NVIDIA GameWorks Integration

Hello . Any news on hairworks and 4.7 ?

GDC 2015 slides for The Tomorrow Children tech have been released:

://fumufumu.q-games/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf

Hopefully will give you guys some ideas for VXGI.

I am amazed that they are able to achieve both anisotropic voxels and 16 cones per bounce on the ps4.

i testing same material with reflection and refraction and realized a few things. The only thing is reflective is direct light and difuse color generated by direct light, the other things like a gi, refraction, emisse nothing is reflected. The refraction is very cool, refracted every thing like reflection, emisse, gi and other, but when you changed the material mode to translucent all channels is disable except refraction and opacity. the other channels like a base color, metalic, roughness and others dont work.

Thank you, well: the issues Iā€™m having is that most of the specular settings never seem to quite affect the game world. Whenever I tweak something I donā€™t see any changes. Sometimes I think VXGI isnā€™t even getting information about specularity

emissive not emisse

i saw your video and i didnt see any vxgi efect i thing you not enable

Finally got it working. Thanks again, .

(Quadro K6000)

i confused about refraction, the refraction dont show emissive

You can check very closely at 3:10 from onwards the bounces. Specially in the staircases roof near the end.

Sorry for the delays. I am working on a VXGI update right now, I should be pushing that to Github later today. HairWorks might make it by the end of the month, they are still dealing with rendering issues related to aliasing and transparency. Regarding 4.7, Iā€™ve started on it, but I am still studying the changes.

Ty for that notice! One question thoā€™

For updating the VXGI branch, I have to download the whole branch again and then recompile it? Or running the setup.bat to get the files and recompile would be enough?

Does mean you guys have resolved most of those issues - i.e. point light shadows, particles, multibounce, etc?

patch will should fix the shadow issues. Still working on the others. Multi-bounce will probably take a while, not sure about particles.

Using git, or just a zip file? If you are working through zip files, youā€™ll have to do the process over again, although really you could just grab the Engine folder from the new zip and drop it on the other one.

If you use git and have a VXGI branch already working, all you should have to do is ā€œgit pull origin VXGIā€

@.
Will flex support softbodies for characters ?(skeletal mesh) for like DOA like physcs(breast jiggles)

I think it could be used for that. We havenā€™t integrated it in that way yet, but I think itā€™s possible in principle.

I just have been in the same situation.
Iā€™m not using GIT and I have simply extracted over my installation folder the zip that I download from the github page. made me able to compile the engine. However I now get a crash at startup, I have added my log below. Iā€™m not sure if the warning about the texture pool being at 0 is normal ?

Any help is appreciated. :slight_smile:


