NVIDIA GameWorks Integration

VXGI includes VXAO, enabling VXAO-only mode switches off VXGI specular.

Can someone with experience clarify if the new Flex 1.1.0 is cross-platform ? I’m not too familiar with it but after reading the release notes, it lead me to believe that Flex its no longer only for Nvidia based systems, meaning it allows you to use DirectCompute which in theory should be able to run on AMD video cards ? thanks

Gameworks for all DX12 devices

Well Jen-Hsun Huang, NVIDIA president and CEO made a live conference today ( where he revealed that Gameworks will now run on all DirectX12 devices and looking at the official GameWorks Blog’s post about that reveal (, it names every Gameworks tech that will be ported to DX12 and for Flex it clearly mentions:

This is pretty huge since Epic Games did not want to include any Gameworks tech in the main engine saying they want every feature to work on all platform now, they can integrate all these straight to the vanilla version. All we have to do is push Epic to do it after all, our push have already made them back out of that earlier statement in UE 4.15 by releasing a NVIDIA exclusive HDR display support and NVIDIA SLI AFR support though, the later is non functional until we convince NVIDIA to release a SLI profile for ue4editor.exe for development purposes and now that Gameworks is cross-platform, Epic is bound to integrate it too.

Yes, I can confirm that Flex 1.1.0 will run across all vendor’s Direct3D 11/12 capable graphics cards including AMD and Intel integrated chipsets. We’ve put significant effort into optimizing Flex for all vendor’s GPUs but if you find any issues please report them on Github (, or to

The Flex integration into UE4.14.3 is now available here:, we’ll be deprecating the old “FleX” branch and using branches named according to the UE4 version and tag in the future (e.g.: FleX-4.15 will come next).

@Miles.Macklin: What’s the timeline for the other modules and will all of them get a UE4 integration down the road?

Thanks a lot for the confirmation.

That’s it boys, no reason not to use Gameworks now.

Alternate Frame Rendering Support for NVIDIA SLI

Hi @Miles.Macklin, I have no idea if you guys, the Gameworks team, ever bump into the Drivers team but could you ask them if they can add a SLI Profile for ue4editor.exe and the other related executables so we can use the new UE 4.15 “Alternate Frame Rendering Support for NVIDIA SLI” feature during development and testing? And sorry for the off-topic post but I tried every possible SLI compatibility bits and I can’t get my two 980Ti to increase performance so I am getting desperate.
Link to the release note:

Just thought I’d be the first to give everyone the good news, we have volumetric lighting!

@Daniel.Wenograd cant believe its out, cant wait to try it out
@Miles.Macklin what are the main differences between FLEX 1.0 and FLEX 1.1? Is it performance improvements or also new features? (like fluid foam, and smoke simulations like shown here: or is this something thats going to be included in FLOW instead of FLEX?)

+1. Don’t see many uses for FLEX personally, but for Flow it’s different story.

hey guys,

first of all i’m quite new to unreal engine and github. my question is as follows:

finally there is volumetric lighting available to unreal engine:

i understand i can download and compile that so it has the support for it, which i will try later today.

but what if i need/want other stuff as well, like e.g. hbao or flex?

i looked at the branch for hbao and it’s almost 2 years old now. so i guess the version of unreal in there is, too?
if that is the case, does it even work in current ue4 versions anymore? and if so, what would i need to be doing
to get it to work?

and my final question is: why doesn’t epic include these (as i understand it) ready to use techniques into the engine themselves?

i hope you can shed some light onto this,


Can you please give proper instructions on how to build the latest flex?

We will be releasing Flow very shortly (within next week or two) with UE4.15 integration. I can’t comment on the other modules timeline, anything that was announced at GDC should follow shortly (NvCloth, NvBlast, etc).

You should simply have to clone the Github repo, checkout the FleX-4.14.3 branch ( and build UE4 as usual. Are you having some specific problem?

The main change in Flex 1.1 is support for Direct3D11/12, but there are also general performance improvements and bug fixes. Fluid foam is already in the SDK, but we haven’t exposed it in UE4 yet. Smoke will be best handled by Flow. The full Flex release notes are at the bottom of this page:

Will it be possible to have the Gameworks modules as code plugins on the marketplace in the future?

Not untill rendering will be more pluggable. There quite a bit of engine level changes to get GameWorks working.

@Miles.Macklin Thanks for the response. Just wondering, is there any ETA when and if we will have the diffuse particle options for Flex? Also in the VR FunHouse project the Flow smokes and fire have an un-lit kind of look, in the video there is more of a shaded look (self shadowing), does that mean Flow will get an “update” aswell?

@iniside: Yeah I suspected that, kinda thought plugins are allowed to go deeper by now. Oh well, separate branch is better than not having the feature.