NVIDIA GameWorks Integration

Hello @! how’s vxgi 4.20 coming along? are you merging .19 version or waiting for 20 version? Your 19 build working flawlessly :slight_smile: thanks for that! :smiley:

I’m not actively looking into porting any other GameWorks techs into my 4.20 merge. I looked at VXGI and HairWorks briefly but both contained some changes that would have taken me long time to fix. These both are also probably least useful in actual game development (they are cool for tech demos), VXGI 2 specifically requires + GPU which is a huge limitation for the tech itself. As far as I know, all the techs in my current 4.20-GameWorks branch work with AMD as well.

That being said, I’ll probably still add these if Nvidia pushes 4.20 versions into their github repos, just not going to put my own time into porting them.

Btw, noticed that Nvidia pushed a 4.19 version for their Cataclysm Demo: /tree/CataclysmDemo-4.19

That’s what I thought, but that is exactly what happens. If I copy the files fresh from the download then everything works and it builds again, until I open them in VS and the errors re-appear! I actually managed to fix them all by including some extra files, but it’s weird that the errors only happen when I open the file and until then it builds perfectly fine.

Sounds like your editor is adding bad (or other platform style) line-endings or something like that. Otherwise, yeah- that simply shouldn’t happen. The only reason it *would *happen is if the file was being modified, not just opened. Try doing an MD5 check on your opened file against a “virgin” version of the same file and see if there is a mismatch, maybe?

There ARE missing includes on nvidias 4.19 FleX that might trigger errors if you actually change the file (add or change actual code in it), but simply opening it wouldn’t do . What you said about manually fixing the issues by adding includes would just confirm . I’ve made PR for 4.19 FleX but Nvidia hasn’t accepted it: /pull/523. fixes at least some of the missing includes required to actually package FleX.

Cool thanks :slight_smile: Yeah it definitely happens without touching anything, all I have to do is open it and it’s broken without even clicking on anything in the file or modifying anything. I am pretty new to C++ and visual studio so I thought perhaps I was doing something wrong! But maybe VS is just changing something by itself without me noticing like suggested. Anyway, it’s working now!

I’ve been attempting to change the FlexContainerInstance to use per poly collision on skeletal meshes (not sure if is even possible!) but not had any luck yet. I’ve found where it gets the physics bodies from the skeletal mesh and I know how to get the animated mesh verts instead but I can’t work out how to make it actually use it for collision.

dear ** hare is not nvidia 4.20 but you make many branch in 4.20 it is amazing can you give any tutorial how to merge all branch in main branch or please update hairworks in 4.20 thank you**

I’ve said few times already so I’ll just quote my previous answer on matter:

As for the tutorial, the process has been gone through many times in thread, even recently, just look back some pages.

Worth noting that merging is somewhat trivial, upgrading these techs from one engine version to another always isn’t. You need to track down engine API changes, do cross referencing between other engine components to find how you should use certain things on the new version etc, it’s a bit of a detective work and not all that straight forward process that someone could write 1,2,3 step guide for. For example it took me multiple days to get FleX fixed where Volumetric Lighting didn’t require any changes on the engine side from 4.19 to 4.20. But I do guarantee that VXGI2 and Hairworks both require a lot of manual work, it’s the main reason I didn’t port them.

can you update only hairworks to 4.20 because Xu Nie is not update new version

Hello, I am working with waveworks, and the waveworkstester. And I see that the shoreline uses a texture called: Shorelinetex. texture contains alpha channels, how can I edit texture? (So that I can customize the shoreline)

@ Thanks so much! When we have VXGI 2.0 in 4.20 GameWorks? You mean VXGI 2.0 now only working with AMD, so NVIDIA not work or got some error?

is mainly up to Nvidia or other community members, I’m not porting any other gameworks techs into 4.20 myself (but can include VXGI and Hairworks if someone else upgrades them to 4.20).

It’s the opposite as it’s Nvidia tech, VXGI2 only works fully on + (Nvidia Geforce GTX 900 series or newer).

Hi @, i’m working on 4.20 integration for Hairworks.
I’ve got all the shaders and c++ compiling. but not everything is working quite yet. I cant figure out how/where to set the new SceneTexturesStruct in Hairworks so i get crash on startup:

[ATTACH=]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_147015_1536487500162_654”,“title”:“Capture.PNG”}[/ATTACH]
https://forums.unrealengine/core/image/gif;base64

is my first time touching anything render related, so i’m probably (definitely) making a dumb mistake / don’t really know what i’m doing! If you (or anyone who knows what they are doing) could advise me, i would appreciate it!

My branch is :
https://github/kostenickj/Unreal…tree/420Mod2HW

Well, i got it past the crash and the simulation itself seems to be working, but i definitely messed up the lighting somehow.

[quote=“kostenickj, post:4977, topic:16686”]

Well, i got it past the crash and the simulation itself seems to be working, but i definitely messed up the lighting somehow.

hairworks not working in youe branch

[quote=“samrat333, post:4978, topic:16686”]

Its a work in progress

looks great with no lights in the scene though haha

im pretty sure i am doing something wrong in lightrendering.cpp, they got rid of SetShaderTemplLighting and im not entirely sure how it was replaced yet.

[quote=“kostenickj, post:4979, topic:16686”]

I didn’t check your sources but in general, it’s good practice to find out something similar from the older engine version and then compare how Epic upgraded it for 4.20. I’ve used manual diffs for different engine parts in past to figure out bigger changes to some systems, they’ve been incredibly helpful.

QUOTE="; thank you we tried many time compare other branch but every time say manualy change we not know how we request to you please give any tutorial thank you :):):):slight_smile: