#Grand Theft Auto: San Andreas (GTA SA)
1 messages Β· Page 11 of 1
i thought nanite was nvidia tech?
i thought you could only use nanite in u5 if you had nvidia gpu
the only gpu bounded tech by nvidia is dlss
i think
maybe something else
but nanite
nope it's ue5, not gpu side
ik nvidia has dedicated unreal branches for raytracing (NvRTX) https://developer.nvidia.com/game-engines/unreal-engine/rtx-branch
not sure how much it compete with "vanilla" unreal
is it possible to bundle the mod into a encrypted usd file that way no one can tamper with the mod
i will look into it and try it out
the game loads a usd on boot
Don't think the OpenUSD standard provides anything for that. There is the USDZ format which packags USDs, images and audio files in a single .usdz file but that is it.
I overheard some conversation about RTXIO support in Remix as well, but never seen it in action anywhere
if its open usd then its open to modding??? il have a go
Yeah, you can fork it and do whatever. Though you'll have to maintain and build your own libs to support your custom functionalities (like an asset protection scheme) and replace remix's with that.
https://github.com/PixarAnimationStudios/OpenUSD/blob/release/README.md#getting-and-building-the-code
tbf, games been trying to protect their stuff since the dawn of 2000s, unsuccessfully up to nowadays. You can only make asset rippers life harder, not impossible
Compete what? It's just UE5 with their technologies added
@warm thorn
Could you fix this hover effect? When ImGui is open, it works, but after closing the UI, the material resets to the original. I don't have time to read through the entire VTK to do this
-- Display component name
imgui.PushID(uid .. "_component")
imgui.PushItemWidth(120)
imgui.Text(string.format('%s', component.name))
imgui.PopItemWidth()
imgui.PopID()
-- Hover check
if imgui.IsItemHovered() then
local newIndex = 2
local materialChanged = editMaterial(newIndex, component.name, mat, color1, color2, color3, color4, uid)
if materialChanged then
textureName = mat:get_texture() and mat:get_texture().name or "no texture"
vehs_settings:setMaterial(veh, im.currentName, component.name, mat_index, newIndex, textureName, true)
end
else
local newIndex = im.selectedVehicle.items[uid].index.v
im.selectedVehicle.items[uid].name = materialsName[newIndex]
local materialChanged = editMaterial(newIndex, component.name, mat, color1, color2, color3, color4, uid)
if debugMaterial.debugmode and materialChanged then
debugMaterial:removeMaterial(uid)
textureName = mat:get_texture() and mat:get_texture().name or "no texture"
vehs_settings:setMaterial(veh, im.currentName, component.name, mat_index, newIndex, textureName, true)
end
end
My bad wording π
I meant to say was idk how much the new branch adds since hardware rt is a thing in regular ue5 too.
Never tried NvRTX
Nvidia adds path tracing based on the same technologies that Remix is built upon
UE5 doesn't have real time path tracing
and it's also limited to hardware RT acceleration of Lumen
Ah true. I was getting this last bit confused. Its still lumen, but hrdwr accelerated
I am not at home now. I Didn't try it yet, I think you should remove the if then else statement, and if the material index changed (slider index changed) then proceed the edit material function. Also you don't need vehs_settings:setMaterial in hover state.
By the way, the hover effect idea is cool.
I will try to edit it when I get back home and publish a new version tonight.
I tried removing else statement, but without it hover-out breaks (material resets to original)
the code a gave works but it has a small problem
Just removing the else statement isn't enough, since that would always reset the material back to the original.
You need to specifically check if only the material index has changed (the slider index) . That way, the function only call the setMaterial function when the material needs to be updated.
The debug material function still needs to be edited. I'm back home now, and I am working on it.
i failed, Lua isn't my language
I have another idea. Is it possible to get the world position of a body part (car component) as vec3d, so we can draw a line from the mouse position to that part?
Would this be useful to any of you? I think they'd come under the personal tier of the licence since you wouldn't be making money from the mod but I'm not sure. Might be useful regardless and no harm in grabbing them whilst they're still free.
https://www.youtube.com/watch?v=A9fsf9jBpqQ
Right now you can grab the entirety of the Megascans library and use it in any 3D program like Blender, Unreal, Maya, Unity and more up to the end of the year. In this video I will show you how to and showcase some of Fabβs amazing features.
https://www.fab.com/megascans-free
Watch the UE5 Starter Course:
https://youtu.be/k-zMkzmduqI
Check ou...
I am trying...
car inside store lol
Yeah, it's a one way, 24/7 free parking lot.π€£
π SA Remix Vehicle Toolkit release v0.1.3: π‘
Features:
v0.1.3:
- Highlight current component
- Added simple line pointing to selected component (position may not be accurate)
- Added metallic car paint
v0.1.2:
- Auto assign mirror material at door component (mainly for support original GTASA vehicles)
- Added Infernus wheel texture (90s AVP)
v0.1.1:
- The vehicle materials now added car paint flake detail.
v0.1.0.c:
- Allow for viewing different angles when adjusting vehicle materials
v0.1.0.b:
- Toggle vehicle lights with "L" key
v0.1.0.a:
- Automatic color assignment without Remix "Terrain System"
- Automatic glass, chrome, and leather texture assignment
- Customizable materials (press "M" in car to toggle editor)
- Reveal hidden meshes due to Remix "Skip First N untexture drawcall" issue
- Automatic vehicle lights between 19:00 and 6:00
Bug Fixes:
v0.1.3:
- Extra Color 2 now works properly
- Color ID 1 (black color) no longer has a highly reflective (mirror-like) appearance
- Reset material now works properly
- Fog glass material is now more "foggy"
v0.1.2:
- Fixed noob mistake
v0.1.1:
- Fixed issue where some saved materials settings were not being loaded.
v0.1.0.e:
- Fixed issue where saved materials settings were not being loaded.
v0.1.0.d:
- Fixed issue with some decal textures, such as text or logos, being disabled.
v0.1.0.b:
- Fixed stationary vehicle lights
- Fixed damaged headlights
- Removed Light Sphere shape for headlights
Requirements:
This mod requires Remix 0.5.4 release build to work properly. Any builds under 0.5.4 will not work correctly. The recent builds from the Remix GitHub action are NOT RECOMMENDED, as they are not stable with this mod.
Installation Instructions:
- Unzip the files and place all files inside the "Game Folder" into your GTASA game folder.
- Unzip the files and place all files inside the "Remix Folder" into your GTASA Remix mod folder (e.g. GTASA Game Folder\rtx-remix\mods\gameReadyAssets).
- Open the mod.usda file in the GTASA Remix mod folder with a text editor. In the subLayers section, insert this line:
@./SARemix.usda@,. - The "subLayers" structure should look like this:
subLayers = [
@./SARemix.usda@,
@./Meshes.usda@,
@./texture/effect/Effect.usda@,
@./Light.usda@,
@./Materials.usda@,
@./texture/sky/sky.usda@
]
Additional Advice:
- This mod is compatible with vehicle addon mods. It has been tested on the 90s AVP vehicles pack. It is recommended to use mid/high-poly vehicle mods with proper UV unwrapped meshes.
- Some vehicles may have stretched UV issues with the leather material, depending on the vehicle addon "cheat" on the UV mapping. Original game vehicles may have more UV issues with the leather material.
- The matte material properties can be changed in the Remix Material Properties Panel. Please note that this is an unedited texture (without PBR properties), and will affect the whole scene without PBR replacement.
