# 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:** 249

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [November 29, 2018, 7:42pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5201 "2018-11-29T19:42:55Z")

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> [@MPC\_Creative](#):
>
> +1 for Hairworks in 4.21 please!  
> Can you also magically make it work with forward rendering? Not being able to export alpha passes is driving me nuts…

> [@samrat333](#):
>
> how to add in hairworks your branch

See above post. I’ll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.

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**Author:** ![Leo\_Rakes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leo\_Rakes](https://forums.unrealengine.com/u/Leo_Rakes)\
**Post date:** [November 30, 2018, 12:56am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5202 "2018-11-30T00:56:56Z")

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> [@](#):
>
> Just pushed out update for merged 4.21 GameWorks:
> 
> repo contains following GameWorks techs:
> 
> - Blast 1.1.4
> - Flow 1.0.1
> - HairWorks 1.4
> - HBAO+ 4
> - TXAA 3
> - VXGI 2.0.1
> 
> In addition it has support for fixed timestepping for physics and has UE4 wrappers for contact modifications (I’ll make example later on how to use these to your advantage). I’ve tested most of the techs to work fine on sample projects using both editor and packaged development builds so things should be in order but do report if you have issues with it.

It’s great to finally see a new version of the engine with VXGI, which means that many people who depend on VXGI can work in the new version of the engine. Thank you for your efforts！！

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**Author:** ![Leo\_Rakes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leo\_Rakes](https://forums.unrealengine.com/u/Leo_Rakes)\
**Post date:** [November 30, 2018, 1:06am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5203 "2018-11-30T01:06:13Z")

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> [@0lento\_archive](#):
>
> See above post. I’ll push out later on 4.21-HairWorks that only contains stock 4.21 and HairWorks but for the time being that merged branch should work and is available now.

Will Waveworks be added to branch? It seems that the transplantation of Wavework is not very troublesome？It seems that someone transplanted version 4.20 very quickly last time. Wavework is really a very good surface tool, and if you can add branches, it’s worth looking forward to

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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:** [November 30, 2018, 2:59am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5204 "2018-11-30T02:59:15Z")

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> [@](#):
>
> RTX is a higher priority tech currently.

Thanks for the update, glad to hear it!

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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:** [November 30, 2018, 3:35am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5205 "2018-11-30T03:35:58Z")

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thank you :)🙂

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**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [November 30, 2018, 8:19am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5206 "2018-11-30T08:19:00Z")

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thank you . You are great !!. :):):rolleyes:

One little thing !!. Can you please add waveworks to your branch ?  
Please

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**Author:** ![Leo\_Rakes](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Leo\_Rakes](https://forums.unrealengine.com/u/Leo_Rakes)\
**Post date:** [November 30, 2018, 9:18am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5207 "2018-11-30T09:18:55Z")

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> [@Alex\_Colby](#):
>
> thank you . You are great !!. :):):rolleyes:
> 
> One little thing !!. Can you please add waveworks to your branch ?  
> Please

It seems that everyone is looking forward to Waveworks. It’s true that there’s no better surface effect in the engine than Waveworks.

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [November 30, 2018, 9:38am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5208 "2018-11-30T09:38:43Z")

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Waveworks we get from Nvidia is cuda only (runs only on Nvidia GPUs) which is the main reason I’ve not bothered including it in past (I’m not super happy about + restriction on VXGI2 either). It also had some shader conflict in past with some other GameWorks tech (but can’t remember which one it was). would have essentially caused either waveworks or the other tech render normals etc incorrectly.

I can see if it’s easy to include in the future but no promises, in past others added WaveWorks to my or others merges so it’s possible someone else does it anyway.

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**Author:** ![Alex\_Colby](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Colby](https://forums.unrealengine.com/u/Alex_Colby)\
**Post date:** [November 30, 2018, 11:44am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5209 "2018-11-30T11:44:46Z")

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thanks :)😉

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**Author:** ![FatmirVaraku](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FatmirVaraku](https://forums.unrealengine.com/u/FatmirVaraku)\
**Post date:** [November 30, 2018, 12:06pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5210 "2018-11-30T12:06:49Z")

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Thanks 😃

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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:** [November 30, 2018, 5:53pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5211 "2018-11-30T17:53:20Z")

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Thanks for those repo. ! Spared me lifetime and i appreciate it, been using your Gameworks 4.21 smoothly last couple days.

