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NVIDIA GameWorks Integration

Nvidia released all their official 4.15 integration by now, while i actually brought every package to 4.15 from 4.14 except volumetric.
I need to double check everything as Nvidia official ports are way cleaner and relevant integrations than mine. :stuck_out_tongue:
Also there’s clear incompatibilities out of the box between VXGI and the Volumetric package.
While on the surface it might seems to work properly, there’s real issues to adress, from performance to engine crashes.

The VXGI Debug feature for instance, is straight broken once both packages get merged, and creates engine crashes.

Any news on VRWorks 4.15? Should be a powerful combination with some of the new features…

Thanks!

Wish I had technical background to help :D. I’m doing animated series in UE4 so I have the luxury of ignoring performance cost, but VXGI+Volumetric+Hairworks+Flex is a must-have in return. I really hope you could find time to update and share your 4.15 build later. Cheers man.

Setting the Flow emitter couple rate to 0.0 is the best way to disable an emitter.

Blueprint timelines can be used to dynamically vary emitter parameters. The NvFlowSamplesVR project has effects that demonstrate this.

Hello, will it contain waveworks? If not, could you make a tutorial about how to merge them?

Can anyone confirm this issue with VXGI 4.15 ? Happens with a lot of emitters

https://youtube.com/watch?v=aIAUduPRxE4

In 4.15 VXGI, I get that effect from the sun in my landscape if the camera is pointed directly at it and the sun is partially occluded by trees or objects.

I can confirm this in a 4.15.1 build with volumetric lighting and vxgi/hbao.

vxgi_error.jpg

Could anybody please check if you can confirm the shadow mapping artifacts/error I showed some posts above?

thanks

I do have this shadowing issue with heavy shadow flickering while VXGI is turned off and bake the light main directionnal light.

Can I ask a question Maxime.Dupart? Can you integrate “Volumetric Lighting, VXAO, VXGI, HBAO+, TXAA, Soft Shadows, GI Works” for Unreal Engine 4.15?

VXGI, VXAO, and GI Works are literally the same thing, HBAO+ is already in all VXGI builds, TXAA is more or less comparable to the TAA in the UE4 already, the UE4 is getting Volumetric Lighting soon anyway as a default feature apparently, and Soft Shadows (aka ShadowWorks that I mentioned a few posts ago) has no official integration to merge yet, he would need to do it from scratch.

I’m sure what you ask for is possible, but the good news is the majority of what you’re looking for is already available in the official Nvidia branches.

Thank you very much for confirming this behaviour.

You are right, it occurs even with vxgi turned off.

Well, for me personally it’s not that much of a problem as one could still use flat tesselation, but maybe it will get fixed soon.

I also converted a project of mine to 4.15.1/Volumetric/VXGI. I turned VXGI on and didn’t see any of the flickering stuff like in the ShooterGame.
But there are not that many particle emmiters in it yet, just some fire particle systems.

Where did you get that information from?

hi,

first thank you for all the great gameworks stuff. i am currently playing around with flow and i have some question. where are these DefaultFlowMaterial0 / DefaultFlowRenderMaterial0 / DefaultColorMap0 files located? i can edit them but i cant find them in the browser/project. when i migrate the nvsample project to another project with the same engine build nothing happens in the new project, what im missing here? and are we able to emit from particles / particle meshes ? thanks

Interesting, I’ll keep an eye on that.

Those are default objects generated in code, so no file exists for them. Creating a new Flow material will include the same parameters and allow editing.

This gonna be the first 100 pages topic ever :smiley:

I’m working with flow, and trying to recreate the tech demo that they released a few weeks ago.
Now It seems that I’m overlooking something because I have a mesh going through the flow emitter, but it hardly has any effect. I cant find any documentation on this.
https://gyazo.com/7a90ee61f963e6b09d722a340727f5e8

Does anyone has an Idea why there is so little going on?

**** that thing is moving way too fast haha, thats the first thing i would decrease :slight_smile: and also make sure that your mesh thats moving has flex on “block” under collision properties