I just been in the same situation.
I’m not using GIT and I have simply extracted over my installation folder the zip that I download from the github page. made me able to compile the engine. However I know get a crash at startup, I have added my log below. I’m not sure if the warning about the texture pool being at 0 is normal ?
Any help is appreciated.
Log file open, 03/13/15 00:27:44
LogInit:Display: Running engine without a game
LogInit: Version: 4.6.1-0+UE4
LogInit: API Version: 0
LogInit: Compiled (64-bit): Mar 13 2015 00:13:24
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line: -log
LogInit: Base directory: W:/UE4/UnrealEngine-VXGI/Engine/Binaries/Win64/
LogInit: Rocket: 0
[2015.03.12-23.27.44:353] 0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
[2015.03.12-23.27.44:422] 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2015.03.12-23.27.44:445] 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.03.12-23.27.44:456] 0]LogInit: Object subsystem initialized
[2015.03.12-23.27.44:469] 0]LogInit: Selected Device Profile: [Windows]
[2015.03.12-23.27.44:469] 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.03.12-23.27.44:475] 0]LogInit: Computer: FROYOK-PC
[2015.03.12-23.27.44:475] 0]LogInit: User: Froyok
[2015.03.12-23.27.44:475] 0]LogInit: CPU Page size=4096, Cores=4
[2015.03.12-23.27.44:475] 0]LogInit: High frequency timer resolution =2.742929 MHz
[2015.03.12-23.27.44:475] 0]LogMemory: Memory total: Physical=16.0GB (16GB approx) Virtual=8192.0GB
[2015.03.12-23.27.44:476] 0]LogMemory: Platform Memory Stats for Windows
[2015.03.12-23.27.44:476] 0]LogMemory: Process Physical Memory: 48.79 MB used, 48.79 MB peak
[2015.03.12-23.27.44:476] 0]LogMemory: Process Virtual Memory: 26.02 MB used, 26.02 MB peak
[2015.03.12-23.27.44:476] 0]LogMemory: Physical Memory: 5306.28 MB used, 16382.05 MB total
[2015.03.12-23.27.44:476] 0]LogMemory: Virtual Memory: 274.70 MB used, 8388608.00 MB total
[2015.03.12-23.27.44:508] 0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660 ( Level 11_0)
[2015.03.12-23.27.44:508] 0]LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 2 output[s]
[2015.03.12-23.27.44:509] 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.03.12-23.27.44:516] 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2015.03.12-23.27.44:580] 0]LogD3D11RHI: VXGI: areNvidiaExtensionsUsed=0
[2015.03.12-23.27.44:580] 0]LogD3D11RHI: Async texture creation enabled
[2015.03.12-23.27.44:652] 0]LogTextLocalizationManager: The requested culture ('fr_FR') has no localization data; falling back to 'en' for localization and internationalization data.
[2015.03.12-23.27.44:853] 0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.03.12-23.27.51:954] 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.03.12-23.27.53:095] 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.03.12-23.27.53:160] 0]LogDerivedDataCache:Display: Cache Size: 512 MB
[2015.03.12-23.27.53:160] 0]LogDerivedDataCache:Warning: Could not find memory cache ../../../Engine/DerivedDataCache/Boot.ddc.
[2015.03.12-23.27.53:160] 0]LogDerivedDataCache:Warning: Could not load Boot cache: ../../../Engine/DerivedDataCache/Boot.ddc
[2015.03.12-23.27.53:161] 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.03.12-23.27.53:161] 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.03.12-23.27.53:161] 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.03.12-23.27.53:161] 0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
[2015.03.12-23.27.53:172] 0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
[2015.03.12-23.27.53:172] 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2015.03.12-23.27.53:172] 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2015.03.12-23.27.54:103] 0]LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found
[2015.03.12-23.27.54:237] 0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling.
[2015.03.12-23.27.56:443] 0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
[2015.03.12-23.27.56:443] 0]LogWindows:Error: Windows GetLastError: L’opération a réussi. (0)
[2015.03.12-23.27.56:443] 0]LogWindows: === Critical error: ===
Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 548]
Shader Compiling thread exception:
Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54]
Ran out of memory allocating 58731628704 bytes with alignment 0
KERNELBASE.dll!UnknownFunction (0x000007fefd03bccd) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fede53311d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FMsg::Logf__VA() (0x000007fede3cff9f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor-Core.dll!FMallocTBB::OutOfMemory() (0x000007fede2ef91d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\hal\malloctbb.h:46]
UE4Editor-Core.dll!FMallocTBB::Realloc() (0x000007fede2f617f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation() (0x000007fede273055) + 15 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\containerallocationpolicies.h:348]
UE4Editor-Engine.dll!TSparseArray<TSetElement<TPair<FString,FShaderParameterMap::FParameterAllocation> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::Empty() (0x000007fedbef8616) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:224]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0cb3) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:400]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0425) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\set.h:624]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a00e5) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\array.h:1165]
UE4Editor-Engine.dll!operator<<() (0x000007fedc89fbdc) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\shadercore\public\shadercore.h:544]
UE4Editor-Engine.dll!DoReadTaskResults() (0x000007fedc8b3e3b) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:124]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::ReadAvailableResults() (0x000007fedc8e16f2) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:893]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::CompilingLoop() (0x000007fedc8af901) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1019]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::Run() (0x000007fedc8e9650) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:504]
UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fede532426) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fede52af5d) + 8 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
.dll!UnknownFunction (0x0000000076f3652d) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
[2015.03.12-23.27.56:667] 0]LogExit: Executing StaticShutdownAfterError
[2015.03.12-23.27.56:669] 0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.03.12-23.27.56:669] 0]Log file closed, 03/13/15 00:27:56
You have to rebuild your ShaderCompileWorker. Sorry about that, there is a bug in the dependency for that module, and you have to build it separately. I just committed a bunch of changes, including new ShaderCompileWorker binaries, so you shouldn’t be seeing that particular problem in the future.
I also submitted the SciFiHallway scene with VXGI, as we showed at GDC.