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NVIDIA GameWorks Integration

Please explain in more detail what to do with the file “GFSDK_VXGI_r0.9_19557187.zip”?

From “NVIDIA VXGI 0.9. Documentation” I can not understand.

What does the “Add a reference to GFSDK_VXGI_x64.lib or GFSDK_VXGI_x86.lib.”?
And it is “Put GFSDK_VXGI_x64.dll or GFSDK_VXGI_x86.dll into the output directory of the project.”?

I just installed Win 8 on Virtual Box, and I started to build on Win 8 x64, and the previous error did not appear anymore. But now I got another error:



Error 1 error LNK1181: can not open input file 'GFSDK_VXGId_x86.lib' C: \ UnrealEngine \ Engine \ Intermediate \ ProjectFiles \ LINK UE4

Error 2 error: Failed to produce item: C: \ UnrealEngine \ Engine \ Binaries \ Win32 \ UE4Game-Win32-Debug.exe C: \ UnrealEngine \ Engine \ Intermediate \ ProjectFiles \ ERROR UE4

Error	3	error MSB3073: The command "..\..\Build\BatchFiles\Build.bat UE4Game Win32 Debug" exited with code -1.	C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets	38	5	UE4


As can be seen the first error associated with GFSDK.

It looks like I have a new hobby - collecting bugs VS!))

Is there any console command to disable VXGI runtime like HBAO (r.HBAO.Enable 0)?

Hi it’s at: https://github.com/NvPhysX/UnrealEngine/blob/VXGI-4.9/UE4_VXGI_Overview.pptx
Changelog: https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.9

828d8f067f07ebd5b27162ebe9681ac10429957b.jpeg

Ah thanks, I suppose it’s r.VXGI.DiffuseTracingEnable and r.VXGI.SpecularTracingEnable

So I’ve been working on a small project with VXGI for a while now, and now that I’ve gotten used to it it’s actually a really nice system. One concern though is lower end spec machines don’t even have a hope at running the game. Aside from the obvious ones like 4 cones, sparse tracing of 4 and mapsize of 32, what kind of things can I do to get it working well on lower end hardware? It doesn’t even necessarily need to look any better than manually placed point lights, which for now is the alternative option, to manually place a set of point lights to fake GI that are only enabled when VXGI is off. It’s obviously not an ideal solution, since I essentially need to do the scene’s lighting twice, and you lose a lot of the benefits of having a dynamic system in the first place.

Speaking of, if that really is the limit of how much you can turn it down for more performance, would be a good feature to add in a flag to the lights like I’ve been doing in the project. Basically, any light that I want on when VXGI is disabled, I end the name with _novxgi, essentially making a blacklist of fill lights that turn off when VXGI is on. It works great, except for the part where in the editor view it always shows both sets of lights even with VXGI enabled. I’m sure a more elegant solution is possible than what I did there.

I thought the main reason Epic removed VGI was the fact it didnt scale well! I really want to see VXGI take off but maybe its just a bit before its time.

**Please explain where you want to copy a file GFSDK_VXGI_x64.dll or GFSDK_VXGI_x86.dll? **

And what does the “Add a reference to GFSDK_VXGI_x64.lib or GFSDK_VXGI_x86.lib.”?

It sounds like your trying to follow the directions to use VXGI in a standalone application, that will not work for UE4. You need to obtain the UE4 VXGI branch from NVIDIA: https://github.com/NvPhysX/UnrealEngine

Destructibles and Flex interaction

Is there any way currently to have APEX destructibles interact with Flex particles? Destructible objects only seem to collide with Flex objects before they’ve been fractured. There was a demo NVIDIA released a while back with water in a glass tank. The tank is then shattered in various locations releasing the water. Any details on how that was achieved would be greatly appreciated. Thank you in advance.

Or is it not necessary to do? As you build engine VXGI?

As I understand it, at the top of the left column “Branch” instead of “release” should I choose “VXGI” right?
After that, there are two options, or “Download ZIP” or “Clone in Desktop” right?
This time I downloaded the ZIP file, this can be a problem?

GalaxyMan2015, could you describe step by step how you get the engine + VXGI.

In the above privacy I do not understand what to do after unpacking the archive. Perhaps you need something to download further (perhaps more the component to Nvidia)? Do I need to make changes to the VS (create links to change the code, etc.)?

PS:Thank you in advance for your help!

