Super, it worked, thank you! I was afraid not to use VXGI because of problem. And I found no solution on google …
Thanks again.
Super, it worked, thank you! I was afraid not to use VXGI because of problem. And I found no solution on google …
Thanks again.
You need to use root motion of some kind to have hair react to movement, as it will not respond to just the character moving around. ie. I animated the root bone of my animation to bob up and down to have the hair react to moving around.
Thanks for finding a solution, I’ll look into why its the case.
Unfortunately, fix is only temporary. AA temporal off unexpectedly randomly … then have to re-enter the console command.
As long as you are in the GameWorks compilation, you will be it possible to add Dynamic Heightfield in addition to all that you have included?
https://developer.nvidia/content/-dynamic-heightfield-modifications
It would be really great to have a ground which is deformed. I tried to integrate Polyvox to EU4, but I am not happened … I’m a beginner …
Probably not, as would only take care of the collision data, would still need to rewrite the rendering portion to support actually changing the landscape tris. Not a trivial task, and I am not really in need of functionality at time.
I understand. Anyway I thank you again for compiling features nvidia, it’s really nice.
I figured it out, its part of the NVIDIA upscale algorithm thats in Cataclysm. It disables AA. Open up the ConsoleVariables.ini and remove the below entries. If you want to use the upscale algorithm in the future. you need to set those params again.
; NVCHANGE_BEGIN: Improve super-sampling
r.Upscale.Quality=4
r.ScreenPercentage.Editor=1
r.ScreenPercentage=100
r.PostProcessAAQuality=0
; NVCHANGE_END: Improve super-sampling
Thank you very much, I raised several times the editor and temporal AA works normally.
With the official integration of Hairworks 1.2 into Unreal 4.12, has anyone experienced performance lag when simulating hair?
To test what I was seeing in the engine, I’ve loaded the same exact project in FurViewer versions 1.1 and 1.2 and noted that Hair will now act very stiffly even jaggedly, and in “slow motion” when animated in 1.2 as opposed to 1.1. where the hair animates normally. Additionally, when the model stops animation, the hair flows freely.
Initially I attempted to re-adjust stiffness and gravity, however when I noted the jagged nature of the Hairworks animation I understood that it may be related to an Animation+performance that turned up with the update .
Has anyone else encountered ? Specifically with shoulder length hair.
Not sure if will help you or not, as I did notice much stiffer simulation with the same settings in v1.2. Until I set console command in UE4:
r.HairWorks.FrameRateIndependentRendering 1
Hi
Thank you for the advice!
I tried that (and every other Hairworks console setting I could find that could potentially solve the) which didn’t show much difference, however I’ve just figured out the solution.
I re-exported the original Hair asset from Maya using the new “1.2” HairWorks plug-in and lo and behold, the hair works perfectly!
Apparently some 1.11 assets wont work as intended with the latest build. (I have another 1.11 asset that seems to work fine)
Hi.
In packaged games, render commands are queued and executed later, which is different from editor. We have locally fixed problem. I’m thinking of pointing you to my private GitHub branch. You can treat is as a preview and try.
You can also try to define PLATFORM_RHITHREAD_DEFAULT_BYPASS to 1.
Thanks.
Is anyone using 's engine and upgraded to the latest Win10? The anniversary update, Redstone or something? It broke my Flex completely, I can’t see any FlexActor after I click the Play button… It was fine yesterday…
Hi, I hope to use Nvidia Flex on UE4, I wonder whether AMD cards support Nvidia Flex or not. Please let me know any information about
I will have to test, but am nervous to upgrade in case its not fixable. So let me have a think about it.
The current version of FLEX integrated into UE4 is not compatible with AMD cards as far as I am aware. There is a Direct Compute version coming some time down the path (no ETA as to when will be available).
I am afraid that until they release all source for GameWorks then AMD users could get support, for now it is just locked down to binary black box.
Thats the plan, they already have released full source for HairWorks, FaceWorks, Volumetric Lighting, FLEX is around the corner (or so Ive heard). And I wouldn’t be surprised if VXGI will open up eventually. And the others. NVIDIA don’t have anything to hide.
Well, remember to shutdown your machine every night before you make up your mind or else������ (I do hope you get a forced update typical win 10 style though������)
Hmmm, can’t use emoji . All jokes don’t get serious. Appreciate your work!
Hi @, can you make a tutorial video about “how to merge Nvidia Branches”. It would be great if you could do .
is your youtube channel?
Thanks.
Yes thats my channel, as for making a tutorial video on merging the branches. Not really, as each time I merge its very different. 4.12.5 was easy because all the integrations were already at around 4.12.5. But merging them into 4.13 is challenging as I have to make modifications to the actual integrations to fit the changes made to the engine in 4.13. However I have started and you can obtain a preview 4.13 version with VXGI from my merged thread.