NVIDIA GameWorks Integration

Well I know a lot of my post probably reads like a complaint too, but I dont mean it to be. I just try to create an impression that is in tune with the likely reality. And those years ago when stuff first started being made available with UE4 integrations, I never really expected all or most of the GameWorks stuff to end up permanently integrated into standard UE4. I thought that maybe over some years, one or two modules might get integrated if they were really popular and if, for example, Epic Games needed to use them in their own projects. Some features, especially ones involving lighting, I thought less likely would ever become the UE4 standard. I thought maybe FleX would have more success and a bigger push in general. I have a deep personal interest in Flow (and any comparable solutions) becoming more normal in game engines, but such sims are not cheap on performance so I didnt set my expectations high on that one. Things like FleX and Flow were made available via the modable version of UE4-based Nvidia Fun House and in some regards thats as mainstream as these UE4 versions have got to date, but it didnt really lead to anything. Some of the other GameWorks modules I know little about so am not fit to comment on. I’m not surprised that some GameWorks tech that deals with VR optimisations made it into game engines in a more direct manner, in stark contrast to most of the stuff we are discussing .

Especially when discussing the history, I shouldnt leave out issues of cross-platform compatibility. It has been very pleasing to see nvidia updating some systems that were originally CUDA-only to work more broadly, and that has reduced or removed a couple of the reasons why game engine makers wouldnt rely on these technologies. Other issues remain though that quite reasonably affect engine judgements, eg developers dislike of blackbox stuff.

So anyway, even if something changed one day and there was an announcement about a new level of integration etc, I couldnt imagine it including all of the GameWorks modules for which there have existed UE4 implementations. So some people would still be left unhappy when the GameWorks stuff they are interested in didnt get the first class treatment.

Personally, I dont mind all that much having to compile versions to get at the GameWorks stuff, its more the thought of how many people are put off at stage, and how that affects these systems gaining any traction and interesting examples of their use. Well, Unity is supposed to be getting an official nvidia plugin for FleX at some point so it will be interesting to see how much more it gets used by the devs in that community (personally I use both engines).