  1. Download: https://github.com/NvPhysX/UnrealEngine/archive/VXGI-4.9.zip

  2. Extract to your computer somewhere

  3. Run Setup.bat in the root path

  4. Once the above has complete (needs to download about 3.4gb of prereqs). Run GenerateProjectFiles.bat

  5. Open UE4.sln and compile UE4 solution.

  6. Once compilation has completed, Recompile ShaderCompilerWorker (under programs in Solution Explorer)

  7. Launch UE4Editor.exe (or Start Debugging)

  8. Wait for launch procedure to complete, it will get stuck on 45% for a while, since its compiling shaders.

GalaxyMan2015, thank you for help! On your instructions I became much clearer process of building!

I believe so… let us know if it doesn’t work.

I believe VXGI is a Maxwell-onwards thing. Maxwell has lots of “stuff” (as best I can describe it) that accelerates VXGI quite a lot. Nvidia Pascal is around the corner. I’m sure AMD will look at how to optimise for things like VXGI though AMD is clearly behind Nvidia in terms of power consumption at least.

There’s probably not going to be any tweaks for VXGI that will really work for pre-Maxwell cards, unless Nvidia or AMD put a lot of effort into it.

Unless they screw it up, Nvidia Pascal will blow away anything we’ve seen with Maxwell, we’re talking the GTX 1080 Ti (or what ever they call it) doing 4K high-quality VXGI at 90fps+ and so on.

With Nvidia, I don’t know how they’ve done it but GPU rendering for non-realtime is really blowing up right now and sidelining the CPU.

Cryptocurrency GPU mining is on the wane (AFAIK) because of dedicated ASICS and cryptocurrency significantly kept AMD purchases ticking along.

Nonetheless GPU compute which had a rocky start is taking off now.

So I admit, I’m a long time Nvidia fanboy… but the GPU world, more or less dominated by Nvidia at the high end, for PC + VR, is going to very significantly change 2015-2020+

So bottom line is Intel Kaby Lake + Nvidia Pascal + VR will drive the high-end 3D and gaming world with 4K and full GI like VXGI, BUT it will take several years to filter “down” to mainstream PC gaming and then consoles and mobile.

Hey guys, has anybody tried HairWorks integration in 4.9 version?

I tried hairworks test map with galxymans’s latest build. Why do you ask?

Oh, i totally missed the GalaxyMan’s repo… Just wondered if it could be merged successfully with 4.9 branch before i actually try that. I see now, thank you.

UE4 + VXGI worked!!!
I used the instructions from GalaxyMan2015 and it worked.
Probably the problem was me. I downloaded version 4.9 and it work (before I tried to build a version 4.8).

Alexey.Panteleev and GalaxyMan2015, thank you for your help!

https://developer.nvidia.com/gameworksdownload#?dn=nvidia-hairworks-1-1-1
NVIDIA HairWorks 1.1.1

Maxwell and Pascal run the tech great, and yes that’s what it’s built for, but there must be some way to offer a cut down, less accurate version for slower hardware. Lionhead’s LPVs were very performance heavy at first as well, now it’s more or less free in comparison, without any change in the hardware running it. Even if the lower spec settings for VXGI are as problematic as LPVs are when it comes to problems like light leaking, the option to be able to do something like that at least opens up the VXGI workflow a bit more. Right now, if you make a scene focused around VXGI, even if it runs great on high end machines, without doubling the workload the scene flat out does not run on even something like the GTX 680 well enough to call it playable. Setting a GTX 780 as the game’s minimum spec in 2015/2016 is unreasonable to ask of the consumers right now.

Even making a change like lowering the minimum mapsize from 32 to maybe 16 or even lower, probably wouldn’t need a significant rewrite to the systems while still lowering the performance hit that it has. The Sci-fi Hallway example included with the build is a great example of why disabling VXGI in a scene built for it isn’t going to work out too well.

I’m all for future proofing the visuals in games, that’s part of why I’m trying to make this tech work in the first place, but it is very difficult to convince non-artists on the team that the system is a good idea when their own computers can’t comfortably play the game they’re working on. Not to mention, as you said, VR, which when combined with VXGI will ensure nothing until 2020 can even consider running at the 90 fps that something like that requires (Unless Nvidia has a trick up their sleeve to not incur a performance hit when using the tech in VR). I do want this tech to work, been messing with the settings for over a week to try and get it going well enough on lower end systems now that I have a few scenes that can use it well, it’s just a challenge to get it in a state where it runs well for it. For now at least, my solution is just to fill the scene with fill lights that only turn on with VXGI disabled and try to make it look as close as it can.