- This mod may not work properly (for example, car paint reflection, chrome materials, leather materials) if you install additional texture mods or object mods that are not in our necessary mod list. For the necessary mod details, please reference our GitHub page: https://github.com/Hemry81/GTASA-Remix
Credits:
- Hemry (SARemix)
- Zeneric (for guiding the custom object creation and providing the DFF, IDE, IPL, and COL files)
- northvector (inspiration of highlight the current component)
If you have any problems or suggestions, please discuss them here for further improvements.
20th anniversary today yay
It looks like Junior has fixed short grass draw distance, works without problems now, this is a major fix
wait is that for Definitive Edition or original?
For original, definitive already has this sorted out with a mod for it
holy cow, did he release the mod yet?
Trash is trash.
I've used a high poly geometry mesh for the trash bag, without any textures. Since Mark mentioned that Remix's path tracing is very efficient with high poly models, so I don't care about the poly count.π
#asset-creation message
I tried to model the trash bag with the real trash bag shape, but the cloth simulation result looks a bit weird, so I've used a smoother shape to simulate the trash bag.
Infernus WIP
damn thats amazing. did he give any eta?
Not sure, but it may already be in the latest update of proper fixes mod
can confirm its not, lol
at least not in this newest version
but there is a bug related to lighting with CJ's house
the interior
compared to previous versions
which didn't have that bug
π§π·
let's go brazil
@magic scarab btw can u keep us updated for when that mod releases
I have no idea, i've only seen screens of it so far, keep an eye on the mixmods channel it should be announced when it's coming out
i wonder if it will be added separately or into proper fixes
i swear no fucking SA modder is better than Junior_Djjr
he always makes mods that i need
mods that improve the game without taking away the feeling of the original game (and essential mods)
i fucking love him
Will be added to Novembers alpha for urbanize, around Christmas for proper fixes.
Apoie: https://www.patreon.com/djjr
Ou: https://www.catarse.me/urbanize
VersΓ£o pΓΊblica: https://www.mixmods.com.br/2023/01/urbanize/
Agradecimentos aos apoiadores mΓ‘ximos:
Rin
Rosset RJ45
Victor Hugo Silveira GaviΓ£o
Rafael Hirt Vozniak Napoqe
Lorenzo Bezerra de Menezes Barreto
nice thats pretty cool
i guess we will have it in January
Does Volumetric lighting don't work in GTA SA? Haven't seen any screen shot with it on
Is it toggleable ?
idk if toggleable is even a word lmao
Yus it should be in the remix menu either in froxel tab or in the main graphical settings
On
Off
Other than the sun it doesn't seems to change that much
looks like it only applies on the sky
Yeah sun is broken without it lmao
This was at 10k, i changed it it seems to work better, but the sun is weird now
hmmm
sky's weird but volumetric is better
it all go away as soon as i look away from the sun
How to turn off the light flickering?
For the streetlights? open the SARemiv_LightMan.lua in the moonloader folder and change
max_flickers = math.random(3, 7) to
max_flickers = math.random(0, 0)
Thanks, worked.
Epic CJ /Urbanize Bahama Mamas .RTX remix. test.
woah looking fire
You should post it at #showcase
Anyone else get a dozen errors then a crash after the auto installer?
At what point do you have the errors ?
Just tried it, works fine, can you tell me what errors you're getting ?
on launch, about 5 that say unrecognized game version, something to that effect
i need a screenshot of the errors or maybe logs
It looks like someone just photoshopped a circle on the screen
Yeah some settings needs tweaking, i'm spamming black ops 6 rn so later lmao
Use hoodlum 1.0, steam install exe won't work with mods
force res within exe properties
fixed by dpi compatability settings
but thank you
it's really cool, just got it running
You used the auto installer but you selected your game directory to install everything right ?
You can set the screen resolution in the widescreen fix setting.
Yah, got it running. Had crashing every few minutes, but overall extremely impressed with the project so far.
Thanks, crashing shouldn't happen tho, what's ur pc specs ?
Itβs lonely here ππ
it hurts me, coming back to this chat every week until 1 week i see no update at all π
jokes aside, yβall keep up, take as much time as u can
i'm spamming black ops 6 rn so no updates on my side lmao
i'll comeback once season 1 gets drop and the game loses all it's fun dw
Well, then i'll just drop DE screens here
I've been very busy with my job lately. My teammate and I are currently launching a new YouTube channel to promote our product. We want to do something different from typical product introductions, so I'm now learning After Effects and photogrammetry to add some nice visual effects to the videos.
Particularly regarding photogrammetry, I find it very interesting, as I might be able to scan some assets to use in the mod. But right now these things are keeping me very busy, and when I get home I still need to continue editing and working with After Effects.
With so many things to do, I can't say for sure when I can continue working on the mod. It might have to wait until next month, or maybe even next year.
i'm bored so i'll drop this again
Will RTX remix look like that eventually?
Questionable
I hope
Only VHSPro
Could look better even, needs a shit ton of work tho
OG ambient would be the hardest to do since i don't think real life has ever looked like that so doing it with PT isn't gonna be ez
Sun color can be turned orange-ish tho, that's a start i guess
One thing we could do is adjusting the sky color in that timecycle data file. That might be a relatively simple way to get the look without too much extra work.
The other option I was thinking is making a custom sky dome and using lua script to set the color on that.
The custom sky dome approach could be better since it might help avoid that volumetric lighting bug in the void area.
sun set
bennys garage GTA V to SA. HDR on as well so including jxr files for SDR viewing
Can we change the sa physics or is it impossible ? I never liked how npc cars behave they are kida robotic when doing a full stop or turning
Is there any possibility of PATH tracing in rtx remix?
You mean like, from light source to camera rather than from camera to light source?
Yes
Mmmm i dont think remix does, but rtx in general as it's a multi use term basically
Wait guys
Where can I buy gta San Andreas again
Someone sent me the link at some point but I lost it
#1097105394821759006 message
Is this finished/better than other graphics mods?
it depends
This mod is still in a very early state, but we've fixed somethings to make it more compatible with Remix path tracing.
In my opinion, the mod still needs a lot of work, but I promise we'll keep improving it to make it better than the Definition Edition.
Lol nice. Hows the performance? Is it playable on 3060, 4060s?
At 1080p with DLSS Performance mode, should be playable.
Definitely playable on any 30/40 series, DLSS perf/ultra perf for 30s, DLSS Quality/Balanced + frame gen for 40s
Laptop is another question tho
Thats insanely demanding tbh
Performance is Like what, 500p
Sometimes i Wished to have a 4090 but then i remember that ridiculous power draw. Theres no experience on earth that justifies this. 5090 should sit at 250 MAX for it to be impressive
fun thing is that my 4090 rarely ever goes above 250w
only when doing very very intense stuff
unlike the 30 series, the TDP really does seem to just be a cap and not what it'll regularly run at
power draw for about a hour of playing. ultra settings 4k. I probably got more bells and whistles on then most would though.
pretty much the only thing that causes my 4090 to hit 350w is Remix, but even then you can just cap your FPS to reduce that
the defective edition in 2021 be like xD
tbh that volumetric looks quite nice
Insanel low temps
Tbf i have a low fan curve
4090 seems to be great at cooling.
