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NVIDIA GameWorks Integration

Opened another pull request to sort this problem out! :slight_smile:

P.S Everyone I am back from holiday! :slight_smile:

Welcome back :slight_smile:

clean branch need please

I apologize if this is common knowledge. . .but what repo should we pull from for the NVidia GameWorks features?

https://github.com/NvPhysX/UnrealEngine

Are these features already in UE 4.8:

https://github.com/EpicGames/UnrealEngine

The NVidia branch appears to be waaay back in commits. 9,424 commits behind Epic::Release, and 15,690 commits behind Epic::master.

Am I doing something wrong?

It looks like the NVidia branch is at UE 4.7. Is that correct?

That is correct. Galaxyman2015 branch is on 4.8 with all gameworks features. Which you can find here
https://github.com/GalaxyMan2015/UnrealEngine/tree/4.8_NVIDIA_Techs

Please explain what you mean

download and compile is the problem d3d11.dll
package not compile
hairworks fix etc
I missed some fixes
clean branch need… download compile and work,not need fix.

The branch works fine, so this is an issue at your end, since you havent shown any error messages or really explained the error well enough, I can’t help.

downloading again. and will compile again.
I will look works package and gameworks
and turn to you

Is there an ETA for buy buoyancy for Waveworks? (Boat, or something similiar)

Coming from a film/vfx background… What would be awesome is if waveworks was able to switch to doing a flex fluid sim around the player, using the waveworks surface as a base to advect the flex particles - to keep the shape of the wave. And then blend that flex fluid back in in with the waveworks surface a certain distance away. Then you could have this massive ocean interacting with the player and your boat could be a rigid body body flex object that would already have a buoyancy option :slight_smile: consider that a feature request :stuck_out_tongue:

Thanks for the builds GalaxyMan! they work great :slight_smile:

Just a quick question. Is every gameworks feature going to be implemented? Also how difficult is implementing? Cause I got loads of free time and need a project.

Hello, guys.

I’ve just gotten a 980Ti myself and opened a VXGI project I have here to see the performance improvement. Check it out:

GTX 780 (~9fps)

https://forums.unrealengine.com/attachment.php?attachmentid=47792&stc=1

GTX 980Ti (~30fps)

https://forums.unrealengine.com/attachment.php?attachmentid=47793&stc=1

Both tests with multibounces on, and the following setup:

https://forums.unrealengine.com/attachment.php?attachmentid=47794&stc=1

In general, for non-VXGI stuff, the 980Ti gives me about 175% of the 780 performance.
With VXGI stuff, it’s 300% in this case.

More info and images here: https://forums.unrealengine.com/showthread.php?65067-Archinterior-conversion-(Evermotion)-VXGI-tests

Is tearable cloth working in the latest nvidia flex branch? I really need this for an upcoming project.

Hey guys I haven’t posted in a while and haven’t been staying up with the thread too much so I’m not sure if this has been issue has been noticed. In 4.8 there is an option for surface per-pixel rendering on translucent materials, which requires forward lighting to be enabled. Forward lighting crashes VXGI instantly. The new shading model looks fantastic and I would love to use it, but VXGI is not currently compatible it seems. Disabling VXGI voxelation on the material does not help.

hello guys! i saw example about screen space reflection + vxgi spec tracing combination and i didn’t get how did you guys do that. Can i get litttle bit of information about that?

Its so difficult to find things back in this thread.

You need to change ScreenSpaceReflections.cpp, ReflectionEnvironmentShaders.usf, recompile and you have VXGI spec tracing and SSR combined.

In ScreenSpaceReflections.cpp


bool DoScreenSpaceReflections(const FViewInfo& View)

comment out the VXGI block disabling SSR. Its on the beginning of that function. In ReflectionEnvironmentShaders.usf you just change the order as in Mr Scheidecker’s post so things mix up right.

I wonder what type of candy we’ll find in the new VXGI-dev official branch from Nvidia… downloading now…

VXGI-dev is currently just a staging branch that will be merged into VXGI branch soon. It’s not really a dev or next beta version.

Release notes, which you can also find in Readme.md:

UE 4.8.2 + VXGI 0.9 CL 19731094

  1. Upgrade to UE 4.8.2
  2. HBAO+ integrated, disabled by default.
  3. Voxelization parameters, such as map size or emittance storage format, are now controlled with cvars and can be modified at run time. Note that changing these parameters means that VXGI will re-create all its textures, so it shouldn’t be done frequently. The new cvars are:
  • r.VXGI.MapSize

  • r.VXGI.StackLevels

  • r.VXGI.Opacity6D

  • r.VXGI.Emittance6D

  • r.VXGI.NvidiaExtensionsEnable

  • r.VXGI.StoreEmittanceInHdrFormat

  • r.VXGI.EmittanceStorageScale

  • r.VXGI.EmittanceInterpolationEnable

  • r.VXGI.HighQualityEmittanceDownsamplingEnable

  1. Added support for diffuse environment map lighting, and tints for diffuse and specular environment maps.
  2. Exposed more specular tracing filters, including temporal filter, in Post-process Volume parameters.
  3. Fixed a bug that made the banding artifacts in specular tracing results worse.
  4. Added an observation mechanism to control that indirect irradiance doesn’t blow up, enabled by r.VXGI.MultiBounceNormalizationEnable (on by default). When it detects a blow-up, it reduces the internally used value of irradiance scale until the user changes this setting.
  5. Made the engine render shadow maps when a light is using distance field shadow and also casts VXGI indirect lighting.
  6. Improved performance of the ambient occlusion mode.
  7. Added VXGI world-space and screen-space processing times to “stat unit” output (labeled as VXGI WS and VXGI SS, respectively).
  8. Fixed the issue with VXGI specular disappearing when a reflection probe is added to the scene.
  9. VXGI specular can now be combined with SSR, controlled by cvar r.VXGI.CombineSpecularWithSSR.
  10. VXGI specular is now combined with sky light reflections.
  11. Sky lights now affect VXGI voxelization when multi-bounce GI is enabled.
  12. Added support for adaptive sampling of materials during voxelization, which is useful to make voxelization results of meshes with high-frequency masked emissive components stable.