NVIDIA GameWorks Integration

HairWorks not support light from VXGI,but you can light only hair with channel light, from point,spot light etc.

https://www.unrealengine/en-US/blog/epic-games-launches-epic-megagrants-new-unreal-engine-technology-and-epic-online-services-at-gdc-2019

When will Gameworks RTX be integrated into Gameworks 4.22 engine? Or will it be installed in EPIC 4.22 as a plug-in?

Ahhh, itā€™s no biggie, I tend not to use Debug builds very often either, itā€™s just handy to have, Development and Shipping config worked perfectly fine and the installed build was able to package a test project of mine in both Development and Shipping, is the same case with the 4.20 GameWorks branch of yours too (I switched over to it since it has all the other nVidia goodies youā€™ve merged in) so thatā€™s nice, big thank you for all your work! :slight_smile:

I searched but couldnā€™t find it, does anyone know how to change the translucency of the water in Waveworks? Iā€™m just working on the example scene but I canā€™t seem to get it to be any more opaque than it is, and itā€™s too translucent right now such that you can see the horizon through the waves.

Hi, You need to dive into the material functions. I think it is in the AboveWaterRefraction function, there is a color parameter, dont remember the name now, but it is a red color, the darker you adjust red, the less translucent the water becomes. I think it is just not turned public in the blueprint and not added to the construction graph.
It is also easier to deal with the blueprint, if you make an instance out of the ocean material.

, thank you :smiley: I looked at the material but was looking at the opacity node, Iā€™ll take a look at AboveWaterRefraction.

I canā€™t get VXGI 2.0 (4.21 integration) to work in VR. Is there a trick to it?

I canā€™t access the unreal gameworks git for some reason, Iā€™ve linked my account as shown

. I can access the normal gameworks just not the unreal stuff.

By the way @ , I imagine that at point UE 4.22ā€™s rendering backend has changed so much that thereā€™s not much of a possibility of VXGI2 ports to 4.22 and up unless Nvidia update their branch, right? Though I suppose itā€™s pretty much invalidated by the presence of RT creeping into UE anyhow.

I guess Iā€™ll have to start messing around with RT in UE once nvidia pushes out those DXR drivers sometime now in April.
(For anyone unaware: Nvidia is pushing a GTX Raytracing driver sometime now in April, whichā€™ll enable DXR on older Gpus. ( 1060 6GB and stronger, basically. )
Which will let us use the RT features in unreal, though massively slower than on a RTX card. )

is a valid concern. Iā€™m afraid it might affect other GW techs too, not just VXGI and Nvidia has pretty much dropped the ball for these integrations lately. I hope they can start updating them again.

Iā€™m about to start a test run to check on how these techs look for 4.22 now, will see if I manage to get any of them in easily.

After all, on top of the whole RT thing, they are doing some overhauls to the mesh renderer in general as well. (ie the ā€˜Mesh Drawing Pipeline Refactorā€™ )
And yeah, itā€™s a huge shame that Nvidia hasnā€™t done much with the Gameworks-branches lately. (Though I suppose understandable, since it seems like their engineers are crunching at overtime on RTX, which I suspect is going to continue for the foreseeable future.)

Good luck with the testing, and as always: Thanks for the work youā€™ve been putting into updating and maintaining these branches.

I got Flow to run on 4.22 but it doesnā€™t render anything visible. is expected as it will require the FMeshPassProcessor change from 4.22 rendering refactor for itā€™s custom rendering setup. It does show the simulation on the particle mode as it will use regular UE4 materials and rendering then. Iā€™ve dumped the wip branch (see the readme for further details):
https://github//UnrealEngiā€¦/4.22-Flow-WIP

I wonā€™t even try porting VXGI as itā€™s whole another level task + it will require way bigger changes on the rendering side. Flow is still doable if someone has time to figure out what is involved on the 4.22 change (actual rendering code isnā€™t big ).

Yeah, thatā€™s entirely understandable.

Itā€™s a shame that is pretty much the end for VXGI atleast, but I imagine it wonā€™t be long until RT can do everything VXGI did, and more.
But yeah, I do wonder how much they care about the unreal branches nowadays, VRworks is just languishing off in 4.18, for example.

Well, they pretty much stopped updating most techs in 4.19. We got 4.20 version for Blast eventually (had to manually port it first) and 4.21 version for VXGI2 branch (so VXGI2 + HBAO+), but rest have been upgraded by the community to 4.20 and 4.21.

Hey , thanks so much for all the work youā€™ve done on ! Whatā€™s the possibility of flex for 4.22?

can merge Hairworks to 4.22 ?

Flex, HairWorks, VXGI are all no go unless someone comes up with some way to port stuff easily from old custom rendering to new one. Epic hasnā€™t even made any guide for but I do know the places where to look for in engine code. FleX additionally requires all physics changes fixed from 4.21 (which was main reason why there were no 4.21 FleX) so FleX isnā€™t happening at all unless Nvidia or some other community member does it.

At point, ball is at Nvidia. If they publish 4.22 versions for any of these techs Iā€™ll happily merge them and possibly upgrade to upcoming ue4 versions but manually upgrading each GW techs rendering side (which is something I have very little experience with to begin with) isnā€™t happening from my end. :confused:

@ - Have you applied for a grant?

you definitely deserve it!

Hi everyone!
Iā€™m new with Unreal Engine and Gameworks, so maybe itā€™s a stupid question, but stillā€¦WaveWorks are not supported by UE 4.22, right? And is there a way to use both WaveWorks and Ray Tracing? As far as I understand, WaveWorks support ends with UE 4.21 and Ray Tracing starts from 4.22, but maybe I have my facts wrong, so it would be great if someone could explain it to me.
Thanks!