However...For full disclosure: I have a pretty aggressive fan curve on the 4090. There's 16 fans in My case..all set to full speed. The room is air conditioned...and I live in Canada π₯Ά
so you live in a fridge
Are there igloo houses in Canada?
yeah it's called a pc case there
yes
Anderius (aka Alien City) mod can be great with its illuminations
here's how it looks with remix: https://www.youtube.com/watch?v=yfRy-ZDw5cw
no doubt it will look better with curr remix versions
GTA: Alien City (Anderius) Repack ModLoader + TraduΓ§Γ£o Update 3/8/2022: - Fixed crash on death in some missions; - Works with CLEO3 as CLEO4 is incompatible with some missions Update: - Now this modification is updated and fully compatible with ModLoader; - Removed speedometer that was incompatible with Widescreen Fix. download and install for f...
can be loaded fully through modloader
Hell yeah, nice, Anderius surely might use benefits of Remix even more
in the runtime, i don't remember where exactly it's been a while since i opened a remix game
press alt+x go to graphics and select volumetric fog
im not sure if does that work
you can also choose normal depth fog
how you got that sky-light?
how can i restore the traffic light to red/green/yellow?
The traffic light mesh in the game is a non textured mesh.
If it is a premade mesh, i can replace it with a texture mesh. However, if it is a dynamically generated mesh,you may need to properly handle it by modifying the "ignore first N non texture draw call" setting in Remix Menu.
Need a GTASA modding expert to give the correct answer. If it is a premade mesh, it should be an easy fix. If not, the "ignore first N non-texture draw call" may render something extra that should not be visible in the original game.
that's aswered my question, many thanks !!
btw how can i change the way how the sky looks? its too shiny and the sun flare its not working for some reason...
without the "mean" eye adaptation my eyes are bleeding lol
now looks better...
but the sun somehow dissapeared idk why
how do u turn on the sun?
I think sun flare is shader effect that is not supported in Remix
The shadow cast from the sun is visible, so the sun should be somewhere in the sky, so just look up to the sky.
It looks like CJ has been exploring some interstellar travel.
Can you share the moonloader.log file? I'd be happy to take a look and see if I can identify what's causing this issue.
aready fix the issue, i just need to start a new game
but now im facing another issue, white cars
how can i fix them?
#1097105394821759006 message
@warm thorn So after a while playing i noticed that street peds won't appear, why is that? how can i fix this issue?
so sad that streets are empty π¦
Have you installed all the necessary mods?
It's possible the mod that creates dynamic objects may be exceeding the memory limit, causing it to not spawn new pedestrians properly.
and wich mod is that? is there a way to fix it?
it seems like the game likes to spawn these only 3 peds
I dont know if its a memory limit issue really
Yeah
tbh its the only issue that im having right now
the games runs fine and without crashes
Wait, so you're saying there are only 3 pedestrians even during the daytime?
Open Limit Adjuster should fix that issue.
Next version vehicle toolkit mod and street light mod will use the Remix API, that should bypass any original game limits on spawning new light objects.
Yeah, on steam version
Yes
and then what should i do?
It seems right to me.
Have you installed any additional mods that are not in the necessary mod list?
I've see some extra text / UI elements showing up in the bottom left corner of the screen.
Its just a DLSS screen indicator wich says the actual render resolution that is using the game with DLSS
i found this inside the mods that came with the SA Remix installer
i dont know if this causing some issues spawning some peds
I believe -1 typically means it's using the default setting.
What about during the daytime, are you still only seeing 3 pedestrians at that time of day as well?
Or you can try this one.
Yes even during day time cycle peds still won't spawn at all, i didn't see any grovee street gang members in the streets for example
in those screens i didn't see any peds as well...
For testing, try renaming the MoonLoader.asi file to something like moonloader.asi.bak in the game folder, then relaunch the game.
that didn't work neither
I tested it myself. It seems the issue is being caused by the sun mod, not the vehicle mod. Maybe the collision size of the sun object is causing the problem.
this mod its causing the peds to not spawning
i found it
Just replace this file located at Game Folder\modloader\SARemix
that seems to work
The next version of the script mod will not use the "in game" spawn object function, which should fix the current issue. It will also be able to spawn streetlights at much farther distances.
The new mod version with these changes may be available as soon as next month, though I haven't had time to fully explore the Remix API functionality yet and don't have extra time to write the script mod or other replacement works yet.
but i noticed that if i load a savegame the peds still won't spawn, so in order to make peds spawn need to create a new game
That's strange. If you start a new game, save it, and then reload that save, are you still seeing the same issue?
Exactly, even if i save the game to keep with the missions the issue still there
rightly after i save the game during the first mission peds won't spawn like before i save it, so weird issue...
i hope u can fix it, already looks geourgeous. Great job
π₯Ή
Thanks π
I think I'll try it in the next few days as soon as I have time, I also plan to upscale the textures of Anderius
One question though, is RTX Remix afflicted by the same problem, which for example affects the shadows of enb, in which when an object goes out of view it disappears taking with it the shadow, lighting etc?
Culling, and yes unfortunately
Okay, and i'll try to make a logo for it, maybe even do completely new logo for Anderius
so i edited the textures of this guy from varrio los aztecas to make him match the colors of grove street families, so now we have a new gang member lol
Why ur cj got a Big ass head tho
its a haircut π€£
Jimmy neutron lookin haircut
However combining rtx remix with GTA SA Anderius, what typical problems should I expect, so at least I'll be prepared
This
Also, a total conversion
Ohhhhh okok
And this, in addition to the shadows obviously, in rtx remix also affects the streetlights?
Nah, streetligths aren't translated correctly
They're not translated AT all in fact
Maybe 0.6.0 remix fixes it idk
But as of now hemry did a mod that add streetligths they don't work by themselves
So I guess not even all these other lights
GTA SA and remix got a shit tons of issues, that's why Hemry did all those scripts, you'll need all the scripts, all the necessary mods from our Github and the rtx.conf to be able to run the game "Vanilla-like" with remix, just dropping remix latest release won't work
everything you need is here #1097105394821759006 message
And if you just want to try our mod : #1097105394821759006 message
i need to know why peds won't spawn after a mission load or save... i already modified the popcycle.dat but doesn't work either
I think the issue might be due to the collision file from the streetlight or vehicle mod using a large 256 x 256 x 256 cube, which could be causing pedestrians to get hidden.
this issue will be fixed in the next update?
@warm thorn how can i change the hour of the streets lights being activated?
i mean, the street lights went on at 19:00 in-game but i want to change that
to 18.30
saremix_lightman.lua, line 520, for now there is no way to edit it in a gui, you'll need to do it in the code
it sets daytime to between 6am and 7pm
i guess changing 19 to 18.5 works ?
you'll need to try
btw, DON'T UPDATE REMIX TO 0..6.0, it will break some of hemry's scripts, and will break the mod itself too.
have you guys just been using 0.5.4?
the builds leading up to 0.6.0 had massive performance improvements
i just tried, no performance differences, it just breaks hashes
thanks!
it worked
btw wich version of remix uses gta sa remix?
If you used the auto installer it uses the latest release, so either u're lucky and you installed it before the 0.6.0 released, or you'll have to download and install the 0.5.4 on github and intall it yourself
So now the autoinstaller can't be used?
It Can be used but will install latest remix version, that we still haven't tested so I don't recommend updating, it broke a few stuff for me but it's unreleased stuff so might just be my fault
im testing 0.6.0 right now, no issues for now...
i can see a performance boost in 0.6.0
in this same spot with 0.5.4 i had 26/25
I tested Remix 0.6.0 and the texturehash issue still hasn't been fixed. The game also gets very laggy after playing for a few minutes, and looking around with the mouse cause laggy. Those problems didn't exist in Remix 0.5.4, so I'd still recommend using 0.5.4 for our mod for now.
the texturehash is real in 0.6.0
Any remix above 0.5.4 has been doing this for Me as well for every release since 0.5.4
I seen hashes messed up but that's just the tip of the iceberg compared to the massive vram issue that manifests with newer remix versions and gta sa. In a few minutes of playing the game just becomes a slideshow. This behavior is not present in 0.5.4. and nor haven I seen it with other game titles I've used remix on.
