NVIDIA GameWorks Integration

85 pages lmao

Was ever fixed?

Looks like its fixed in my 4.13 VXGI build, due to the way EPIC changed the shadow rendering for caching.

Yep, just tested it right now. I can confirm it’s fixed in the 4.13 build. :smiley:

nvida pascal not supported VXGİ ???

No idea, dont own one, but I dont see why not. Are you saying you have a 1060/70/80 and its not working?

Should be working. What do you see going wrong?

Hi guys!
I have really weird situation that I can’t manage to download 4.11
/tree/MultiRes-4.11

website shows that the branch is set to ā€œreleaseā€ and said that ā€œ@-marsh -marsh Merge branch ā€˜4.7’ into releaseā€
So I switch the branch into 4.11 version, however no matter how I press ā€œOpen in Desktopā€ I always get the 4.7 version.
works fine if I press ā€œdownload Zipā€, but others said that option ā€œdownload Zipā€ does not work in 4.11, So I must Open in Desktop.
How should I download it.(I might new to github, so bare with me)

When you ā€œOpen in Desktopā€ your obtaining the entire repo (All branches). So you have to switch to the branch you want after you have cloned it to your computer.

job man! I’m curious about one thing. How can I merge two of your branches?
Not hardcore code rewriting, just your version of 12.5 with Gameworks + Ortho scene capture 2D?
As I can see ortho branch change 3 files only, but I don’t understand how to properly merge them.
I need to copy-paste these files to Gameworks branch, and build whole thing in VS?

In instance, you can just copy the three files across to the GameWorks branch as the GameWorks branch does not touch these files.

Thank you for your effort sir :slight_smile:

Oh! right, I’m such an idiot
I totally forgot

So… Is NVidia’s VR gamework having the same effect as UE4’s VR stereo?

v=1jbul5KaVNU
It looks like you can animate a rigid bodies resting positions and the rigid body stiffness in FleX. I’m probably going to see if I can get it to swim in water next and maybe try multiple layers of cloth.

No, the only part thats integrated into UE4 is MultiRes, which renders the outer portions of the screen at a lower res. Meaning it can be used with Stereo rendering for added performance.

I have my project with fps under 40~60,

I am thinking to combine with both VR stereo and VR gameworks, see if my FPS can increase a little bit, however my fps is around 60~70 when I enable VR stereo,

and the fps is about the same when I switch project to MultiRes

Is there anything that I do wrong? or the fps just can’t go anymore higher

make sure ur setting the console variable vr.MultiResRendering to 1,2 or 3 (based on how aggressive you want the MultiRes to be). I was able to get significant gains by using 3 and a screen percentage of 200 on my oculus.

I feel like an annoying idiot just can’t stop asking questions, Sorry to bother you guys that much.

right now I switch my vr.MultiResRendering to 3, then when I toggle show FPS it still shows the same value

also I failed to package it with MultiRes 4.11 with the error written as ā€œERROR: UBT ERROR: Failed to produce item: …Engine\Plugins\Runtime\LeapMotion\Binaries\Win64\LuxgenS3VR-LeapMotion.libā€

I’m using leapmotion plugin in my project for some purpose.

Maybe ur using features that don’t work with MultiRes and so therefore not gaining any FPS. I know MultiRes doesn’t work with Post Processing Blendables yet (Working on that). But that normally produces visual issues as well, and can cause the FPS to actually drop. As for your packaging, the LeapMotion plugin probably needs a dependency or some small modification, I dont know, without looking at the plugin I can’t really say much more than that.