NVIDIA GameWorks Integration

I am suprised with vxgi, it looks amazing, even more with 2nd bounce.I can’wait for the final version.I hope it will get some optimization.

If anyone has a GTX 970/980, could you post the framerate you get on average in the Sci-fi Hallway with VXGI? I’m very curious as to what kind of performance difference there is between Kepler and with it, there’s a surprising lack of information on VXGI’s performance on the two architectures (other than only is officially supported).

For reference, using my GTX 780:

VXGI diffuse and specular disabled: 240 FPS (4.4ms) when standing at one end of the hallway and looking down all the way (default player spawn)
VXGI diffuse enabled and specular disabled: 40 FPS (25ms) in the same position
VXGI diffuse and specular enabled: 25 FPS (39ms) in the same position

A GTX 970 will probably be a more accurate comparison than the 980 in instance, since in general the performance is about the same (980 Ti would be nowhere close of course, but still worth finding out if anyone has one to test).

It doesn’t really help, but I ran it on a Titan X. Can run on a 970 later (Need to plug it in). But the results were:

VXGI diffuse and specular disabled: 300 FPS (3.3ms) when standing at one end of the hallway and looking down all the way (default player spawn)
VXGI diffuse enabled and specular disabled: 110 FPS (9ms) in the same position
VXGI diffuse and specular enabled: 80 FPS (12.5ms) in the same position

Results with a GTX 750 Ti :

VXGI diffuse and specular disabled: 85 FPS (11 ms) when standing at one end of the hallway and looking down all the way (default player spawn)
VXGI diffuse enabled and specular disabled: 14 FPS (70 ms) in the same position
VXGI diffuse and specular enabled: 10 FPS (91 ms) in the same position

EDIT: ok, now without anything it runs at 85. Don’t know what was happening. The other frame rates remain the same

Are all these results fullscreen? viewport (what size)? built and run standalone (with editor closed) or play in viewport (and maybe fullscreen)?
I want to post my 970 and my 970M results but I just want to get it right.

I just ran standalone, windowed, editor still open but minimized

HairWorks and VXGI are both implemented in, hence they are ‘vendor agnostic’; yet I don’t think they will find their way into mainline UE4 anytime soon.

1920, 2560 4k?
I personally use a 4k tv as screen for the 970 I’m working on (waiting for a sli 980ti) and a fullHD screen on my laptop (970M) so the results can be quite misleading for just the FPS.

Apologies for being a nag, but even going from 1920 to 2560 can make a huge difference.

Just default, 1280x720 windowed. I don’t know what the others ran at, but I didnt change any settings, just hit launch standalone.

anyone have a link to the plugin? gethub isnt working atm

APEX plugin for /Maya2016 should be coming up on developer.NVidia week, not sure if HairWorks support is in there yet.

It sounds possible to me, the easiest thing might be to add a kinematic shape that follows the player, instead of changing the box itself.

I’ll pass that along.

is anyone else getting an error from gethub when they try download?

Can anyone with a high end AMD card (290?) post their framerate with VXGI?

That’s good news, thanks for the heads up!

So we can use HairWorks now without downloading the branch? Just the SDK like Apex?

For me at least, the average framerate doesn’t actually change all that much if it’s standalone or in-editor. The only difference is that in-editor it stays at a solid framerate (40 for example) where with standalone it gets between 35-45 depending on where it is in the animation, and averages out to about the same anyway. There are no changes between the project as it is by default and how it’s being tested, outside of the VXGI having diffuse/specular disabled for the relevant tests.

For convenience, I did the same as the standalone windowed, with the editor open but minimized. 1080p display, and if it makes any difference I’m on the 3GB 780, not the 6GB one. The window was running at 1280x720, as is the default.

Yes, HairWorks is available as a stand-alone SDK, with Viewer application and DCC plugins, as well as an integrated branch in the NvPhysX/UnrealEngine.git fork.

ooohohoohohooo! goodbye the corner of shame! xD… funny i just created one plane and duplicated then created curves, assigned hairworks and just exported. Then its just worked! but… but why? its supposed to not work xD in viewer i clicked play button and increased value of winds then hairs showed up. Well then…

122e158b71f4b293e73c9ea93b522d46cdd5e9e2.jpeg

by the way. Is VXGI multibounce affects subsurface material?