Has anyone filled a issue on github about this with gta sa yet? could have swore I did but I can't find it in open or closed...
I'm not home for the next few days so the app will download 0.6.0 until i Can update it to stick with 0.5.4
I thought the slideshow and mouse freezing the game was a me problem, it is just unplayable over 0.5.4 so once again
π« DO NOT UPDATE REMIX (on GTA SA) π«
nope definitely ** not** a You problem.
hope we can see some fps improvements
Whats ur gpu
Btw guys can i just use rtx remix ontop of steam version of gta sa
Or any tutorial
Nope, you'll need some mods/fixes, check the pinned message here : #1097105394821759006 message there's everything you need
You need to downgrade the base GTA San Andreas game to version 1.0 to make these mods compatible.
RTX 3080 10GB
i got a 3060 bro ππ
RTX 3070 ti π
both are great gpus
rtx 3060 is not a good gpu for RTX remix san andreas
But 4060 is
Anything other than a 4090 is not enough for a good remix experience, it's path tracing y'all gonna have to play in DLSS ultra perf, my 3080 have 45fps in ultra perf in 1440p for references
By the time remix releases it's 1.0 version we'll have the 9090 so it's ok anyway π
i disagree. a 4070 is fine for Remix. the 40 series saw pretty decent gains in PT performance due to some added features and improvements to the RT cores
It's playable yes, not enjoyable
30fps with DLSS and frame gen is not a good experience
It's fine for some people and some games are cinematics enough to be enjoyable like that
But i'm on pc not console, I want my responsiveness
i'm saying the performance of a 4070 in Remix would probably be a decent bit better than your experience right now
like even when i had a 3090, it wasn't that hard to achieve 60 FPS in Remix at a decent internal resolution
it's not going to be 30 FPS with FG. it'd be 60 FPS base, DLSS Balanced most likely
i mean, i had that in Portal RTX on a 3090 from 1440p
well, almost. 50 FPS iirc
and the performance improvements in 0.6.0 would make up the rest
0.5.4 runs horribly compared to 0.6
In Balanced 1440p I have 25 fps base
in GTA SA though, right?
Yep
yeah, which runs a lot worse than other games i've played with Remix tbh
Oh
i don't mean to be rude, but this project really needs to be optimized before you can really rely on it for performance stats like that
Yeah I tried remix on like gmod it bluescreened I never opened it again
π¦ i had similar issues with gmod
but with 0.6.0 in Portal RTX your performance should be pretty great
Yeah we know the performances are shit, but they are as shit as that from a clean remix install, without our mod
The game's just pissed off for some reasons
I Hope remix will fix these performances magically someday cuz idk how else we could fix it
a lot of it has to do with the amount of transparent textures present. old trees and grass for example that are just textures with alphas will just cause performance to tank
there was something else too but i can't remember π¦
Trees yeah I was supposed to do them but black ops 6 released π
lol
some games are really weird, where a lot of objects that shouldn't be transparent (and don't even appear to be) are marked as transparent. which leads to performance loss
there's a setting in the developer menu that you can use to toggle alphas like that. i can't recall the exact name
I'll check that when i'm home, maybe I Can Squeeze some fps outta that thanks
i have an older version of your guys' mod, but damn it hogs RAM lol
yeah. i brought it up before. not sure if anything happened with it
disabling alpha blended boosted performance by like 20%
but it still runs worse than a lot of other Remix games, and i'm not sure why π¦
okay
so i went from 74 FPS with alphas enabled, to 112 with them disabled @candid sapphire
and in spots with more, it's even more drastic
hey kim how do u enable those stats in the bottom left corner of the screen?
63 to 127
The Jefferson motel disappears too
dxvk.hud = 1 in dxvk.conf
So some stuff have alpha in them when it's useless
disabling alpha blender gives me a fps boost
and disabling NEE Cache as well
well, that one's not useless. it's just a texture with an alpha layer overlaid on the sign i think
Alpha is just the opacity right ?
it can be used to control the transparency of entire textures, or just to make parts of textures entirely transparent
Like the trees
i was able to reproduce this. not sure why
yes
Or the sign that is probably a square with transparency around the text
You need to edit the rtx.conf file in order to disable at all
you can disable it in the overlay
i just did. went from 123 FPS to 128
i tried but it gets enabled again
so in order to stop being enabled i wrote that
i haven't run into that. maybe it's a bug with 0.5.4 specifically. i'm on a later build from github
are u on 0.6.0?
maybe with latest buld actions
yaniss said 0.6.0 was unstable with SA
dxvk-remix-b86955b-639-release
bridge-remix-8248167-93-release
i'm on these and it's running fine
i tried to run gta sa with the last 0.6.0 and sometimes i had the whole pc freezing itself and need to restart
so im stick with 0.5.4
It stutters After a few mins, and Moving the mouse freezes the game for the entire movement
i'd recommend instead of 0.5.4, finding a github actions build from at least the last month that's stable
In 060
because those actions builds had MASSIVE performance improvements
the latest one?
oh ok
idk why i love this particular game being remix-ed, the path tracing and global illumination on this game already looks amazing in this build
the performance of these builds is very close to 0.6.0. 0.6.0 has a minor lead, about a 2% gain
so i'd recommend using those specific builds if 0.6.0 is unstable for you guys
(it's running fine for me though)
disable RTXDI. 74 to 87 FPS
that with NEE Cache disabled = 90 FPS
then with alpha blending disabled, 147 FPS
so that's he kind of performance you guys can achieve by eliminating alphas and by changing those settings π
i love the low poly models for some reason, personally looks great with the path tracing
this using a 3070?
cars are marked as alpha too
- but the point is i went from 63 FPS to 147 FPS. so imagine the gains on your cards
yeah disabling rtxdi give boost a perfomance boost
nicee
Yeah cars uses 2 textures, 1 color and 1 for the dirtiness I think
Disable RTXDI
Disable NEE Cache
Optimize Alphas/reduce quantity
63 FPS to 147 FPS on a 4090, DLSS Balanced with RR on
just pinning that for future reference
il give it a try with my 3080
but yeah 0.6.0 is stable for me. it does stutter some, but that's to be expected as it has to do shader caching again (happens when you update Remix in a game)
after about 10 minutes it's running smoothly
btw are u running the rtx remix app in the background?
that happened to me when i run the game trough remix app
almost 32gb entirely being filled up
its samp?
how to fix the samp's chatbox being transparent? choosing the chat's texture in game setup menu in developer settings dosen't fix it because i've tried that and it didn't fix it, even when i disable the ray tracing in developer setting the chat stays invisible. it would be really amazing to play samp normally with such graphicsπ
Is it actually worth the hassle installing this
If only proper global illumination. Any way to activate that?
Dont know what ur talking about maybe your gpu is broken, im getting 60fps at path tracing enabled , textures ultra on 1080p dlss quality with frame gen on , on a 4060
Tho i have a special modded 4060 that goes up to 3200MHZ
you are saying that u have FG enabled. Tbh that fakes frames didn't count when it comes to real performance
Dont care it has no difference
The original game only uses a single white texture for vehicle color and uses that white texture as a mask to create color blending in the engine.
Why does the sunlight look like a point light, instead of a disc light or direct light? Did you change any settings to get that result?
