NVIDIA GameWorks Integration

Hi guys,

I was wondering if shader compiling with vxgi still taking few minutes to complete, like before? I would like to try to use tech in production, but shader compilation times seem to be a major drag as of now. Also, if that’s still the case, will it be addressed in the future?

Another question is - how soon do you think it will take for HBAO+ to make to the official branch (in 4.9 maybe?), as per my tests it works perfectly in its current state.

Thanks!

nothing package project version please fix

Compilation times have been significantly decreased in latest build.
Things still depend on the amount of shaders and individual shader complexity but overall it’s much more workable!

Hello

I have a small question, would it be possible to specify the engine version in the readme.md of the branches of NvPhysX fork without the need of downloading and compiling each branch? What i mean for example the new turbulence branch has 4.7.6 in it’s name. Unfortunetly the tags are lacking behing quite a bit (4.6.0) and names of the branches does not specify versions. Like for example there in flex branch in readme.md just change the “NVIDIA Flex - UE4 Branch” to something like “NVIDIA Flex - UE4 Branch 4.8.1.1” where 4.8.1 is the engine version and last .1 is flex implementation version. or something like that.

Of course you dont need to specify the additional .1 in the about of the engine itself. I just mean the readme.md in the git so that it would be able easy for people to tell what version is it or if it was updated.

Thanks, ! I will give the latest one a try.

Great, thank you very much.

That 4.7.6 in the Turbulence branch name is temporary. I’ll be replacing that branch with one named ‘Turbulence’, which is up to date with the release branch (4.8.1). We’ll be bringing all of the branches up to 4.8.1 in the coming days. The branch names and Readme should never specify versions, you should be able to tell how up to date it is by looking at the log.

I don’t think Epic has any plans to push HBAO+ into the main line.

That’s a shame. It is an incredibly useful , it works like a charm combined with Epic’s DFAO, wonder why they won’t implement it, especially if it’s already almost done. Anyway, hope they change their minds.

Another question for youIn Nvidia repository, there are still separate branches for VXGI, HBAO etc., it seems. What version are they? I am having some major glitches and performance drop with 4.8 implementation, would like to maybe fall back to 4.7. Or better, is there any hack solution to copy only HBAO functionality to the official build?

For my project I need only HBAO, and while your repository still has a separate branch, 's has only merged one (I think).

Anyway, thanks a lot for amazing work you guys are doing!

Hey , is there a way to compile my project? getting error with the hairworks branch, also with galaxy one

Please post the error, since otherwise no one is able to properly help you ^^
Have you run the setup.bat? Have you made sure you chose no when running the setup.bat and were asked to overwrite files?

With the risk of starting to sound like a broken record but the VXGI doc on your newer 4.8 branch is the older version.

But you still kick butt :smiley:

ops i mean package not building the whole branch, i did it already successfuly :slight_smile: now when i want to package the whole project in the editor, im getting error… would be nice to release my own super mario techdemo with hairworks example, so people can test and look how it runs :smiley: my problem is one ://prntscr/7m3ff3

I think packaging is broken for now, but Nvidia is working on it.
should know more about I think ^^

Check commit , fix worked at my end
https://github/okqi/UnrealEngine/commit/1007c41b89bcd063db1958181c7de7ec1c844e8a

Opened a pull request with the fixes for Hairworks :slight_smile:

same pulling a request… would be so if it would work in galaxy’s branch :slight_smile:

Well you can see all the changes i made , and some instruction if you are struggling to package up, On my end it works perfectly!
https://github//UnrealEngine/pull/1

THX Robert and does that work with galaxy branch aswell? you are my hero :]

only need to do ?

Build the “Development Editor Win64”
Build the “DebugGame Win64”
Rename the “UE4Game-Win64-DebugGame.target.xml” in Engine/Build/Receipts to “UE4Game-Win64-Development.target.xml”
Opened HairWorks sample in the Editor then File-> Package Product -> Windows -> 64-bit

Went to the output directory and ran “HairWorksDemo.exe” and it opened perfectly and i could see the hair…

edit: can you upload the 2 files? with the fixes? would be

He has done a pull request to my branch, I am just testing them now, and if I get a successful build, I will accept the pull request.

EDIT: Even with the above fixes, packaging works fine, but the hair vanishes in game for me.