Log file open, 03/13/15 00:27:44
LogInit:Display: Running engine without a game
LogInit: Version: 4.6.1-0+UE4
LogInit: API Version: 0
LogInit: Compiled (64-bit): Mar 13 2015 00:13:24
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line: -log
LogInit: Base directory: W:/UE4/UnrealEngine-VXGI/Engine/Binaries/Win64/
LogInit: Rocket: 0
[2015.03.12-23.27.44:353]  0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
[2015.03.12-23.27.44:422]  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2015.03.12-23.27.44:445]  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.03.12-23.27.44:456]  0]LogInit: Object subsystem initialized
[2015.03.12-23.27.44:469]  0]LogInit: Selected Device Profile: [Windows]
[2015.03.12-23.27.44:469]  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.03.12-23.27.44:475]  0]LogInit: Computer: FROYOK-PC
[2015.03.12-23.27.44:475]  0]LogInit: User: Froyok
[2015.03.12-23.27.44:475]  0]LogInit: CPU Page size=4096, Cores=4
[2015.03.12-23.27.44:475]  0]LogInit: High frequency timer resolution =2.742929 MHz
[2015.03.12-23.27.44:475]  0]LogMemory: Memory total: Physical=16.0GB (16GB approx) Virtual=8192.0GB
[2015.03.12-23.27.44:476]  0]LogMemory: Platform Memory Stats for Windows
[2015.03.12-23.27.44:476]  0]LogMemory: Process Physical Memory: 48.79 MB used, 48.79 MB peak
[2015.03.12-23.27.44:476]  0]LogMemory: Process Virtual Memory: 26.02 MB used, 26.02 MB peak
[2015.03.12-23.27.44:476]  0]LogMemory: Physical Memory: 5306.28 MB used, 16382.05 MB total
[2015.03.12-23.27.44:476]  0]LogMemory: Virtual Memory: 274.70 MB used, 8388608.00 MB total
[2015.03.12-23.27.44:508]  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660   ( Level 11_0)
[2015.03.12-23.27.44:508]  0]LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 2 output[s]
[2015.03.12-23.27.44:509]  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.03.12-23.27.44:516]  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2015.03.12-23.27.44:580]  0]LogD3D11RHI: VXGI: areNvidiaExtensionsUsed=0
[2015.03.12-23.27.44:580]  0]LogD3D11RHI: Async texture creation enabled
[2015.03.12-23.27.44:652]  0]LogTextLocalizationManager: The requested culture ('fr_FR') has no localization data; falling back to 'en' for localization and internationalization data.
[2015.03.12-23.27.44:853]  0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.03.12-23.27.51:954]  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.03.12-23.27.53:095]  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.03.12-23.27.53:160]  0]LogDerivedDataCache:Display:  Cache Size: 512 MB
[2015.03.12-23.27.53:160]  0]LogDerivedDataCache:Warning: Could not find memory cache ../../../Engine/DerivedDataCache/Boot.ddc.
[2015.03.12-23.27.53:160]  0]LogDerivedDataCache:Warning: Could not load Boot cache: ../../../Engine/DerivedDataCache/Boot.ddc
[2015.03.12-23.27.53:161]  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.03.12-23.27.53:161]  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.03.12-23.27.53:161]  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.03.12-23.27.53:161]  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
[2015.03.12-23.27.53:172]  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
[2015.03.12-23.27.53:172]  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2015.03.12-23.27.53:172]  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2015.03.12-23.27.54:103]  0]LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found
[2015.03.12-23.27.54:237]  0]LogMaterial: Missing cached shader map for material WorldGridMaterial, compiling.
[2015.03.12-23.27.56:443]  0]LogWindows:Error: Windows GetLastError: Lā€™opĆ©ration a rĆ©ussi. (0)
[2015.03.12-23.27.56:443]  0]LogWindows:Error: Windows GetLastError: Lā€™opĆ©ration a rĆ©ussi. (0)
[2015.03.12-23.27.56:443]  0]LogWindows: === Critical error: ===
Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 548] 
Shader Compiling thread exception:
Fatal error: [File:W:\UE4\UnrealEngine-VXGI\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 54] 
Ran out of memory allocating 58731628704 bytes with alignment 0


KERNELBASE.dll!UnknownFunction (0x000007fefd03bccd) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fede53311d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FMsg::Logf__VA() (0x000007fede3cff9f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor-Core.dll!FMallocTBB::OutOfMemory() (0x000007fede2ef91d) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\hal\malloctbb.h:46]
UE4Editor-Core.dll!FMallocTBB::Realloc() (0x000007fede2f617f) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\hal\malloctbb.cpp:99]
UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation() (0x000007fede273055) + 15 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\containerallocationpolicies.h:348]
UE4Editor-Engine.dll!TSparseArray<TSetElement<TPair<FString,FShaderParameterMap::FParameterAllocation> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::Empty() (0x000007fedbef8616) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:224]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0cb3) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\sparsearray.h:400]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a0425) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\set.h:624]
UE4Editor-Engine.dll!operator<<() (0x000007fedc8a00e5) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\public\containers\array.h:1165]
UE4Editor-Engine.dll!operator<<() (0x000007fedc89fbdc) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\shadercore\public\shadercore.h:544]
UE4Editor-Engine.dll!DoReadTaskResults() (0x000007fedc8b3e3b) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:124]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::ReadAvailableResults() (0x000007fedc8e16f2) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:893]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::CompilingLoop() (0x000007fedc8af901) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1019]
UE4Editor-Engine.dll!FShaderCompileThreadRunnable::Run() (0x000007fedc8e9650) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:504]
UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x000007fede532426) + 0 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x000007fede52af5d) + 8 bytes [w:\ue4\unrealengine-vxgi\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
.dll!UnknownFunction (0x0000000076f3652d) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000000007716c521) + 0 bytes [UnknownFile:0]





[2015.03.12-23.27.56:667]  0]LogExit: Executing StaticShutdownAfterError
[2015.03.12-23.27.56:669]  0]LogWindows: FPlatformMisc::RequestExit(1)
[2015.03.12-23.27.56:669]  0]Log file closed, 03/13/15 00:27:56


You have to rebuild your ShaderCompileWorker. Sorry about that, there is a bug in the dependency for that module, and you have to build it separately. I just committed a bunch of changes, including new ShaderCompileWorker binaries, so you shouldnā€™t be seeing that particular problem in the future.

I also submitted the SciFiHallway scene with VXGI, as we showed at GDC.

I use Git! Ty for explaining mate, thatā€™ll save tons of time. Canā€™t wait to see the new fixes!

Commits to VXGI branch are in. Please let me know if something is broken. I tested the build, but couldnā€™t test the runtime because Iā€™m on a laptop right now.

ā€“