I've tried removing our mod (the texture, mesh replacement, and moonloader script) and just using the standalone Remix runtime. But I'm still seeing memory leaks after Remix 0.5.4, even on my desktop with a 4090 and my laptop with a 4060. I'm not sure why...
Yeah same here on My 4090.It's just the runtime for whatever reason. Tried with and without the mod and it just runs through vram the same no matter what I do. Haven't had this issue with other games either.
it's not VRAM for me at all, but normal RAM
oh it's prob eating that as well for me. been a hot minute since I've tried the new one.
you should open a bug report on github
If this memory leak issue is happening for others too, not just on my end, then I think I should raise a GitHub issue about it.
Where can I download older action builds to try, so I can see which one starts having the memory leak problem? I think I've seen someone backup the action builds before.
i have a backup of much older ones, like 0.1.x-0.1.3.x days
I've been trying to move on from 0.5.4 since like September with every build so I can safely say every single one since...
you can download actions builds going back 3 months on github though
i'll see what other ones i have
okay, i'm uploading some more from the last 5 months
I think the memory leak issue started happening a bit after the Remix 0.5.4 release, so maybe 3 months ago or so. Previously, I was trying to download the action builds almost every day (by using your downloader).
OK, thanksπ
September is when I started to get issues with updated runtimes.
i have a feeling it's the bridge and not dxvk
try out this one when it's finished uploading
bridge-remix-07778f9-85-debugoptimized
and if that doesn't fix it, then try dxvk-remix-13a6ac2-598-debugoptimized with it
both of these are from July 26th
it's finished @olive dragon @warm thorn
is this safe to use?
yes, i made it myself, you can check the code in github if you want, compile it yourself too
The FPS boost with and without alpha blended textures is HILARIOUS
it's with some tweaks to disable internal lighting for cj's house and enable the sun's shadow(probably global illumination)
i didn't find any option to enable that, i copied Lego island 2's rtx remix rtx.conf file to gta sa's directory and got the shadows(sun shadows or global illumination) workingπ(edit: there is indeed a option, i'm using a older version that's why i dosen't have it)
hi π lego island 2's rtx.conf
why there are two shadows-suns?
maybe it's lego island's rtx.conf issuse. but when i use hemry's rtx.conf(gta-sa) the shadows dosen't appear anymore. i'm using lego island's 2 rtx remix build because other versions keeps crashing on my system(rtx remix folder it's from the Gtasa-remix main only, the .tree and nvlaunch and d3d9.dll are from lego island'2 rtx remix)
i feel like it's because of the fact that it's lego island 2's rtx remix build.when i use Hemry's Gtasa-main rtx remix build(d3d9.dll, tree folder,nvlaunch) the game dosen't launch anymore. when i try to launch it, a black screen with a white square appears on screen for 5 seconds then the game closes immediately. no luck also when i tried the orginal rtx remix runtime(0.5.4 and 0.6.0), the game shows a error that dissappears immediately before i could read it. i'm using windows 11 23h2.
Try these settings.
dosen't have that part of settings, it's because of the lego island 2 rtx remix build, the issuse it's my system because i couldn't use the normal rtx remix runtime(0.5.1,0.5.4,0.6.0) or hemry's runtime in gtasa-main because they crash. which version of rtx remix are you using that has these settings? maybe it's a older version that works on my system π i will post my issuse with rtx remix's runtime soon in #1095455547748257862 because it's not related to gta sa or hemry's mod, the problem it's from rtx remix's og runtime and my system.
It causes cars to look weird?
The setting is inside the Game Setup tab, not the Rendering Tab.
Lego Island 2 probably doesn't use a custom RTX Remix runtime, so it's likely just coming from the actions build, not the official release build.
gonna compile your py myself today
Am i understanding right this right this fetches the needed mods and adds rtx remix to a downgraded GTA SA directory
is the download supposed to take ages
The stuff cant be that big
i just clicked on download all
maybe its a UI glitch
I let it run through now, stopped the exe at like 3gb because i was like, this can't be
This time, i clicked on necessary mods first and then SA remix.
The mod is more than 6gb, and downloading with github api without any git logins has a speed limit
ah ok
what the hell? I wasnβt told that RTX remix has path tracing, i thought it was normal RTX
no wonder i had 25fps on dlss performance at 3060
path tracing and RayTracing is the same
whats up with this website ngl
i just downgraded using it now , but new game just crashes the game. Virus
Na. Ray tracing uses rays to calculate singular passes. For example, you can only have the reflections calculated via raytracing while the rest of the game is rendered normally using raster graphics. You can have any number of raytracing effects working separately like rt shadows, reflections, global illumination and more.
Path tracing renders the final image by tracing the whole scene by just using rays. Pure path tracing solutions like remix don't use any rasterization. So the color of every pixel is directly calculated via light/geometry interaction.
Ray tracing is much easier on the performance compared to path tracing.
And did you read the code?
The code of the software that you're calling a virus
Wait nevermind
The code isn't on github
Maybe I'm remembering wrong
Anyways. It's not a virus. You usually don't know what you're doing.
But it's okay. Not everyone has to be smart.
xD
rip
installed everything now using the downgrader and then using the app from Yanis, well , creating a new game the game just crashes half way loading
how cooked am i
ok did everything , pretty damn impressive ngl. 50 fps on a 4060
anyone knows how to get rid off the blue tint
Which part has the blue tint, the sky color or the fog color?
i also got the mouse issue and its also in menus. I think it Happens when changing graphics settings. Gpu usage spiked to zero after moving the Mouse fast. Moving slow is fine
no idea but given the sky is blue with No clouds , maybe its that.
It might be helpful if you could take a screenshot to better describe the problem you're having with the blue tint.
currently not on PC, will do later
is there some memory leak going on in rtx remix
its certainly not the vram being full , but i suddenly got single digit fps when going into the First mission.
gpu usage 0 sometimes 20
starting a new game while getting single fps fixes the fps
wtf..
Use Remix 0.5.4, as it's the only recent version that is stable with GTASA.
rip, as i used the installer by @candid sapphire . Maybe he can do Something about it
another odd glitch im observing is NEE cache enabling itself again shortly after even after saving multiple times and restarting
is it possible to downgrade?
If you use Yaniss's auto installer, that's already downgraded to v1.0.
how do i know what Version it is using
Bro, What are you trying to do exactly?
fixing the odd fps drop
to single digits
apparently only happens when starting the first mission, like wtf
maybe it isnt even remix related
The modloader.log or moonloader.log file will tell you which version of GTA San Andreas you are running. Only version 1.0 is compatible with the modloader.
#1097105394821759006 message
i mean the Remix version
I'm updating the app rn, adding an "Install 0.5.4 remix" button and making it install 0.5.4 automatically when pressing "Download all"
how to tell which remix Version
woah what a chad.
also checked the issue occurs out of mission too. Apparently driving for a while caused it. Scary as this would mean vram issue i assume. But the gpu usage is very low and vram is not full either. So its not entering Fallback. I doubt its vram related.
nah the 060 version of remix is completely fucked up on gta sa
damn i didnt know that
that's why you need to install 054 release if you want to play
or you can wait for my app if you prefer
i gladly wait
if you have time you may want to explain the Users why this Version is recommended
Game works crazy good on 4060 besides the fps issue
for some reason the Screenshot looks like 4k when zoomed in
dlss is doing some black magic (or the alt f1 upscales Screenshots idk)
nah, its indeed 1080p. Nvidia is crazy with their upscaler
SUP !
