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NVIDIA GameWorks Integration

we download https://github.com/kostenickj/UE4_TressFX branch and compile visual studio 2019 but error we try other branch 4.24 or 4.23 but visual studio 2019 every time error any idea

I managed to build their TressFX integration but the engine is still a bit unstable and I think it has something to do with Tressfx shader and Planar Reflection activated, I’m still trying to figure it out. Visually, Hairworks still looks and performs better than TressFX on my rig. Hopefully someone will manage to port Hairworks to 4.23 or 4.24.

I would be forever grateful! :smiley:

I managed to successfully build their TressFX integration with Visual Studio 2017. Have you tried building it with this version? :slight_smile:

hairworks look realistic

hello everybody !! are there any updated on whether if and when we’ll see Gameworks in 4.23 ??
I’m itchyyy

It would be great if someone WOuld be get HBAO, working on 4.24 too, iw as trying but i have Compile errors :I

I think the most lack of hairworks is it seems doesn’t support tranceparent. TressFX has a soft look, it can run 90 FPS for 1 hair model in my GTX 1050 CARD.
Maybe the new hair component in version 4.24 will have a wonderful solution.
TressFX:

Hiarworks:

4.24 hairworks is the best IMO

Hi, is there any waveworks 4.24.1?
thanks.

Hi everyone,

For our senior project, we requested a new version of WaveWorks. Therefore, we need to integrate the new version to one of the Unreal Engine versions.
We would like to know how to do it.
Can someone walkthrough us?

Many thanks,
Kaan Taha Koken
METU - Computer Engineering

help me please, I did everything according to the instructions but when I open the page I get an error pops out help !!!

Do you have a link to the TressFX integration used here?

Why ALL of the GitHub links is 404? Can someone actually post a 4.23.1???

You need to have your Epic and Github accounts linked to access private UE repo or it’s forks: Unreal Engine 4 on GitHub - Unreal Engine

Olento. So 4.21 is still the most complete integration of Gameworks for Unreal that is fully functioning? I assume because of the rendering changes. Does Epic have something coming that might make the effort to get things like FLOW working in 4.23 or 24 a waste of time or something? Just curious before deciding to anchor a new project on 4.21. Thanks. Amazing contributions by the way.

Yes it’s basically the 4.22+ rendering changes that stalled this. I have Flow running on 4.22 but it doesn’t render anything unless you use it through cascade particles. Porting the actual flow sim to 4.24 is fairly trivial, but the flow’s own smoke rendering would still be broken.

I don’t know if Epic is cooking anything in regards of the fluid sims (besides those Ryan Brucks experiments).

How with Niagara you can make a liquid (for example, in a barrel), as in NVIDIA FleX?
Or in which branch is better to write this question?

Does anyone have any experience with using FleX and Overlap collision events? I am on 0lento’s 4.19.2 branch and cannot get them to work as explained in this video: https://youtu.be/GlIVs6SV3Z0

EDIT: Figured out the issue, apparently it just does not work with Soft FleX objects

hi,thanks so much to developed so much nice things. is there any way to know if NVIDIA developed gamework to ue4 4.22 or last ?also want to know if you still work on update gamework to 4.22?

if you have your github linked to epic account (Iike needed with all ue4 forks) you can see nvidias development here: https://github.com/NvPhysX/UnrealEngine/branches/active. As you can tell by looking at that, they only do RTX work nowadays, there’s been zero updates to traditional gameworks techs for a long time.

I’d like to but the rendering changes kinda make the effort pointless atm. I don’t know enough of the gameworks techs or ue4 rendering internals to redo their rendering code for 4.22+. Some of the techs can be ported to newer UE4, like blast, flow and flex, probably hbao+ too but you still wouldn’t get things like fluid rendering on flow and flex without the rendering code redo.

Blast is bit problematic as it’s being used bit differently now on Chaos, it’s technically part of the ue4 now but it doesn’t work with physx like the gameworks version did. And HBAO+ usage is quite marginal, especially since UE4 already supports SSAO on forward path now + they have GTAO which is superior to HBAO+ so I don’t know if it’s really worth the effort to separate it again from VXGI branch just to get it running on 4.24 etc.