Unreal Engine 4.9 VXGI commands (press ~ ):
r.VXGI.AmbientOcclusionScale
Scale factor for the voxel AO result.
1.0 = default
r.VXGI.CombineSpecularWithSSR
Defines if VXGI specular tracing fills is combined with SSR or replaces it
0 = replace (default);
1 = combine;
r.VXGI.CompositingMode
0 = add the VXGI diffuse result over the UE lighting using additive blending (default);
1 = visualize the VXGI indirect lighting only, with no albedo and no AO;
2 = visualize the direct lighting only;
r.VXGI.DebugBlendOutput
Alpha blend debug output
0 = disable (default);
1 = enable;
r.VXGI.DebugClipmapLevel
Current clipmap level visualized (for opacity and emittance debug modes)
15 = visualize all levels at once (default);
r.VXGI.DebugVoxelsToSkip
Number of initial voxels to skip in the ray casting if r.VXGI.DebugMode !=0 ;
0 = default;
r.VXGI.DiffuseMaterialsEnable
Whether to include diffuse lighting in the VXGI voxelized emittance
0 = disable;
1 = enable (default);
r.VXGI.DiffuseTracingEnable
Whether to enable VXGI indirect lighting
0 = disable;
1 = enable (default);
r.VXGI.EmissiveMaterialsEnable
Whethet to include emissive materials in the VXGI voxelized emittance.
0 = disable;
1 = enable (default);
r.VXGI.Emittance6D
Whether to use 6 emittance projections per voxel
0 = 3 projections;
1 = 6 projections (default);
r.VXGI.EmittanceInterpolationEnable
Whether to interpolate between downsampled and directly voxelized emittance in coarse levels of detail. Sometimes
interpolation makes illumination smoother when the camera moves
0 = disable (default);
1 = enable;
r.VXGI.EmittanceShadingMode
0 = use diffuse color = base color - base color + metallic (default);
1 = use diffuse color = base color;
r.VXGI.EmittanceShadowCascade
Restrict the emittance shadowing to a single cascade
<0 use all cascades, otherwise the index of the cascade to use;
1 = default;
r.VXGI.EmittanceShadowEnable
Whether to enable the emittance shadow term
0 = disable;
1 = enable (default);
r.VXGI.EmittanceShadowQuality
0 = no flickering;
1 = 2x2 samples (default);
r.VXGI.EmittanceStorageScale
Multiplier for the values stored in VXGI emittance textures (any value greater than zero).
1 = default
r.VXGI.ForceDisableTonemapper
Disable tonemapping
0 = false (enables tonemapping, default);
r.VXGI.ForceFrontCounterClockwise
0 = default;
r.VXGI.ForceTwoSided
0 = default;
r.VXGI.GSPassThroughEnable
Enables the use of geometry shader pass - through for voxelization, only effective when value
r.VXGI.NvidiaExtensionsEnable=1
0 = disable;
1 = enable (default);
r.VXGI.HighQualityEmittanceDownsamplingEnable
Whether to use a larger triangular filter for emittance downsampling
0 = disable (default);
1 = enable;
r.VXGI.MapSize
Size of every VXGI clipmap level in voxels. Valid values are 16,32,64,128,256.
128 = default;
r.VXGI.MultiBounceEnable
Whether to enable multi-bounce diffuse VXGI
0 = disable (default);
1 = enable;
r.VXGI.MultiBounceNormalizationEnable
Whether to try preventing the indirect irradiance from blowing up exponentially due to high feedback.
0 = disable;
1 = enable (default);
r.VXGI.NvidiaExtensionsEnable
Controls of use of NVIDIA specific D3D extensions by VXGI
0 = disable;
1 = enable (default);
r.VXGI.Opacity6D
Whether to use 6 opacity projections per voxel
0 = 3 projections;
1 - 6 projections (default);
r.VXGI.Range
Size of finest clipmap level in world units
60 = default;
r.VXGI.RoughnessOverride
Override the GBuffer roughness
0 = default;
r.VXGI.SpecularTracingEnable
Whether to enable VXGI reflections
0 = disable;
1 = enable (default);
r.VXGI.StackLevels
Number of clip stack levels in VXGI clipmap (values 1-5)
5 = default;
r.VXGI.StoreEmittanceInHDRFormat
Format of VXGI emittance voxel textures
0 = UNORM8;
1 = FP16 () or FP32 (other supported GPU’s);
r.VXGI.TemporalReprojectionEnable
0 = disable;
1 = enable (default);
r.VXGI.ViewOffsetScale
Scale factor for the distance between the camera and VXGI clipmap anchor point
1.0 = default
r.VXGI.AmbientOcclusionMode
Set voxel AO mode
= default;
I would like to download all integrated NVIDIA Gameworks functions in one package. Recently I tried VXGI branch and it works fine, but for Turbulence, Waveworks, Hairworks etc. I have to download every branch separately … I hope that someone will upload full UE4 with all Gameworks options or maybe another solution exists.
Also I have question for NVIDIA : when will be release NVIDIA FLEX for Fermi-based video cards ? I have good old GTX570 and I have CUDA 2.0, so FLEX doesn’t work for me, but I heard about coming FLEX for all DirectX 11 graphics cards.