New update on the app 
V1.1 :
- Updated the SARemix download method to be faster (from 0.5MB/s to 60MB/s on my side, will depend on your internet and HDD/SSD speed),
- Changed the remix version installed by the "Download all" button from Latest to 0.5.4 ONLY until latest builds are fixed on GTA SA,
- Added an "Install 0.5.4' to only downgrade/update remix to the latest recommended version.
- The "Update RTX Remix" button still downloads and install the latest release (NOT RECOMMENDED)
https://github.com/KCDQYaniss/SARemix-Installer/releases/tag/v1.1
As always, you have the py file to check the code for yourself and to compile it yourself if you prefer.
Don't hesitate to ping me if it's broken as I haven't tested this version on an other machine, HF !
do a DDU pass in between
im also on 566 but that bug makes SA unplayable. I dont have it with portal rtx
gonna test the Update soo.
soon
really interested to see if it will fix it
what GPU do you have?
Ok, setting my mouse to 125hz removed all freezing when moving the camera
most mouses are at 1000hz
mine was at 4khz so it was a huge mess
mine is 4000hz and it's fine π¦
the camera issue was caused by something else
i can't remember what fixed it for me. i mentioned it here a while ago
and installing 566.03 didn't change anything btw
I'm installing latest 566.36, maybe it fixes something (lol)
oddly enough removing the vehicle toolkit fixed it for me
4060
I tested all the versions from Kim's backup Remix runtime, and the last stable version is dxvk-remix-dd39314-632, it doesn't have the memory leak and mouse laggy issue.
Where is that file hemry
i want to check which i have , since i also get the laggy mouse
#1097105394821759006 message
but where exactly is this saved?
Did you try the latest version of the vehicle toolkit? The old version would assign a new material every second, which could cause lag issues. But the new version only assigns materials when a new car is spawned or the color is changed.
#1097105394821759006 message
i maybe blind but i still cant see what rtx remix Version currently is installed in my gta sa
.
@umbral swift
Does it have any performance improvements ?
maybe what they did to fix the performance broke some stuff in gta sa
see, the odd thing is that i'm on 0.6.0 with an older version of your mod and don't have the mouse lag at all
i don't know how that's possible
last update was 3 month ago so idk if it's that old
all recent updates are scripts
i'll try removing them all on 060 and see if it fixes anything
yup no more freezes
no freezes no stutter
i may be using a pack that @split badger put together. it has the same functionality as your mod pack but is a lot more stable
most likely from updating the game camera since the mouse hz seems to fix it
pack of what ? GTA SA mods or our mod more optimized ?
ohh
it's the same mods but from different sources
that will definitely destroy the hashes but if it fixes the stutter that could be a fix
Sounds too good to be true i'm impatient
@candid sapphire
https://www.virustotal.com/gui/file/b7e8049f8ed15b82fbeb344fde6ce7398c4d7213ebbf91b1ef2ae35d7d9008b2
`Silentβs ASI Loader by Silent: https://cookieplmonster.github.io/mods/gta-sa/#asiloader
SilentPatch by Silent: https://cookieplmonster.github.io/mods/gta-sa/
CLEO4.4.4 by Seemann: https://github.com/cleolibrary/CLEO4/releases/tag/v4.4.4
Mod Loader v0.3.7 by Link2012: https://github.com/thelink2012/modloader/releases
OpenLimitAduster by Link2012 https://github.com/GTAmodding/III.VC.SA.LimitAdjuster/releases
WidescreenFix by TAG: https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/gtasa
Ped Spec by DK22Pac: https://www.mixmods.com.br/2015/02/ped-spec-iluminacao-specular-nas-pessoas-como-no-mobile/
Improved Streaming (Can be used without it, not Vital) by JuniorDjjr: https://github.com/JuniorDjjr/LoadWholeMap *Tanks FPS, can bottlneck RAM because it loads the whole map into it. Located in Modloader folder if you want to remove.
Original GTA SA v1.0 Executable
If you're going to use Hemry's fixes and assets you will need Moonloader(...and its additional plugins), ImVehFt, Cleo+ and VehFuncs. I will provide these within the archive and can be applied(/extracted) into the game's directory.
MoonLoader by BH Team: https://gtaforums.com/topic/890987-moonloader/
-Moon ImGui by FYP: https://www.blast.hk/threads/19292/
-MoonAdditions by FYP: https://github.com/THE-FYP/MoonAdditions/releases
ImVehFt by DK22Pac: https://gtaforums.com/topic/528175-improved-vehicle-features/ - Used MixMods version here
VehFuncs by JuniorDjjr: https://github.com/JuniorDjjr/VehFuncs
Cleo+ by JuniorDjjr: https://github.com/JuniorDjjr/CLEOPlus/releases `
VirusTotal
thats normal
yeah
scan any of the mods, they all have a ton of false positives because they're DLLs
solitery mixmods mods flag this much, if i remove them it should be clean
hm. maybe i'm misremembering
but yeah i looked deep into the behavior of all of them, they're safe
I'm scanning my own necessary mods git repo and it's as bad as yours so it's all good i guess lmao
most of the compilation is open sourced btw, all linked above
this pack should be independent of Hermy's fixes, but it has additions to work with it, in a separate folder
all you need to downgrade really is the exe, 1.0 hoodlum is the best
can't provide that
ok thanks
what did i Miss? Old Remix fixes the issue?
yo @candid sapphire why is your updated app opening a terminal next to the GUI now?
cuz i forgot -noconsole when packing the py into .exe
i think installer broken rn
it Downloads 3 different parts in rar now, but it failed to extract
oh
thats a user error I guess
well, to be fair, why cant the original windows 11 unzip be used.?
that's weird
There might still be an issue with the Script, as Part 1 and 2 are broken , cant be opened. They are adequate size tho. Part 3 can be opened normally
never seen this before with rar
"could not find a file executable, falling back to guess mime type by file Extension"
so im guessing script doesnt know Windows 11 can do it on its own
only fix is to have WinRAR, 7zip or similar installed i think for noe
now
yeah, i just checked the lib i used needs winrar or 7z
time to install winrar then
ok, the issue is cuz it' rar and not zip
yeah
That's quick to fix i'll do it now
20 min cuz github upload sucks
real
I'm doing it so it uses the windowd built in extract program using powershell
Did you check if the pack works for you?
Works perfectly fine, no stutters, no freezes and the performance boost from 060
Can i use ur pack in my git repo for necessary mods ? i'll add hoodlum exe and some missing moonloader files and it's good to go
ofc lol I just compiled stuff together
What missing moonloader files?
idk but i had to download moonloader and extract in game folder for it to load
i think the script folder just don't work
Oh, hold on, have you checked Hermy's folder?
This one has moonloader which is meant to work with his fixes
No i just noticed no moonloader scripts were working so i replaced all the files and it worked
what did aupx Upload? What does it change
He made a more optimized modpack and it fixes most stutters and freezes happening in 0.6.0
Weird, it's over a month old pack maybe it conflicts with the updates Hermy made
So instead of updating the app to what i did today, i'll replace the necessary mods, re update the app to download latest remix release, i'll leave the install 0.5.4 remix button cuz it might be useful idk and let's go to python again
but 0.6.0 will be the main one now?
i'm glad it fixed the issues for you too
Well it works completely fine so i guess so
I'll let the 0.5.4 download button in case it still stutters or freezes for someone
did 0.5.4 do Something different
now alot of textures are missing , shadows appear different when moving camera and Indoor are pitch black
π¦
Yeah, that's what we've been talking about for the last 2 days
Yes, another app update the same day 
**V1.2 : **
- Updated the SARemix download method to fix the necessary winrar or 7zip by including a portable 7zip in the download,
- A window opens at a certain point of the install, it's 7zip, it extracts SARemix then closes,
- "Download all" and "Update RTX Remix" downloads the latest remix release once again,
- Left the "Install remix 0.5.4" in case it still stutters for you,
- Entirely modified the necessary mods repo using the Aupx pack, way more optimized, thank you @split badger π€
**V1.1 : **
- Updated the SARemix download method to be faster (from 0.5MB/s to 60MB/s on my side, will depend on your internet and HDD/SSD speed),
- Changed the remix version installed by the "Download all" button from Latest to 0.5.4 ONLY until latest builds are fixed on GTA SA,
- Added an "Install 0.5.4' to only downgrade/update remix to the latest recommended version.
