NVIDIA GameWorks Integration

Oh noes that could be a bit of a problem x( are you sure I can’t use it with regular meshes (a plane) in version?

I haven’t looked at your quadtree generator yet (I’m compiling the engine atm, might take a while) but I can’t help thinking that it might be a bit of an overkill :stuck_out_tongue:
In the community ocean project I was able to create -in my eyes- a decent “infinite” plane system by scaling the plane based on the camera height to extend to the horizon (also have the plane follow the camera x,y position)… it is a super simple method that seem to work surprisingly well.
The shader needs to be based on world position instead of UV’s but that can already be done with WaveWorks as far as I remember.

Is it possible to get the previously committed version (without the quadtree) from github? so I can test it out?
I always wanted to use WaveWorks in the community ocean project but since I was not able to figure out how to read the wave height from code I didn’t bothered since it would be kinda useless without buoyancy :stuck_out_tongue:

one small question, is there a way to react the hair with the thirdperson character blueprint? like when im going forward…
is a screenshot explained but not perfect ://www2.pic-upload.de/img/28633432/Unbenannt.png

edit: should be similar like one… .google/file/d/0BzqpBc4MrAMXbHo2amkzejBOUVU/edit

Is Turf built into the UE 4 branch yet? An Nvidia blog entry in early august said “We’re building relatively new technology into our special UE4 branch to put it into the hands of more developers.”

It’s not listed on the Branch right now Does anyone know when it will be?

I would like to test sample projects made with Waveworks and/or Turbulence. I saw that sample projects are included in Github’s ue4 branches, but I can’t download subfolders (only I can download all branch). Could someone upload sample *.uproject (on mega.co.nz or similar).

And I use merged branch from https://github//UnrealEngine/tree/4.9.1_NVIDIA_Techs

Hi!
I have a problem with HBAO+. I set the r.hbao.enable 1 in ConsoleVariables.ini, enable HBAO+ in the post-processing volume and I can’t notice any change in the look of my scene! Even in playmode. Normal AO gives a noticable effect whereas I can’t get anything out of HBAO+ even with intensity. I have the 4.9.1 nVidia Techs build. VXGI and Hairworks work fine.

Its only a temporary limitation, I do plan on getting a plane based component working as well, where u can define the size of the plane, and the density, which could then be used with the community ocean project. In the meantime to use the previous implementation, just fork my branch and roll back the last commit.

I have added the sample project as a release to my branch so it can be downloaded separately: https://github//UnrealEngine/releases/tag/4.9.1-NVIDIA_TechDemos

hi galaxy man. i downloaded the zip file of your ue4 9.1 vxgi (https://github//UnrealEngine/tree/4.9.1_NVIDIA_Techs)and run the setup,after downloading the files,there was no ue4.sln in the folder,and is what i get after click on generateproject filegnerate.jpg

It can’t find your Visual Studio installation. You need to use VS2013 Community Edition or professional, etc. (Express doesn’t work as far as I am aware). VS2015 is not supported on 4.9. Basically the is at your end.

I tried loading the Waveworks example you just uploaded and nothing really happens - just a small white plane. Do I have to re-download the latest branch (I already have 4.9.1_NVIDIA_Techs) ?

Yes you have to get the latest changes, since I added the WaveWorks Quadtree integration code only recently.

galaxy do you know why the hair looks so stiff ? watch?v=wsxKEplzqy8
TressFX in Unreal Engine 4 is 10x better when it comes to simulation
gravity is at zero

Looks like your settings aren’t right, you need to set your stiffness and damping values to something more reasonable. Basically the root stiffness will control how much the lower part of a strand can move, so set it to something around 0.3 - 0.5, Tip stiffness will prevent the tip from moving, so you will want that really low. Damping will make it not move as quickly, then just tweak the Global stiffness till you get something comfortable. Make sure to turn on wind in the Blueprint Editor so you can see how the hair moves around.

even with default settings its still stiff, its just doesnt react with the character blueprint movement…
i want it like Alice madness returns… it was great there watch?v=HTieYSh–L8
maybe it should be implemented like apex cloth

edit: .google/file/d/0BzqpBc4MrAMXbHo2amkzejBOUVU/edit should be similar like … hair should react with the movement…

So for testing purposes, I got my hands on a Titan X today, and found a strange result when it came to performance. In the sci-fi hallway, in both the 4.8 and 4.9 VXGI builds, I noticed that for some reason, in mode (was on Windows 7 so wasn’t an option), in 4.8 VXGI it was running much, much faster.

At 1440p, MapSize 32, 4 cones, sparse tracing 4, specular disabled:

4.8 VXGI-

10.96ms total
1.75ms VXGI WS
2.15ms VXGI SS

4.9 VXGI-

22.4ms total
12.19ms VXGI WS
2.5 VXGI SS

I went back and forth between the two engine builds for over an hour, trying to make absolutely sure the settings were the same, but no matter what I did, I could not get 4.9’s build to run anywhere close to what 4.8 was putting out (And for all intents and purposes, the two builds visually looked almost the same. Just a tiny bit different in the color correction settings or something between them, but nothing that would cause another 10ms of frame time).

Has anyone else noticed a slowdown in the 4.9 build? I know the official changelog says " GPU features are not supported in mode yet" but that shouldn’t be impacting performance so badly.

i had the 2013 version,and i just uninstal it and install a new 2013 visual studio and got maseg after install(setup has finished however some parts are not installed well)some thing like :smiley:
i think i have some problem with my windows

Hello galaxy i have a question. do you plan integrating Faceworks?

AFAIK FaceWorks requires a license?

You can get that same effect using HairWorks, you just need to play with the settings some more, default settings are not good.

They apparently refactored a lot of the integration for 4.9, check the config options, make sure they are the same between 4.8 and 4.9, so maybe thats why there is a difference in performance.

I would love to and TurfWorks if NVIDIA would me access to do so.

Yes it does.