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**Author:** ![Kristof\_Dely](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kristof\_Dely](https://forums.unrealengine.com/u/Kristof_Dely)\
**Post date:** [November 30, 2018, 5:53pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5212 "2018-11-30T17:53:35Z")

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I’m getting shader compiler error for some of my materials with the new VXGI2-4.21 branch. I didn’t get error in v.4.20 an earlier VXGI builds.  
Using now:  
/tree/VXGI2-4.21

Any idea how to fix ?  
Thanks.

Error: LogShaderCompilers: Warning: Failed to compile Material /Game/OldTavern/Materials//MAT\_Wood.MAT\_Wood for platform PCD3D\_SM5, Default Material will be used in game.  
LogShaderCompilers: Display: GI\_UserDefinedShaderFactoryD3D11.cpp(580): Cannot compile shader: UserDefined\VoxelizePS.hlsl(407,5): warning X4000: use of potentially uninitialized variable (VxgiGetIndirectIrradiance)  
/Engine/Private/ShadowProjectionCommon.ush(25,24-52): err0r X4510: ps\_5\_0 sampler register index (16) exceeded  
LogShaderCompilers: Display: (): VxgiCompiler-\>compileVoxelizationPixelShader failed: Status=12

I have searched for “VxgiGetIndirectIrradiance” in the whole code and only find two file that using variable:

- Engine\Shaders\VXGIVoxelizationPixelShader.usf
- Engine\Source\ThirdParty\GameWorks\VXGI\include\GFSDK\_VXGI.h

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**Author:** ![Kristof\_Dely](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kristof\_Dely](https://forums.unrealengine.com/u/Kristof_Dely)\
**Post date:** [November 30, 2018, 7:04pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5213 "2018-11-30T19:04:15Z")

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> [@Kristof\_Dely](#):
>
> I’m getting shader compiler error for some of my materials with the new VXGI2-4.21 branch. I didn’t get error in v.4.20 an earlier VXGI builds.  
> Using now:  
> /tree/VXGI2-4.21
> 
> Any idea how to fix ?  
> Thanks.
> 
> Error: LogShaderCompilers: Warning: Failed to compile Material /Game/OldTavern/Materials//MAT\_Wood.MAT\_Wood for platform PCD3D\_SM5, Default Material will be used in game.  
> LogShaderCompilers: Display: GI\_UserDefinedShaderFactoryD3D11.cpp(580): Cannot compile shader: UserDefined\VoxelizePS.hlsl(407,5): warning X4000: use of potentially uninitialized variable (VxgiGetIndirectIrradiance)  
> /Engine/Private/ShadowProjectionCommon.ush(25,24-52): err0r X4510: ps\_5\_0 sampler register index (16) exceeded  
> LogShaderCompilers: Display: (): VxgiCompiler-\>compileVoxelizationPixelShader failed: Status=12
> 
> I have searched for “VxgiGetIndirectIrradiance” in the whole code and only find two file that using variable:
> 
> - Engine\Shaders\VXGIVoxelizationPixelShader.usf
> - Engine\Source\ThirdParty\GameWorks\VXGI\include\GFSDK\_VXGI.h

Forget it. is not related to VXGI, sorry. is an engine limitation.  
[https://answers.unrealengine/questions/61400/-layers-exceeded-but-i-do-have-less-than-16.html](https://answers.unrealengine/questions/61400/-layers-exceeded-but-i-do-have-less-than-16.html)  
The big question, why I didn’t get error in earlier versions? I didn’t modify anything in my materials, just upgraded to UE 4.21.

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**Author:** ![GrayAxen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GrayAxen](https://forums.unrealengine.com/u/GrayAxen)\
**Post date:** [November 30, 2018, 8:17pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5214 "2018-11-30T20:17:43Z")

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Nice going , it seems to work great. ( VXGI2 + gameworks 4.21, that is. )  
But I’m curious, why does VXGI AO disable HBAO?  
I’ve done a couple scenes where I adjust multiple different AO types to get some extra control out of it. (For animation clips, or stills.)

