New version of VXGI has been released on NVIDIA Developer. v0.91… so a few questions to :
*Regarding OGL4 path what OpenGL requeriments for non NV GPUs… from shaders seems requires GL4.3?
*also requires Compatibility profile or core profile?
also tested new VXGI OpenGL4 path with Nvidia and AMD GPUs…
on AMD GPU both samples render incorrectly even disabling NV extensions usage…
*it’s a NV library bug or AMD OpenGL bug so I can report to AMD driver developers?
also even VXGI OpenGL path isn’t integrated on UE4 OpenGL renderer yet,
*can we get VXGI support Linux?
of course only OGL path supported there…
The version on DevZone is not that different from the version currently used in UE4, most of the changes are related to OpenGL and others are small performance improvements. And there are some functional changes made after 20094040, specifically I added a tracing refinement pass that allows you to use e.g. 4x sparse diffuse tracing on scenes with very fine geometry and still get a complete result, without holes. I’ll probably update the version in UE4 week, to include those new changes as well.
Hi everyone, I’m currently doing some test with Vxgi and it looks great!
I have a question, sorry if it has already been told. It seems that transparent shader are not taken in account, but I’ve seen in the VXGI presentation an exemple of a custom shader that does that, is there a way to have it in Unreal ? I’m not used with shader development, but I’m willing to try and learn it if I have to…
Right, translucent objects currently cannot be lit by VXGI in UE. Custom shaders, like one you saw in the GDC/GTC presentation, are supported by VXGI and can be used for things like reflections or refractions on translucent objects, but that hasn’t been integrated into UE yet, and there are no specific plan for . But if you or anyone else wishes to add it, feel free to do so; I can help with the VXGI side. Basically, you need to write a material shader that calls VxgiTraceCone(…) and compile that shader with VXGI::IShaderCompiler::compileConeTracingPixelShader(…) - see the comments for function in GFSDK_VXGI.h. Then use IGlobalIllumination::setupUserDefinedConeTracingPixelShaderState(…) to get the parts of pipeline needed for tracing, set that state, and draw the meshes.
Is in my branch or NVIDIAs? Since has committed a performance fix. I have yet to merge in those changes, so I am still using the new backend without the performance fix (therefore performance isn’t as good as it can be)
I’m very excited to try , but I ran into an install problem. is my first time with GitHub and VS. Everything went fine until I tried to run GenerateProjectFiles.bat
Setting up Unreal Engine 4 project files…
I did a regedit and couldn’t find the specified KEY. The entry for VS is there, but nothing there for InstallDir. Also, I’m using VS Community.
is usually a sign of Visual Studio not being installed correctly. Only thing I can suggest is reinstall, or set the key urself, but not sure if other keys might be checked that you dont have. Better off doing a reinstall.
I figured it out. I had installed VS 2015. problem solved. Now I have to figure out how to use the new features. DO I have to install more code for different GW features, or is it all built into the GameWorks merged branch? I don’t see any settings for GW options.
Its all merged in with the merged branch, each GameWorks tech is used differently. ie VXGI is mostly enabled via a Post Processing volume. HairWorks requires importing a HairWorks asset. FLEX assets can be created via New. Turbulence assets same, etc.
Well, I either downloaded and built the wrong thing or I’m really missing the obvious. After VS built it, I made it my startup and launched the editor, which was a 4.7.3.0 but I don’t see anything anywhere about gameworks stuff. I looked at various actor’s such as Post Processing, but nothing is different than what I’m used to, which is UE 4.9
I’m beginning to think I installed only the editor, and perhaps I had to go further in to the branches. But I’m new to gitHub stuff. I forked from :
Yeah u downloaded the wrong branch. Click on the link in my signature. The branch you want is 4.9.2_NVIDIA_Techs. All other branches are either out of date or just UE4 branches
Thanks. I’m in the middle of unzipping the download. the GitHub client was being bitchy. In unzipping, which it is still doing, It errored out saying the path was too long on a few files, so I had to skip them. Now I’m thinking I should have extracted to my c: drive instead of within my downloads folder. In the meantime, it’s still extracting, with an estimated 30 minutes to go. I’m on an 8 core machine using an SSD, wow is slow!