NVIDIA GameWorks Integration

i got 174 errors with vs2017
everything seems to work though, only tested the editor with the provided examples so far.

is there any info on adding content specifically for flex?
cant seem to find anything out there

Has anyone managed to build Volumetric Lighting on 4.17?

@. Thanks for checking on 4.17 VRWorks… I hope NVidia update their branch soon.

Thank you very much.@.
Can you also mix waveworks to your branch, please?
it would be !!

There’s no official 4.17 Waveworks yet :stuck_out_tongue:

Thanks. .@.

You are great !!

Recently, I worked on a project with engine compiled from NVIDIA Waveworks branch. (The branch name is waveworks-4.16 in github.) All the functions relevant to Waveworks are good to work. But once I put a camera into current level, UE Editor will get stuck and close with error several minutes later.

I also did some test, and found that only when I selected the camera and the preview window appeared at lower right corner, the UE Editor stuck. Seems that it can’t render with two cameras (main view and the camera preview), because I had received a error about ā€œD3D device is lostā€ one time.

So, does anybody have some idea about situation? Or is there some settings need to change? Thanks a lot.

Are you overclocking your GPU?

https://unreal-engine-issues.herokuapp/issue/UE-42280

Hi, RealityLost. Before I placed the camera, the Editor’s fps is about 90. So I think the workload is okay for GPU.

And I had another try yesterday. No more D3D device error occurred, but only stuck my editor. After that, the editor won’t crash but still work, seems like waiting for some operation haven’t been done. That’s quite strange.

Anyway, thanks for your answer. :slight_smile:

Thanks man, I will report if the crashes occur again. :slight_smile:

I’ve updated the GameWorks 4.17 merged branch with the latest update from the VXGI branch which are truly .
I suggest you check it out for yourself:
/commits/VXGI-4.17

There’s also a HBAO+ upgrade included.

I wish hairworks would support VXGI bounce. Right now it’s hard to get rid of the very dark shadows / self shadows. At the moment that’s only possible with a bright movable skylight, which blows out everything else unfortunately.

I have a strange usecase, perhaps i can get some advice? I am after a man made of many balls- imagine a monster that emerges from a ball pit.
I was thinking we could use flex but actually somehow render the particle solver inside a soft body actor rather then the soft body mesh it distorts. Anyone have any tips on how could be done?

Ideally i’m gonna run it through a Kinect so we have a strange visualisation of being a ball monster. Thanks guys!

I am looking for a guide, help, tutorial or any information really on merging multiple nvidia plugins together. Combing over google hasn’t had much success but maybe I’m asking the wrong questions.

Alternatively if anyone has a link to a github repository with multiple plugins merged together including blast i’d appreciate it if you’d be willing to share the link

I ran into a user on reddit that merged 4.17 with the volumetric lighting build but I haven’t seen an actual version that we can use. I’m dying to get it as well!!

I might give it a shot as i may actually need it. Nvidia volumetric solution works better than Epic solution for moving objects.

Since you quoted my post. I don’t see how volumetric lighting would help with the problem I described?

Hey all,

Firstly, thank you to the contributors that keep integration up to date. We’re loving using it.

I have a question regarding build times, as I’m making some source changes. I’m playing around in FlexContainerInstance.cpp and some other nearby files, and rebuilds are taking 47 minutes even after very minor changes. We’re using VS2017 community edition.

Any advice on improving build times?

debug loop of nearly an hour is gonna drive me insane.

Kind Regards

JohnnyJimJams

LOL I need to stop posting in the forums so late at night. I quoted the wrong post entirely. Apologies for the confusion there!