The Flex integration into UE4.14.3 is now available here: https://github.com/NvPhysX/UnrealEngine/tree/FleX-4.14.3, 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: https://www.unrealengine.com/blog/unreal-engine-4-15-released
Just thought I’d be the first to give everyone the good news, we have volumetric lighting! https://github.com/NvPhysX/UnrealEngine/tree/VolumetricLighting-4.15
@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: https://youtu.be/wbnWIF3-3gI?t=2m 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.
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: https://github.com/NvPhysX/UnrealEng...cLighting-4.15
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 (https://github.com/NvPhysX/UnrealEngine/blob/FleX-4.14.3) 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.
Got It to work, Thank You!
@Miles.Macklin Some plans for the Nvidia Flow, WaveWorks, Cataclysm, integration with UE 4.14, 4.15?
Hey guys, new to UE here. Does anyone know how to integrate NVIDIA GPUs with Unreal Engine? When using the editor and rendering scenes my GPUs aren’t being used at all. Also I have a SLI configuration so using both GPUs would be nice but I would like to be able to use at least one of my GPUs.
Alrighty, the GDC announcements have me frickin’ salivating.
My biggest question is, with UE4 most likely not integrating the full gameworks package in the near future (tell me if I’m wrong, I’d be thrilled) is there going to be any possibility of NVIDIA releasing a branch with the full gameworks package? I’ve built VRWorks, VXGI, and am about to do volumetric lighting, but I want all the things! For chrissake can’t we get a “GameWorks” branch? So much cool, but we have to use it piecemeal?
Also, anything on Turf Effects (my precious…)?