- The "Update RTX Remix" button still downloads and install the latest release (NOT RECOMMENDED)
As always, you have the py file to check the code for yourself and to compile it yourself if you prefer.
EXTRACT IT OR IT WILL PROB BREAK THE EXTRACT PROCESS
Can we pinn the coment?
so this fixed 060 fps drop?
Is it adviced to use updated remix or the old one now with 1.2 installer.
ok 0.5.4 is very broken now
texture goes Grey everywhere cj goes
i update it now
06 also broken as hell
not good
move it cj, move it
Graphic settings set to medium
ingame?
yes
any chance to mod in volumetric clouds
if they add volumetric clouds in remix yes, modding them in gta sa no cuz they most likely use shaders/ENB which aren't compatible with remix
gotcha
is There any settings that i can mess with that can make an actual giant difference? Also why does everything have 2 shadows now
also this is what i mean with blue tint. It does look really blue everywhere
Why did I move here? I guess it was the weather (timecycle)
Hey guys, did you still have the memory leak issue after the latest update from aupx's mod pack?
Maybe you can try turning on the HDR sky option in the sky settings panel.
#1097105394821759006 message
okay. Btw odd question but is the DLSS presets a SET Resolution. Or could i like upscale from 900p to 1080p . Instead of the 1280x736
you need to use DLSSTweaks for that
okay
you can adjust your internal resolution
how many vram u have?
just ran full but i think it happened because i went to native then to dlss again, it didnt clean up the native vram
8gb
going to test again it shouldnt run full
smh the fps drop still happens it wasnt vram issue
yeaaaah i think remix might need to cook for another year in sanandreas
Nice
The mouse lag issue was fixed in Remix 0.6.0 when using aupx's mod pack, but that version has introduced screen tearing, likely a vsync problem.
The texture hash issue is also more prevalent in 0.6.0 compared to 0.5.4, and the memory leak is still present even with the standalone Remix Runtime, without our Remix mod.
So my recommendation is to still use Remix 0.5.4 for the best overall stability.
hash issue? Is it why shadows and the entire lighting is different when moving the camera?
Bro, it sounds like you didn't disable the original directional light. Try following these setting.
The texture hash issue is causing some textures randomly change, like how Kendl (CJ's sister) became a stone statue in the screenshot i posted before.
ahh ok
lmfao
gonna check the lighting setting
i looked for it but no god damn hell did i find these
yep, but changing that messes with a lot of stuff
for me its only working "in view Transform"
there is no change in the lights if i went to the other options
did anyone figure how to fix samp's chatbox being invisible?
lets imagine a great scenario where remix is very flashed out and the entire games textures support pbr, would it look better than gta 5?
i wonder why like 80% of shadows just miss
shouldn't PT handle it on its own
the objects behind your back?
nah just look at the video of hemry
well idk why now ver 0.6.0 is running better than 0.5.4 on my pc in this same spot im having like -10-5 fps in 054
i dont get it man
mine looks nowhere near this and i just used the installer didnt do anything else
also on 06
are you running native 1080p no dlss?
But is it compatible with Reshade? And does it exclude access to the depth buffer?
You Can use reshade with it but I don't know if it Can Access the depth buffer since remix is already accessing it i guess
When noob trying the Remix API, here's what they might experience..
whats happening there
Nothing special, just didn't know how to properly initialize the Remix API in Lua...
Yeah, you could use AI to generate that for you, but that's not really our goal with this project.
We prefer a more hands-on, manual approach. So it ends up taking us more time to get the mod put together, but that's just how we like to do things.
AI can make textures, not models, and hand made textures are 100x better looking
sure
guys i cant stand the movement inside scene
can anyone tell me how to fix cant find mod layer in current stage
i guess it wants to load me a mod layer usd but i never did one and dont know how to.
You know, I'd really recommend watching the whole Remix Toolkit tutorial series first. There's a pretty clear guide in there on how to actually create Remix mods.
But just to clarify, I'm actually modding the game with Omniverse, not the Remix Toolkit itself. I just use the Toolkit to set up the project, so that other modders like Yaniss can easily come in and modify the mod further down the line.
Certainly nothing for the stupid folk lol
Stupidity and laziness are just a fine line apart.
what is causing NEE cache to enable itself constantly
I like this guys humour lol
im at 2880 using DLDSR, and the internal resolution is like 1440x760 using DLSS Perfomance
significant gpu and cpu optimizations
when rtx remix update that does all the work for you on its own
guys how tf do i find the damn location of inside captures .
made a capture of cjs house and just cant find it in the editor, i found some low poly version of the insides flying around but not the proper version
Everything is missing lighting etc. tf
stage lights and improved models not loading inside the Capture
idk if im just stupid or smth is broken
You opened the project with the modified assets or you just opened the capture ?
how?
this is including my own mods, not part of the repo.. the lighting you're playing about with is for editor only. for scene lights you need to attach a light to a reference within a model.
that's definitely normal π
why does your game look so much better
in the night too
can you share your config
ngl @candid sapphire you could add different rtx configs to your installer
also now that i see the bar sign, it's pitch black for me inside the bar
make sure backup your original rtx.conf after replacing this
im not sure if the image clarity its somehow better using DLDSR x2.25 (2880x1620)/DLSS Performance 1440x836 or x4 DSR (3840x2160) DLSS Ultra Performance 1280x736
i think its looks better at 4k... idk exactly
Yeah but i mean your lighting is just completely different
it actually has color instead of being.. blueish
this is what i did in the first place. If you want to "disable" that blue tone
personally i use" In Viewform Transform"
hi π , i know it's been a long time since you sent this message, but how did you fix it?
Update your remix to latest GitHub action version and it will work
Or
If you want, I can send you my script.
I didn't know such a thing existed.
i forgot how to install remix on samp
@versed field name tags and health bar
where to download it? the mod or asi file that fixes samp's uiπ
Same as volumetric clouds, needs shaders, might b possible with the API tho idk
Yeah, it should be possible to get proper rain puddles in Remix. We could use some scripting to spawn the puddle textures on the road when the weather changes to rain, and then give those puddle textures a really reflective material in Remix.
https://github.com/THE-FYP/MoonAdditions/blob/659eb22d2217fd5870e8e1ead797a2175d314337/examples/draw_circle.lua
https://github.com/THE-FYP/MoonAdditions/blob/659eb22d2217fd5870e8e1ead797a2175d314337/src/lua_shape.cpp
hmm interesting
Snow shaders are in the season 
it worked. the solution is finally found! to fix samp's ui.
nametags is solved??
yes
thank youπ₯°π
car colors and hud is fixed thoo?