And I could have sworn it was possible to combine them before?  
VXAO + SSAO works, but HBAO doesn’t work with either one.

Per the info on the branch SSAO and HBAO are exclusive, you have to go with one or the other. But does extend to VXAO as well?

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**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [November 30, 2018, 9:23pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5215 "2018-11-30T21:23:53Z")

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> [@](#):
>
> But I’m curious, why does VXGI AO disable HBAO?  
> I’ve done a couple scenes where I adjust multiple different AO types to get some extra control out of it. (For animation clips, or stills.)
> 
> And I could have sworn it was possible to combine them before?

HBAO+ is moved to ScreenSpaceAO on my fork ([commit](https://github//UnrealEngine/commit/cace42d27bad8317011ac362e04d4f268227a2bf)) so it will a) work in forward b) take light and shadows into account when AO is applied, just like UE4 SSAO. There isn’t toggle for so if you want the old behavior (HBAO+ rendered on top of everything), you can just revert the commit that makes change if you’ve cloned the git repo, from commandline and using 4.21-Gameworks the command to revert specific commit would be

> [@](#):
>
> git revert cace42d

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<div class="post-metadata">

**Author:** ![Devostated](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Devostated](https://forums.unrealengine.com/u/Devostated)\
**Post date:** [December 1, 2018, 10:54am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5216 "2018-12-01T10:54:18Z")

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@ will you add Volumetric Lighting soon? You had it in 4.20 so I was wondering about it.

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<div class="post-metadata">

**Author:** ![GrayAxen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GrayAxen](https://forums.unrealengine.com/u/GrayAxen)\
**Post date:** [December 1, 2018, 11:53am UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5217 "2018-12-01T11:53:23Z")

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> [@](#):
>
> HBAO+ is moved to ScreenSpaceAO on my fork ([commit](https://github//UnrealEngine/commit/cace42d27bad8317011ac362e04d4f268227a2bf)) so it will a) work in forward b) take light and shadows into account when AO is applied, just like UE4 SSAO. There isn’t toggle for so if you want the old behavior (HBAO+ rendered on top of everything), you can just revert the commit that makes change if you’ve cloned the git repo, from commandline and using 4.21-Gameworks the command to revert specific commit would be

Alright, thanks for the solution too, I’ll mess around with the current implementation a bit and see how it works out in practice for me, and compare it to the old solution.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0f5372be1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0f5372be1](https://forums.unrealengine.com/u/anonymous_user_0f5372be1)\
**Post date:** [December 1, 2018, 2:11pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5218 "2018-12-01T14:11:17Z")

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> [@](#):
>
> FleX is tedious to port atm as like mentioned before it requires a lot of manual work due to the underlying UE 4.21 physics interface changes. I’m currently testing a new 4.21-GameWorks build, will post details once I’ve verified it works (FleX isn’t included, sorry).

Good day! As I understand it, in the coming days you will not engage in integration FleX in _UE 4.21_. But should we expect integration in the next few months?

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<div class="post-metadata">

**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [December 1, 2018, 3:45pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5219 "2018-12-01T15:45:34Z")

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> [@Devostated](#):
>
> @0lento_archive will you add Volumetric Lighting soon? You had it in 4.20 so I was wondering about it.

I did try it, Volumetric Lighting somehow messed up all rendering. I just get constant flickering. I’ll do a new merge and see if I missed something.

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<div class="post-metadata">

**Author:** ![0lento\_archive](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@0lento\_archive](https://forums.unrealengine.com/u/0lento_archive)\
**Post date:** [December 1, 2018, 3:49pm UTC](https://forums.unrealengine.com/t/nvidia-gameworks-integration/16686/5220 "2018-12-01T15:49:15Z")

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> [@MiroYar](#):
>
> Good day! As I understand it, in the coming days you will not engage in integration FleX in _UE 4.21_. But should we expect integration in the next few months?

I’m pretty busy nowadays but I can take a look later on if Nvidia doesn’t upgrade it (I’d really hope they would as there are pretty big changes that they might want to solve differently). I did look at WaveWorks too but it’s not at least quick merge so it’s not happening now from my part at least.

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