NVIDIA GameWorks Integration

Hi, folks!
Have you managed to build and run VXGI-4.9 branch successfully?

I cloned the VXGI-4.9 branch exclusively via:
git clone -b VXGI-4.9 --single-branch .git

And I can even build it, but it fails when I launch the newly built editor. It stops at 45%, and then spawns a message box that reads:


Expecting ShaderCompilerWorker output version 1, got 1000 instead! 
Forgot to build ShaderCompilerWorker?

After a while it prints:


Error
0 Shader compiler errors compiling DefaultDeferredDecalMaterial for platform PCD3D_SM5:
\

\

Retry compilation?

And is as far as I can get. My is similar to one: /issues/47
Is there any workaround?

Hi I did, see my previous post on the steps I followed. I think git cloning the VXGI branch itself may have messed something up for a weird reason. Git cloning the whole thing, doing the specified steps (choosing the VXGI-4.9 branch after git cloning the whole thing), compiling ShaderWorker and UE4 etc., no problem with that.

Hi everyone
For my graduation work I’d like to implement Hairworks in UE4 for a character I’ll be making.
I didn’t read all 56 pages in thread, but I’m not sure from which git I have to download? or NvPhysX?
And it seems HW is only supported until 4.8? Is that correct? (It’s not a problem)

Also, lastly, Clothing is the same as the build-in APEX, right?

I’ll follow thread for the coming months to follow the progress ! :slight_smile:

The 4.8 I think is best for VXGI, Flex, HW and HBAO all-in-one: https://github//UnrealEngine/tree/4.8p3_VXGI_FleX_HW_HBAO

According to him he’ll should have the 4.9 out week.

I’m no expert, just played with VXGI.

Apparently Flex is the latest shiniest thing, it’s supposed to be a unified physics solver so you just use Flex for particles, fluids, cloth, all with GPU-acceleration etc.

Great, thanks!
And right, flex, totally forgot that one! Thanks for the video. A big part of my graduation work is research. So I’ll see what’s best for my project. Thanks!

That sure is strange. I thought it was the most logical way to clone the only branch necessary.

I’ve seen your post, but I thought that cloning the whole repo is quite an overkill. But since it’s not working my way, I’ll try to repeat steps from your instructions. Thanks!

Strange. When i start building my scene it goes up to 30 - 40. After hit play button or full screen mode it goes to 10 - 5FPS and not coming back to 30. Any lucky guess?

I am using level streaming but when I hit play it doesn’t need to compile shaders at all, it works fine, only is when I am trying to output the matinee. I can record using a screen capture tool but then the quality goes down… If is the then it really needs to be fixed.

Recompile the ShaderCompileWorker and then it should work, I got the same when I first built the 4.9 branch of VXGI without recompiling ShaderCompileWorker.

I dont actually make any releases, I leave it up to the end user to compile. The latest branch will probably be something like 4.9_NVIDIA_Techs at my github: https://github//UnrealEngine

I will make a post when I actually release something, so just keep an eye on thread.

Strange, I had no problems with my UE4 Nvidia VXGI 4.9.1 and Matinee Output ( watch?v=Ttsa9R6vxx4 ). The only I faced was when exporting frame-by-frame at 4K the video driver kept crashing but at around 3K+ frame-by-frame it was fine. I’m out of ideas regarding your :frowning:

When I downloaded the VXGI-4.9 exclusively and tried to rebuild ShaderCompileWorker project, the project became corrupt (Visual Studio marked it with a red ā€œXā€ and told me that project has some unresolvable issues). time I went according to the instructions above, and then recompiled ShaderCompileWorker as an additional step. Everything works now, thanks!

Alright. Solved one. I don’t know if is a thing or not. When i increase Screen percentage to 120 and press play im getting low fps which is normal and goes back to editor mode and fps not going up. So i turned down screen percentage back to 100 and disable diffuse tracing by console then bring back DTracing on and press play then go back to editor. Then it everything goes back to normal.
------EDIT----------
Placing fogs causing FPS Drop. Man its so random. Waiting little bit longer is the main solution i think… By the way Quality of new vxgi rocks!

Ah, that explains it. Glad you found the.

Thank you. Sometimes placing actors causing too. Very very random.

what version of UE4 is the current FleX source code based off of?

So the moral of the story is that VXGI’s problem isn’t that it’s slow; the problem is that it’s impossible to figure out why it’s slow. Some scenes I can get 24 fps with a GT 940m, others I can barely get 12 with a GTX 770. And no, the 940m isn’t a card. It’s Kepler in disguise.

i mean in 4.8 was cool. No problem at all. Only 4.9 causing .

@'s was with the Screen Percentage (ā€œsuper samplingā€) whereby he was rendering at 120% when playing the scene vs. 100% when in editor. There is probably a bug (in 4.9?) whereby if you set Screen Percentage to 120% or so and then untick it, it might not recognise the change properly. Ie. after changing the Screen Percentage in the PPV, if you want to go back to 100% you should ā€œforceā€ Screen Percentage 100% for editor and playback by keeping Screen Percentage 100% ticked in the PPV even in the editor. So that was causing an overall framerate discrepancy between editing and playback, VXGI notwithstanding.

As for VXGI, @reckons you can adjust the settings to tweak it better, certainly the more lights you enable as VXGI the more intense things get. Besides number of cones and sparsity, the scenes you mention could have VXGI Specular on as well as VXGI Diffuse. VXGI Specular adds to the workload quite a bit (but is quite nice). There’s temporal smoothing or something so that it reduces the graininess, and much more settings to explore too.

In any case, without a card, I don’t think anyone should expect playable VXGI framerates at stage. VXGI is certainly geared for Nvidia and onwards.

FWIW, I’ve always found any card below a ā€œ60ā€ from Nvidia to be honestly really terrible. Whether it’s a 650, 750, 850, or 950 and below, you really need the ā€œ60 and aboveā€ of Nvidia cards for it to be a worthwhile discrete GPU. Let alone a mobile 940M Kepler, sorry, but I don’t think you can expect much from that. I only have a 660M so it’s all just a ā€œpreviewā€ of VXGI for me for now (although Matinee frame-by-frame output to 3K+ works fine for me, just slow of course).

So just a quick update for everyone. I have merged VXGI (and HBAO+) and FLEX into my 4.9.1 build. Will be working on HairWorks, then WaveWorks, then Turbulence,probably upload on Friday, unless people want access to the build now?