NVIDIA GameWorks Integration

I have to agree to what . said.

It is indeed really straightforward (and you do NOT need any C++ knowledge at all) to get each of the repos of NVidia to compile and thus
generate exactly what you want: a ready to use binary version.

Of course you will have to install Visual Studio. But setting up VS is almost exactly like setting up a binary version of UE or any other program for that matter.
From that point on it’s just a few mouseclicks (and some compile time) and you are ready to go.

On the other hand there is the everlasting problem that people want to have more than one NVidia techs in their engine version.

is not as easy to solve. After asking around , and reading the web (finding only a few useful info bits and there) I started merging UE4.15.1 with Volumetric Lighting and VXGI myself. As I couldn’t find out how to merge branches from different repositories I had to do it manually by downloading zips for each version and using Meld to compare and merge anything together. I had to do it twice, one time for Volumetric Lighting and the second time for the VXGI. After a 16 hour marathon I finally had it compile and start. included several hours of code debugging because I missed some parts while merging or had to add extra source files to the project.

is definitely something you need a progammer for.

On point I have to say that I, too, wish there was a repo with all nv tech combined.

Since the engine is indeed evolving pretty fast it won’t be long to 4.16 and then another merging would be needed if I wanted to keep using both Volumetric Lighting and VXGI.

And I’m not looking forward to that …