NVIDIA GameWorks Integration

I would like to see GPU Rigid Bodies. That would be interesting to have. Although I understand it is only CUDA compatible at the moment. It would open a completely new field of physics games.
://physxinfo/news/12649/gdc-2016–gpu-rigid-body-and-nvidia-flow/

Anyone else getting 404 with the links?

The links work, but you need to setup your account details and be signed into the linked GitHub account first. 's how to do that:
https://www.unrealengine/ue4-on-github

Okay, thanks! I’ll try it. Actually I already made an account. But it was still giving me the 404 errors. Maybe just my account wasn’t confirmed or something.

Has anyone had any success using VXGI for VR? In my tests I’m getting massive lag, flickering and frame drops in the HMD even though the viewport is getting decent frame rates. It seems like a bug more than pure performance limitations.

Just curious if anyone has any tips for setting up a VXGI project for VR? I’m running the 4.12 build on a 970 and the VIVE HMD.

Any updates regarding GameWorks integration for 4.11/4.12? :smiley:

After hours of hammering away at the crash I mentioned at https://forums.unrealengine/showthread.php?53735-NVIDIA-GameWorks-Integration&p=543352&viewfull=1#post543352 for hours, I managed to find the problem specifically.

The crash only occurs in my scene when “VXGI Cone Tracing” is enabled in a translucent material. is in the current 4.12.2 build on the Nvidia Github that I redownloaded and recompiled from scratch tonight to make sure nothing else would interfere.

Any news on when FleX will be updated to support 4.12? I wouldn’t mind if it was skipped to 4.13 to be honest though.

I’ve built vxgi many times in the past but I cannot build the 4.12 version. I get these messages… anyone has a solution ?

EDIT : Fixed, I moved the whole folder to c:/ so the file path is less than 248 characters!

HairWorks1.1.1.2 UE4.11.2 integration.
HairWorks1.2 UE4.12.x integration?

+1

Hairworks for 4.12

I was just checking out the Nvidia fluid rendering sample.

Just want to check a few things before I try implementing it.
1. Does anyone know what method Nvidia used to render their original FleX samples?
2. Is there an existing implementation of style of rendering in UE4 already?
3. It seems like a easy shader to implement. I feel like there’s a reason that it wasn’t used in the UE4 FleX integration. Maybe issues like rendering performance or artifacts? It does have an artifact where you can’t see further surfaces through the volume but I don’t mind it.

I think method might not support mixing liquids e.g oil and water. Because of I’m guessing that it’s not the same method used in the original FleX samples.

The pdf file has more information about method than the site link.

Hey guys Have been trying for about a week without success to compile the latest Flex build. I got git desktop and clone it in but then for the life of me can not figure out how to get it to merge and update. Everything I try from synching to updating says there are unresolved conflicts to take care of before I can merge it and commit. I have tried building other versions with the zip download but that seems to fail for other reasons listed in the git page. Any help would be greatly appreciated…I am a noob with git stuff

FleX got updated to 4.12 and VXGI got the 4.12.3 update, ! Thank you for the amazing work!

One question though, FleX has a different way to get everything setup due to the files that could be overwritten due to running setup.bat. Although the work around for FleX is there, does in any way change the ability to merge FleX and VXGI without a bunch of issues from occurring?

Just did a test with VXGI in VR. Frame Rate was sporadic and there also seemed to be weird occlusion issues. In my scene, I had the material at the end of a torch set to a VXGI emissive material. in VR, I walked around with the torch as the ONLY light source. Sometimes it looked fine. Other times, there was no light when there should have been.

It’s a shame doesn’t work as I would have imagined because it can clearly create a gorgeously lit environment

-S

Since has been a long standing bug since far shadow cascades were introduced in the main UE4 branch and I haven’t gotten a response since I first mentioned it months ago, I figure it may help to actually show what the problem is. is a bug -only- present in the VXGI build, the main branch doesn’t seem to have problem:

v=LPilBjhFlZQ

Text version:

If you have more than 4 shadow cascades of any type, the ones closest to the camera stop rendering.

4 standard cascades = normal
4 standard + 2 far = the two closest to the camera vanish
4 standard + 1 far = the one closest to the camera vanishes
3 standard + 1 far = normal
4 standard + 4 far = no normal shadow cascades render
4 standard + distance field shadows = the cascade closest to the camera vanishes
3 standard + 1 far + distance field shadows = the cascade closest to the camera vanishes
2 standard + 1 far + distance field shadows = normal

hey guys.in vxgi 4.9.1 branch vxgi,hbao+,flex,wavework and hairwork are Integrated but in last branch when i download and compile it only vxgi and hbao+ exist(I am right?).please anyone can tell me how to integrate vxgi,hairwork and flex.my project needs them together.
thanks.

I hope to use Nvidia Faceworks, when integrate in ue4? anyone who knows?

Same problem .

Hi.

UE4.12+HairWorks1.2 is online!

/tree/HairWorks