NVIDIA GameWorks Integration

If anyone could merge the VXGI 4.14.3 branch with the 4.13 turbulence, the latest Flex and hairwork, she or he, would be my hero. Period. :smiley:

When I enable VXAO, VXGI Specular turns off. Is it a bug or it is supposed to work that way?
Is it neccessary to run the command to enable AO each time?

I’m trying to get Flex and VXGI working on 4.14.3 before the end of today, Paris time, gonna be tough, i struggle a bit, got a couple errors to fix.

Any plans for Flex/ Turbulence update to 4.14/4.15 ?

Can we use the FLIP solver from Cataclysm for commercial purposes?

The next public Flex UE4 integration release will coincide with the Flex 1.1 release at GDC. In the meantime we are running a closed beta for Flex 1.1 + UE4.14.3, please contact and ask to be included in the beta.

Great news! Thanks Miles, just sent an email. :smiley:

@Miles.Macklin Thanks again, i managed to merge VXGI, Flex and HairWorks, would love to add even more.

Is there any planned support for Turbulence, as there’s been some particle upgrade and some stuff deprecated with PhysX 3.4, i haven’t dive too much into it to understand the implications for other Nvidia packages.
Or will we be able to have access to Flow, Flameworks, or some other fancy package? I want them all :rolleyes:

On a side note, i need the best smoke possible for my current game project.

Thanks again !

Hi xenthor, are you willing to share your code integration, that video is impressive, nice work.

Hi, I had some trouble with this first myself:
You open a git shell and clone as in step 1, in step 2 you only need to run setup.bat, don’t compile the engine just yet. In step 3 you go back to your git shell and type the command to go to the flex branch. Then again in the git shell type the command from step 4. Then in step 5 you generate the projectfiles and compile the engine, dot NOT run setup.bat again since it will override some of the flex files.
If this does not work, it might be because the master branch on the gameworks github has been updated to 4.13.2 with hairworks??

I will once Flex 1.1 is released. It’s only in limited access right now and i can’t distribute it.

Any chance you’d be able to add Nvidia’s volumetric lighting as well? I’m dying for this and shadow works to be added. I tried adding it but UE4 is a complex engine, I can’t get my head around it yet.

If it comes down to it I might be willing to pay someone to integrate it, if it takes that for someone to do it.

i would love volumetric lightning but starting implementing it from scratch would be really time consuming.

This is one way I hope UE4 gets improved: make it easier for people to mess with the graphics. As it currently stands UE4 is complex enough that not only is it time-consuming, it’s also difficult. I’m starting to think to get what I need I might be better off making my own game engine from scratch.

Putting my whining aside from the moment, I’m starting to wonder more about traditional baked lighting and re-read this “It is theoretically possible to use VXGI cone tracing to bake light maps, but such feature is not implemented”. I know it’s said it would just decrease compile times, but I’m wondering if perhaps it would also bake some of that nice juicy GI into the level as well. Has anyone given it a try? If not I might.


Does anyone know WHAT IS THIS ERROR??!?! pls!

If there any chance we will get HFTS integration ?

I would like to second this, Shadowworks would be greatly appreciated as a whole. If possible, if someone integrates it, try to have as many of the settings selectable as possible, such as PCF and PCSS if someone wants a cheaper solution than HFTS.

@Alexey.Panteleev help
VXGI version: vxgi-4.9 ~ vxgi-4.14
Client command line:HighResShot 2

Result: Video Memory / memory Always increase,【Texture memory 2D - STAT_TextureMemory2D】Type texture is not released

help help help help help help

VXGI version: vxgi-4.9 ~ vxgi-4.14
Client command line:HighResShot 2

Result: Video Memory / memory Always increase,【Texture memory 2D - STAT_TextureMemory2D】Type texture is not released

Hi, thanks for clarifying the instructions. But I’m still unsure about step 2: Do I have to be on branch release or master when running setup.bat?