I mean it would be nice if VXGI2.0 would also work on Kepler architecture.
We will look at what we can do in state. Thanks for your advice. @SilentAndAsleep@alperenozgur
My quick math did tell that on that hw survey, 68,73% of current steam users has or Pascal (including first generation Maxwells). But that is irrelevant since even many of those maxwells are not powerful enough to run VXGI properly anyway.
Every GPU I listed is based on either or Pascal architecture. I donāt know if VXGI feats require second generation (in which case for example GTX 750 wouldnāt get fully utilized for ).
But like mentioned already, thatās irrelevant as those gpuās wouldnāt be fast enough for purpose anyway.
[2018.04.30-03.29.40:595][640]LogConsoleManager: Warning: Performance warning: Console object named 'r.HBAO.GBufferNormals' shows many (500) FindConsoleObject() calls (consider caching e.g. using static)
[2018.04.30-03.29.40:595][640]LogConsoleManager: Warning: Performance warning: Console object named 'r.HBAO.VisualizeAO' shows many (500) FindConsoleObject() calls (consider caching e.g. using static)
I was just trying an experiment with Blast objects, trying to get 2 to swing into each other. Low and behold, the same is present with Blast objects: physics constraint actors and them donāt get along. Anyone know a workaround/trick?
@Gomo I added Volumetric Lighting on https://github//UnrealEngiā¦9-GameWorks-VL , I had some issues with it so I didnāt want to put it on the other Gameworks branch. So if anyone wants to try it out, that repo has UE 4.19.1, Blast, Flow, HairWorks 1.4, HBAO+4, TXAA3, Volumetric Lighting and VXGI2.
I have to warn tho that I had some issues on fixing the profiler macros due to the unitybuild issues on volumetric lighting branch. Profiling works now but itās a workaround and I had to leave some unused stuff as I didnāt have time to spend day or two fixing all the headers properly.
Additionally, I couldnāt get the vl sample to package on shipping conf and while development build packaged, it wouldnāt run on my win10 computer, reporting level 10.0 being required (which my GTX970 does have). Packaged build did run on my win7 and gtx670 computer tho. Also, worked just fine on win10 while using Unreal Editor, I mainly had issues on the packaged builds (could be some change Iāve missed). I donāt have time to investigate further but I wanted to make the repo public in case some people want to try it out. Just be aware there might be issues with it.
Edit-> Apparently the Iām seeing on my Win10 machine could be a driver bug with latest Nvidia Drivers (397.31).
As a side note, I do hope Nvidia fixes the non-unity building and properly use IWYU for gameworks tech integrations in the future, there are lots of things missing in the headers that can just randomly break the builds like happened on the volumetric lighting on my end. Iāve previously fixed most of the non-unity build issues on other gameworks techs but VL is probably trickiest of them all, considering it seems to rely on unity build including all kinds of things across it.
@ - Thanks for sharing that, and working on it! Hopefully Nvidia cats do indeed work on IWYU/non-unity.
I found a solution to my previous with Blast objects and physics constraints: I made the Blast object a child of a dummy mesh, with collisions changed a bit. Itās hacky, but with some tinkering it can work in a pinch.
I just noticed another, though. Blast chunks donāt get added to motion blur. Iām hoping there is something simple Iām missing, but Iāve tinkered quite a bit and have yet to find a solution.
The branch iām sharing on github are focused on stability and their ability to package games.
Again, i wonāt include TXAA which didnāt improve significantly over Unreal AA in my tests, and i most likely wonāt include NV Volumetric light as it hasnāt been officially updated since 4.17 and it took me extra work to have it work and package properly in 4.18 alongside other Gameworks solutions.
Unreal Engine volumetric solution is already amazing for my needs on my current project (there werenāt any volumetric light in Unreal Engine back when Nvidia integrated its volumetric light solution)
wow thanks! very noob question. i have to completely re-compile everytime branch is updated right? i just cant download it and re-write files in my already build folder? ( sorry if it sound too stupid but im not very into that programming and compiling stuff, i just love playing with VXGI )
You can clone the git repository, switch to the right branch, and do a āpullā every time you need to update. Thatās quick and only refreshes the modified files. Then you need to build it.
Iām sure you can find some instructions online on how to do all that.
Thank you for your effort. I have just noticed that fps drops again when VXGI enabled in Post Process but not in Directional Light so there is no visual change again because the only way to use VXGI is enabling in both of them (directional light and post process volume). I wanted to share, it might help.