the hud will be fixed if you choose one of ui's textures as ui texture in game setup, the hemry's rtx.conf already fixes itπthe car colors are still white(not hemry's rtx.conf). i taked those picturs via /camera that's why the ui dosen't appear there
i need to try it
since 1 year i not try remix on gta sa
pls send more photos
is amazing
honestly the camera in gta sa would make a perfect first person
There's already a great FPV mod I use it for all my installs, it should work
First-Person mod by Voron295 v3.0 LINKS First-Person v3.0 First-Person v3.5 (Beta) Description This modification will allow you to feel all abilities of GTA SA from the first person Modification support most of animation mods, like parkour, etc. What's new - First-Person now is a plugin, not CLEO...
remix runtime error
remix 6.0 works in gta sa?
bro how you instaled 6.0
#1097105394821759006 message
You Can install it manually but if you're asking it means you don't know, launch the app, select your remix GTA sa directory, press "update RTX remix"
If it starts glitching/lagging, on the app there is a "install 0.5.4 remix" button, to go back to latest stable version
but manualy how? quick tutorial bro pls
Download the release from github, extract the zip in GTA sa directory
Not complicated
But as I said you could use the app
Or read #remix-beginners-guide
It's probably explained there
same error appeared for me when i tried the bridge version in the past, but now it gives another error(probably because i installed visual studio):
the only version that works for me is lego island's rtx remix runtime+hemry's rtx-remix folder.
i've opened a thread on runtime-help because of it
what GPU do you have?
rtx 3070
i opened this in visual studio and the exepection information said:The thread tried to read from or write to a virtual address for which it does not have the appropriate access. but the error still happens if i run the game as a administor.
@versed field can you install https://aka.ms/vs/17/release/vc_redist.x64.exe and test one more time?
i had the same error when i didn't had visual studio 2019/2022 installed
yesss
it has that
was
fixed bro thanks
@solar cairn you're using a debug build of remix. you have to use the release build. you do not need visual studio
thank you but the game dosen't launch now with release buildπ’
did you install the file from my link?
from rtx remix installerπ
the only version that used to work for me normally was lego island 2's rtx remix runtime
but i wanna try newer versions now since it wasn't the lateast version
I mean
install a release build of remix, then install this file: https://aka.ms/vs/17/release/vc_redist.x64.exe, then run the game
gonna try thank you π
still the sameπ’ a error appears on the screen for a mini second then dissappears very fast that i cannot read it,it happens when i try to launch the game. i will post it into the rtx remix runtime
how i fix the sky?
well, this is fun. loco's crash was due to recent ABI breaking changes in visual studio's runtime, but is ultimately fixable with an updated CRT redist. paniz's crash is due to an invalid handle being passed to a threadpool wait function. the bridge maintainers can fix that one.
your skin is too bright
(tried to run the game with windows 8 compatitly settings, but the problem still persists, please avoid reading the log if it's not neccesarry)
the dxwrapper.dll was the problem. i fixed it
i tried to fix it for hours and the dxwrapper was the problemπ€
how to use reshade with rtx remix? it dosen't work correctly
you actually fixed my problems, the dxwrapper.dll was the problemπthank you
the game is trying to hook dxwrapper.dll?
yes, since i used lego island 2's rtx.conf for shadows. the problem was fixed after removing dxwrapper.dll. my fault
hey, how to enable it?
enable volumetric lighting ?
yes, i didn't find it in remix's menu π thank you
"Rendering" "Froxel radiance Cache/Volumetrics" "Volumetric lighting"
thank you π
send those pictures for noobs who say sa direct 3.0 is better than rtx remix.
what's the most realtistic radiance for noon's sun light?
fallback light
also what should be the sky's brightness value for the most realtistic image?
not including this type of fallback in the orginal hemry's repository it's downplaying the rtx remix's capatilies and hemry's job.
we can add a script to disable/control fallback light's angle based on the time of day.
those pictures could even look more realtisic by better settings.
we can beat sa direct 3.0
Nothing can beat a well made remaster using rtx remix, we just need time, we're not slapping rain puddles and mirror roads to add reflections and call it a day, I modeled oil bottles and fences, doing the full game's gonna take years
we'll have gta 7 before
or SAMP doesn't support moonloader ?
i didn't even install itπ
it adds sunlight?
yeah, it adds sun and moon
another scripts fixes car colors
another one fix streetlights
i thought it only modified sky's texture, that's why i didn't install itπ
thank you, i'm going to install itπ
also there's one for the health bar not showing
is it still working in 0.6.0?
or i need to press a button to enable the moonloader?π
it isn't working for me, i thing it's 0.6.0's fault
i've also downloaded this but the sun light dosen't appear. is it samp's fault?
π’
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
probably a good thing because by that time, low end gpus as we know wont exist anymore. I cant say too much, but theres something big coming in the graphics acceleration genre
Atp "big things" for gpus is just a throw away word
thank you for your hard jobπ sorry i didn't fully read your message that time,
this water looks so good. we can implent it into gta san andreas if it's running in rtx remix's engine.
Yo, I need help, I checked the Pins Message and also installed the Vehicle Toolkit mod, but the car is still white in the game.
I'm having trouble with the same situation after installing the RTX Remix from the vanilla state. How can I fix this?
read it, it might workπ
Technically if someone makes it a pbr for a hash in gta sa yea
but npc will dissapear
Iβve replaced the water texture with sprite sheet animation. But since GTASA uses multiple water layers, so the water surface looks a bit weird.
ignore the others if it doesnt break anything?
The water's meshhashes is random, so if I ignore the texture hash, the whole ocean, ocean waves, and lakes that use the same texture will disappear. Only the casino area pool uses a different texture.
I can't fix this unless I create a new mesh for them separately, but I don't have any plans for that yet.
2024-12-25 14:52:13,242 - ERROR - An error occurred: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\GTASA-Remix-fc2d352.zip'
2024-12-25 14:52:13,336 - INFO - Update of SA Remix completed
2024-12-25 14:52:13,378 - INFO - Update of SA Remix necessary mods completed
2024-12-25 14:52:14,183 - ERROR - An error occurred while processing SA Remix necessary mods: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\test.zip'
2024-12-25 14:52:14,770 - ERROR - An error occurred: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\remix-0.6.0-release.zip'
2024-12-25 14:52:14,776 - INFO - Update of RTX Remix completed
2024-12-25 14:52:14,780 - INFO - All components downloaded and extracted successfully.
2024-12-25 14:52:20,311 - ERROR - An error occurred: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\GTASA-Remix-fc2d352.zip'
2024-12-25 14:52:20,327 - INFO - Update of SA Remix completed
2024-12-25 14:52:22,581 - INFO - Update of SA Remix necessary mods completed
2024-12-25 14:52:22,981 - ERROR - An error occurred while processing SA Remix necessary mods: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\test.zip'
2024-12-25 14:52:27,219 - ERROR - An error occurred: [Errno 13] Permission denied: 'D:/ROCKSTAR YEAHHHHGFHDGFDSGSDF/Grand Theft Auto San Andreas\remix-0.6.0-release.zip'
2024-12-25 14:52:27,235 - INFO - Update
what the flip
it just doesnt work at all
You unzipped it ?
Try to launch it with administrator permission if it still don't work
i just tried it and it works for me
try running it in the asme drive as the game too
unzipped what
the auto downloader
thge auto downloader is the problem it doesnt work
OK MY GAME WORKS
but theres no dxvk.conf
you downloaded the latest update for the installer ?
can you send me the dxvk.conf
there isn't one
it works on the go so no need to configure anything on the dxvk part
its so glitchy though\
idk how to screenshot it tf
pressed printscreen and windows shift s'
it looks so glitchy though
theres a bunch of shadows on cj\
where ever i step i just see a bunch of glitches witgh the floor
\
its unplayable
