I have created this thread as a way to provide support and updates on my Merged GameWorks branch (I am in no way affiliated with NVIDIA, I manage this branch in my own time). It has been a while since I last gave any kind of update, as I have been out of the loop, so here goes, I have started the merging process for v4.12.5 of the engine.
Link (4.12.5): https://github.com/GalaxyMan2015/UnrealEngine/tree/4.12.5_NVIDIA_Techs
Link (Experimental 4.13 p2): https://github.com/GalaxyMan2015/UnrealEngine/tree/4.13_Preview_NVIDIA_Techs
Remember you need to be logged into a valid Github account, and this account needs to be linked to your Epic account. Please refer to the following link on how to do this: https://www.unrealengine.com/ue4-on-github
Any issues not listed in the below FAQ, please report to this thread and the issues tab of my branch
Link to Issues: https://github.com/GalaxyMan2015/UnrealEngine/issues
If you require support for a specific GameWorks tech, you are better off posting in the relevant thread for that tech (at the time of writing, VXGI: https://forums.unrealengine.com/showthread.php?117817-NVIDIA-VXGI-Integration and all others: https://forums.unrealengine.com/showthread.php?53735-NVIDIA-GameWorks-Integration).
Otherwise I will try my best to keep this branch up to date, and help anyone get this branch up and running.
Right now this is just a straight merge, I have not transferred anything over from my previous branch, which means this branch may not be packagable (This all depends on if NVIDIA fixed the issues in their own branches). Below you will find a small roadmap of what I have merged and what is coming next:
VXGI (HBAO+): Merged into 4.12.5; 4.13 p1
FLEX: Merged into 4.12.5; 4.13 p1
HairWorks: Merged into 4.12.5; 4.13 p1
WaveWorks: Merged into 4.12.5
MultiRes: Merged into 4.12.5
Cataclysm: Merged into 4.12.5
Volumetric Lighting: I really want to merge this, but I need help regarding changing the code to be usable with a reverse Z buffer, as well as changing the code to support UE4 shadow mapping
Flow: If and when NVIDIA release a branch, I will ensure this gets merged
Turbulence: Will not merge, has been superseded by Flow
I also am aware of the NVIDIA VR Funhouse (Which apparently was made in UE4, which means they have their own merged branch which they may release at any time). So consider this just a stop gap until if and when NVIDIA release theirs.
Thanks all, and have fun, also feel free to post any pics of work being done using my merged branch in this thread.
Frequently Asked Questions
Q/ The HairWorks apx file failed to import, whats wrong?
A/ The UE4 integration is based on HairWorks v1.2. The plugins are v1.1.1 or v1.1.2. NVIDIA have reported that these will work with v1.2. But you need to ensure that your growth mesh is skinned to a root node (If its unskinned, skinned meshes should work fine), failing to do this will result in an unreadable file.
Q/ I set up a particle system utilising Cataclysm, but no particles are rendering, why?
A/ The Cataclysm demo requires a card capable of Direct3D 11.1 or greater, as well as Windows 10. If you wish to run the demo on a lower OS. You will need to open WindowsD3D11Device.cpp and go to line 97 and change the OS version. Do this at your own risk.
Q/ How to enable MultiRes?
A/ Go into your Project Settings, under rendering, search for MultiRes and tick “MultiRes Rendering” optionally you can tick “Instanced Stereo”. Restart project and wait for shaders to compile. Then in game open the console and type “vr.MultiResRendering 0/1/2/3” to enable/disable MultiRes with more or less aggressive settings. Bare in mind there are limitations especially with other GameWorks techs. See the list below.
MultiRes support for GameWorks techs is as follows:
FLEX - Object and Liquid Rendering works
HairWorks - Not working. Hair gets smaller as the MultiRes gets more aggressive (Not sure about how to fix this one)
WaveWorks - Not working. Only renders to the top left scissor area (Can probably fix)
VXGI - Not working. Voxelization is fine (since it should not be MultiRes’d). Light contribution is broken (Can probably fix)
Cataclysm - Not tested
VXGI emissive lighting and translucency rendering
New flex particles component allowing bodies of liquid (simulation saving) and diffuse particles
Flex soft body permanent deformation