NVIDIA GameWorks Integration

+1. Don’t see many uses for FLEX personally, but for Flow it’s different story.

hey guys,

first of all i’m quite new to unreal engine and github. my question is as follows:

finally there is volumetric lighting available to unreal engine: https://github/NvPhysX/UnrealEng...cLighting-4.15

i understand i can download and compile that so it has the support for it, which i will try later today.

but what if i need/want other stuff as well, like e.g. hbao or flex?

i looked at the branch for hbao and it’s almost 2 years old now. so i guess the version of unreal in there is, too?
if that is the case, does it even work in current ue4 versions anymore? and if so, what would i need to be doing
to get it to work?

and my final question is: why doesn’t epic include these (as i understand it) ready to use techniques into the engine themselves?

i hope you can shed some light onto ,

thanks

Can you please give proper instructions on how to build the latest flex?

We will be releasing Flow very shortly (within next week or two) with UE4.15 integration. I can’t comment on the other modules timeline, anything that was announced at GDC should follow shortly (NvCloth, NvBlast, etc).

You should simply have to clone the Github repo, checkout the FleX-4.14.3 branch (/blob/FleX-4.14.3) and build UE4 as usual. Are you having some specific problem?

The main change in Flex 1.1 is support for Direct3D11/12, but there are also general performance improvements and bug fixes. Fluid foam is already in the SDK, but we haven’t exposed it in UE4 yet. Smoke will be best handled by Flow. The full Flex release notes are at the bottom of page:

https://developer.nvidia/nvidia-flex-110-released

Will it be possible to have the Gameworks modules as code plugins on the marketplace in the future?

Not untill rendering will be more pluggable. There quite a bit of engine level changes to get GameWorks working.

Thanks for the response. Just wondering, is there any ETA when and if we will have the diffuse particle options for Flex? Also in the VR FunHouse project the Flow smokes and fire have an un-lit kind of look, in the video there is more of a shaded look (self shadowing), does that mean Flow will get an “update” aswell?

@: Yeah I suspected that, kinda thought plugins are allowed to go deeper by now. Oh well, separate branch is better than not having the .

Got It to work, Thank You!

Some plans for the Nvidia Flow, WaveWorks, Cataclysm, integration with UE 4.14, 4.15?

Alrighty, the GDC announcements have me frickin’ salivating.

My biggest question is, with UE4 most likely not integrating the full gameworks package in the near future (tell me if I’m wrong, I’d be thrilled) is there going to be any possibility of NVIDIA releasing a branch with the full gameworks package? I’ve built VRWorks, VXGI, and am about to do volumetric lighting, but I want all the things! For chrissake can’t we get a “GameWorks” branch? So much cool, but we have to use it piecemeal?

Also, anything on Turf (my precious…)?

We have three technologies which seemingly do the same thing. Turbulence, Flex and Flow (and somewhere on the road was FlameWorks).
One difference I can see is that Felx and Turbulence are particle based, while Flow is Voxel Grid.
My questions is, how do they really differ ? I mean can in theory do flame simulation in Flex.
Does Turbulence is superseeded by Flex (in terms of functionality) ?

Flex is particle based, Flow is voxel based. By its nature, Flow is better for things like smoke/fire because of it, while Flex is better for something like water. I think Flameworks was replaced with Flow, same as how GI Works was replaced with VXGI.
I’m not sure why Turbulence was added, since most of its functionality is a part of GPU particles as a native engine . It’s always good to have options though I guess.

is there any plan for integrating FLEX,VXGI,Volumetric Lighting in one branch?

VXGI/Flex/HairWorks/HBAO+ on 4.14.3 available :

https://github/MaximeDup/UnrealEngine/tree/VXGI+Flex+HairWorks-4.14.3

Working on 4.15 integration with added volumetrics, not quite sure i’ll share one just yet :3

thank you xenthor.is there any plan for add volumetric Lighting to branch?

Shouldn’t be hard to add the Volumetric shadows from the 4.14.3 branch to it. I’m busy going for VXGI/Flex/Hairworks/Volum. on 4.15 and from time to time working on my game, right now lol.

i cant wait for your branch.we make an animation TV series with VXGI 4.13 . ScreenShot : https://drive.google/open?id=0B6Nxu_SCA4EqaVJUdnNfd3V2YmM
our clothing solution is apex and we simulate volumetric lighting with some marketplace assets.it is so will be great if we can use flex instead of apex and volumetric lighting from your branch .