NVIDIA GameWorks Integration

Man, you are , I am reading some PDF and slides made by you, they are truly useful!

Ok. I re-downloaded it and it compiled ok. When I run it though I get a new error:

The program can’t start because api-ms-win-core-libraryloader-|1-2-0.dll is missing from your computer, try reinstalling etc…

If I click ok a few times it goes and I get the original shadercompileworker errors that I was getting before. Not sure what’s going on. Any help ?

The same for me,
I have Windows 7 x64
and I have copied “D3Dcompiler_47.dll” under system32 but I have the same errors/behaviour of @Chaosrik

What are the license costs for using GameWorks? Specifically WaveWorks. It is for free to use the WaveWorks SDK with UE4.

i got same problem with @Chaosrik too

Ookay… Microsoft isn’t making it easy. They actually have different versions of d3dcompiler_47, and apparently the newest one requires some system DLLs that are not present on win7.
There is another version of DLL present in the UE distribution, :
Engine\Binaries\ThirdParty\CEF3\Win64\d3dcompiler_47.dll

Please try either a) copying it over to Engine\Binaries\ThirdParty\GameWorks\VXGI; or b) setting r.D3DCompilerPath to point to that DLL. If it works on your systems, I’ll replace the DLL in the repository.

Ok, copying the dll over seems to work now. Thanks a lot for that :slight_smile:

Works for me too (option a)…
I had copied the other version before.
Thanks

hey ,
can you tell us when flow and GRB will be integrated? thx

Im curious about that too. Especially GRB.

Yes.flow and GRB are amazing.i cant wait for their integration with ue4.

The page for nvidia flow, which I had never even managed to find before today, says June 2016 for a flow beta release, and Q3 2016 for UE4 integration.

https://developer.nvidia/nvidia-flow

As soon as I enable Diffuse Tracing anything outside VXGI range lose specularity.

://imgh.us/33_82.jpg

://imgh.us/22_89.jpg

Any ideas?

Edit: Forgot to add, problem happens only if I enter r.VXGI.AmbientOcclusionMode 1 command. Without it, the square isn’t there when I enable Diffuse Tracing.

Edit 2: Removing the directional light narrows the problem down to skylight having no effect outside the vxgi range when vxao is enabled.

image shows that the skylight has no effect outside the VXGI range when VXAO is enabled. Can anyone confirm is a problem with the VXGI 4.12 ?

Repro steps:

  1. Create a landscape (doesn’t need to be huge, just big enough so you’ll have some space to see outside the VXGI range. The image below is a 512x512 meters landscape).
  2. Only add a Skylight and set to movable.
  3. Enable Diffuse Tracing in PPV
  4. Enter r.VXGI.AmbientOcclusionMode 1 to enable VXAO

://imgh.us/657_2.jpg

Confirmed. Also in 4.10
Would be great if could tell us how to circumvent .
@ ?

Not going to lie. release was a little sloppy. Thanks for your hard work but hopefully you can test things out a bit more before you push them to Git.

Fixed it in 4.12, pull the latest from github. Thank you @ for the repro steps.

! Many thanks.

! @do you have any plan for AIO version?

Last I talked with GMan he was pretty buried under work, so I’m not sure how rapidly he’ll be able to attend to his branch.