NVIDIA GameWorks Integration

Getting with 4.13 Preview 1 and 2 error when I am trying to use Tesselation:
Error [SM5] Material.usf(1542,2-16): warning X3206: implicit truncation of vector type
Error [SM5] MobileBasePassVertexShader.usf(35,3-43): error X3000: unrecognized identifier ‘FForwardShadingBasePassInterpolantsVSToPS’

with 4.12.4 and 4.12.5 (all version - thanks for that work very much :)) I don’t have that problem. Neither does it happen in the official 4.13 Preview 2 (Preview 1 not tested).

I’ll take a look as FForwardShadingBasePassInterpolantsVSToPS was renamed in 4.13 so looks like I missed one.

Thank you so much for your hard work!
I downloaded your branch (4.12.5) from github and everything works fine! But how can you make a flex soft body deform permanently? You mentioned it that it now is possible but I just can’t figure it out how. Would be if you could help me :slight_smile:

Yeah you can’t with the 4.12.5 branch, the was included only in the 4.13 branch.

Thanks for the quick reply! Ok, then I’ll try out the 4.13 branch.

is a Cinematic made with sequencer featuring Apex cloth Nvidia hair works . Many thanx to for all the help. getting to work.
I’m really loving :slight_smile:

Well, that can happen. Let me know when you found something and keep up the good work.

Hi everyone!

Recently, I upgraded my project to 's 4.12 branch, everything works fine from downloading to project, building and packaging for me.

However, after I open up my shipping build game, an error message show up and says something about missing “d3dcompiler_47.dll”

After some research on google, I found the answer from page:

https://forums.unrealengine/printthread.php?t=53735&pp=40&page=82

After copying the “d3dcompiler_47.dll” from Engine\Binaries\ThirdParty\CEF3\Win64\d3dcompiler_47.dll to C:\Windows\System32

I can successfully run my shipping version without problem. But solution still leaves me with 2 unanswered questions:

  1. Suppose I uploaded my game to steam, if the user buying my game are using win7 and didn’t have the required .dll to run the game, what can I do to

have their system acquire the missing .dll?

  1. The second question is probably due to the lack of understanding of UE4 on my part, but I will like to know why the engine still need a shader compile .dll

when executing a cooked game? Aren’t the shader already compiled in a shipping build? If I can somehow make the shipping version not compile the shader

again, will mean the end user doesn’t require the “d3dcompiler_47.dll” anymore?

Any response will be greatly appreciated, and thank you for your patience for reading my post. :slight_smile:

Edit: 2016/08/28

After trying to run my shipping version for some times, I noticed the shipping version sometimes crashes from start for unknown reasons. (So simply copy d3dcompiler_47.dll to system32 might not be the solution for me)

Edit: 2016/08/28 07:51

I took a look of the crash dump generated from my shipping build, and found the crash is due to:

void FFlexFluidSurfaceRenderer::RenderDepth(FRHICommandList& RHICmdList, FPrimitiveSceneProxy* SceneProxy, const FViewInfo& View)

I simply comment out the function’s body and rebuild again and the shipping build work without problem. (I know it’s a lame way to fix the problem, but I don’t use flex particle anyways.)

Hi ,
Could you tell us where to find some document on how to use multi-res in that branch? I tried searching info on Google but nothing there and I want to resize the lower res portion in order to balance the performance and the visual in VR.
Nvidia doesn’t provide us the official document like VXGI tech document.

So is the d3dcompiler gone too?

In any case, shipping builds should not need the shader compiler at all, and certainly they should not link to it statically. What kind of error do you see, is it an OS message saying that it can’t load an EXE or DLL due to a missing dependency, or just a regular message box from UE or ShaderCompileWorker?

There are no CVar-s or UI parameters that control the specific MRS configuration values. You can use vr.MultiResRendering to switch between various quality presets, 0-3, where 0 is disabled, 1 is more conservative and 3 is more aggressive. If you really need more control over the config, you can edit “Engine/Source/Runtime/Engine/Private/SceneView.cpp” and for example add a new setting for that CVar that would mean your custom preset, and maybe add more CVars to control that preset.

Hi !

Thank you for the response.

It is an error message from my shipping build .exe. I’ve done some research and confirmed that UE4 should be precompiling all shaders in packaged game. So seeing it need a shader compiler is kind of weird. (Interestingly, I could still play the game normally, but hairworks won’t render in the game, which means my character is bald-headed.)

I tried copy the d3dcompiler_47.dll to various location in my shipping build. And found out that, if I copy the .dll to the folder where my shipping .exe is, then I don’t need the .dll in my

C:\Windows\System32

directory anymore. Seems like the shipping build tend to find the .dll within local directory, if the .dll is not found, then it will resort to the clien’ts system32 directory.

So, I think my problem is solved (I could just copy the required .dll in my packaged game manually), albeit with a hacky approach.

Thank you again for the reply!

Thanks ,
I have tested VR works demo on HTC VIVE and aggressive preset works great but I just want to enlarge the outer portion a little. I will ask some friends who can code to get it done.

Speaking only for myself, I have the MSI Gaming X edition GTX1070 [a BEAST, I’ll add!] and VXGI works extraordinarily well!

Perhaps something didn’t compile right?

Flex Build Crashes. Fine in Editor/Standalone.

I have a 4.12/Flex VR project (stereo instanced rendering enabled) running fine in the editor and standalone. The project builds/packages without errors. When I run the .exe the binary throws a break and crashes with fatal error immediately when starting up. Has anyone experienced anything similar with regards to packaged Flex builds crashing, but the project source launching fine within the editor or standalone? Don’t currently have access to logs so any general thoughts would be greatly appreciated.

Is there any error message at all? The example FlexProject appears to package fine, so we would need some more information to help. Are the Flex binaries being included in the Engine/Binaries/ThirdParty//Flex-1.0.0/Win64 folder?

Can someone please help me extract a patch from the funhouse branch with the VR.SLI ? It seems contained but I’m getting a bunch of errors when I try to put it in the ue4.13

Hi :slight_smile: . any news of gamework integeriation for ue4.13 release

Not until I’m back from holidays. Have no access to a machine powerful enough to use UE4. So around 10th Oct

It turns out the Boolean bFlexFluidSurface is not initialized to false in FPrimitiveSceneProxy constructor which caused random meshes to be marked as Flex Surfaces because of garbage values. Once was true the primitives got randomly pulled into the SurfaceSceneProxies array in the FFlexFluidSurfaceRenderer::UpdateProxiesAndResources function.

The fix was simple, add bFlexFluidSurface = false into the FPrimitiveSceneProxy::FPrimitiveSceneProxy (const UPrimitiveComponent* InComponent, FName InResourceName) constructor function.