “the other merged branch?”

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e1104466](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e1104466](https://forums.unrealengine.com/u/anonymous_user_e1104466)\
**Post date:** [July 27, 2017, 4:37pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4186 "2017-07-27T16:37:11Z")

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I downloaded the 4.16 thing you had, but no volumetric fog?

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<div class="post-metadata">

**Author:** ![MaximeDupart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/maximedupart/32/1194606_2.png) [@MaximeDupart](https://forums.unrealengine.com/u/MaximeDupart)\
**Post date:** [July 28, 2017, 7:20am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/4187 "2017-07-28T07:20:04Z")

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> [@Rhynedahll;742227](#):
>
> Which is “the other merged branch?”

top line of my signature, main merged branch, several Nvidia packages merged. is the production ready engine build i would recommend.

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