NVIDIA GameWorks Integration

@ - quick question - will these GameWorks features work in VR? VXGI and the fluid shaders in particular.

As far as I know, there are no issues with VXGI or fluid shaders in VR. However I’m not familiar personally with how UE4 behaves under VR, and I can’t say that I’ve tested any of these integrations that way.

ah I’m getting a 404 from the hairworks ue4 link, anychance of a fix?
edit: nvm got it ^^

After reading ://www.geforce/whats-new/guides/the-witcher-3-wild-hunt-graphics-performance-and-tweaking-guide

I found out : "To achieve a realistic look for Geralt’s hair and beard, which grows as the game progresses, we developed new, more advanced stiffness and bending controls to allow for intricate styling. And for realistic shading in a world with dynamic weather and numerous locations, we introduced new diffuse, specular, and glint controls, enabling Geralt’s white hair to match surrounding conditions.

Another new addition is the ability for Geralt’s hair to get visibly wet, matching the shading properties applied to his wardrobe when taking a quick dip. Over time he’ll dry out, and the appearance of hair will return to its normal state."

So basically, there is growth for both beard and hair in real-time and HairWorks support that also a ā€œwetā€ shader is there to simulate wet appearance when getting wet and dry out in time. I know it is hard to make the hair system work and I really appreciate that but if you can do it one day for UE4, would very kind of you. :smiley:

Sure. I’ll ask about it. We have a list of features to implement, and after that, we’ll find time for the wet-hair shaders.

Now is what I like to wake up to, thanks for HairWorks repo, I will get right on to having a play with it. See if theres any way I can help out with some of the rendering issues

alright. all i did was create a new camera and locked my editor on it. Then hairs flew away like . I didn;t touch anything except camera.

when i see way there is no roblem.

Really really liking hairworks so far. Very impressed especially considering its still in its early stage of development.

was my most anticipated :cool:

Is there some way I can get an email or notification when HairWorks is in the public (non-github) UE4?
My project is on hold until I can give my humans hair

Epic tells me that won’t become mainstream for UE4 anytime soon.

Weird. I’ll pass that along.

Yeah I get same camera weirdness. It has some connection to the ā€˜aspect ratio’ of the camera. If there’s letterboxing of any kind the hair is transposed in one direction or the other.

Good to know, we’ll look into it. Thanks!

https://trello/b/gHooNW9I/ue4-roadmap
Hair / fur shading in list Rendering
May - June- July(UE 4.9?)

By the way when i render out using matinee. It works just fine. No flyaways.

I guess they mean their own proprietory hair tech rather than HairWorks or TressFX. I’m curious to see what Epic will come up with, both for rendering as well as simulation.

Hey !
I tried to create a new Engine with the VXGI but i have error

Thank you :slight_smile:

Err. I don’t know. I’ll have to try it. Which order did you do the merge? HairWorks at the end?

Which GPU and which driver are you using? Sounds like maybe a driver update would fix it.