#Freedom Fighters Remix

1409 messages · Page 2 of 2 (latest)

crimson slate
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nah dxvk says 3060

scenic canyon
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k cool

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how much vram

crimson slate
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6 i think

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that's how much 3060's have

scenic canyon
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6gb is ok but i would try to get one with 8 and above

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16gb regular ram or 32

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?

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let me guess 8 lol

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jk

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tbh i would get another pc if able

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or borrow one for a month

crimson slate
scenic canyon
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theres a budget pc youtube page that you can spend 500 to 600 usd

crimson slate
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no need to worry about that

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i have a pc just not on me rn

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but it's a 1080ti

scenic canyon
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oof

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no rtx

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yikey

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prob can get one on ebay

crimson slate
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no way

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i'd buy one in aldi first than ebay

scenic canyon
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where i got mine but i had to flash its bios back to msi

crimson slate
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bruh

scenic canyon
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had it for 3 years now

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2060 8gb super oc msi

crimson slate
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wanna buy a 3070 at least

scenic canyon
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isnt there a 3050 ti?

crimson slate
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the 3060 is a perfect little gpu but i need a little bit more power

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that being said, the 3060 serves me well

scenic canyon
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i wonder if radeon works with remix

crimson slate
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i kinda do too

scenic canyon
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i asked in general

crimson slate
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so i installed omniverse

scenic canyon
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lots to do in omniverse

crimson slate
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oh great

crimson slate
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does the

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does the shader cache go on drive C?

scenic canyon
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im not sure

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remix in the game dir i think

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remix mods

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anyway i gotta go do stuff

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has fun

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lol

crimson slate
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aight man

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have fun

crimson slate
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as a curiosity i started over again and now the character models work again

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so i was using the wrong version from the get go or had a faulty version from updating

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gonna update dxvk from fresh remix installs from now on

random dust
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uhh

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nice

random dust
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i know that when i tinker with lights in the omniverse they break sometimes all replacements in usds

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so you need to recreate whole mod.usda

crimson slate
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how would i make the game recognize what i did in omniverse?

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do i just save the project? do i export it?

random dust
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Ctrl + s in omniverse

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Also check out omniverse instructions

random dust
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im trying now to add normal maps to textures

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og textures

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with normal maps

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i think i should have first upscaled those textures

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mark i think i finally understand how to work with replacing things in remix 😄

crimson slate
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can't wait for proper remix toolkits to drop so I can dust off my drawing tablet again

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there are some textures that need the care and attention done by hand

random dust
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did u checked

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showcase

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chat

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?

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just take a look

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ive done it

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i achieved texture replace

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😄

crimson slate
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I can see that, but I mean the more streamlined tools and stuff specifically for remix

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rn the omniverse stuff feels like some kind of black magic

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also why is the scene tilted in omniverse when I capture one?

random dust
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i feel like this guy

crimson slate
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do I have to align the camera or something?

random dust
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you need to stand in the corner of the room

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because you get culled capture

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without textures and object without cameras

crimson slate
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good thing the rebel base is a circle XD

random dust
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behind*

crimson slate
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I mean it has textures and everything it's just a bit crooked on the coordinates

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I'm afraid it's gonna interfere

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but I'll try the corners

frozen spade
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Unless it's actually a view space game (where the world moves and the camera is static).... in that case, the world will be tilted based on your camera angle when you take the capture

crimson slate
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i remember the characters floating when Z-up was enabled but the decals were fixed by that so it's definitely an oddity

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lemme check

scenic canyon
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ive had problems with z up, with models unclipping from other ones like architectured terrain and breaking to where they suppose to snap together

crimson slate
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captured one with and without z-up

crimson slate
scenic canyon
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maybe entity would know

random dust
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fov tool i send work great for capturing whole scenes in freedom fighters

scenic canyon
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they got further

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lol

crimson slate
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i had a lot of walls which were clipped halfway through and stuff and the holes were gone

random dust
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normaly u get 50kb capture

random dust
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but with fov maxed out you can get 215kb

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of scene

crimson slate
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i'll try that if i get further

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kinda wanna feel out omniverse with just the rebel base

random dust
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😉

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i hope you get even further than im

crimson slate
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that's never guaranteed

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but i wonder how far i can get without breaking it by accident in some way or another

scenic canyon
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youll go far entity cause you already doing usd's

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lol

crimson slate
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yeah man

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meanwhile i don't even know what an USD is tho

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apart from

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the currency usd

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i swear omniverse is a mix between unreal and blender though

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ALSO

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are there spotlights in omniverse?

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i wanna do the sunlight from the top manhole cover but the distant light is too far up and gives little to no light down there even when aligned

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using scene z-up captures nothing

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it's empty

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anyways i stood into a corner and the capture is even more tilted than before

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also should i delete stuff or does that generate issues?

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like the godrays, characters, captured smoke and stuff

random dust
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thats a big hmmmmm

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i think it doesnt matter that much

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in some way

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the thing tilted that u see in omniverse its not gonna be tilted in game

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only in omniverse

crimson slate
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i see

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and is there a way to add some volumetrics in here?

frozen spade
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Does the tilt in omniverse change based on the camera angle when you capture?

And I don't recall ever seeing a geomHash debug view for this game - is it mostly stable as you move the camera around, or does everything flicker?

crimson slate
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i'll try the tilt thing in a sec, added most of the lights and made some cool bounce lights hoping it'll look right in game

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do i just save the thing normally and the game would apply the USD?

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also i'll do the geomHash view

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well if i did a video about the gemoetry hash view, i'd have to do a seizure warning

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i hope i didn't record the jerma stream in the background

frozen spade
crimson slate
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one thing is for sure though, the scene seems a little jittery

frozen spade
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characters are flashing, but most of the level geometry is really stable. That's a good sign, actually - means those things are replaceable

random dust
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😳

crimson slate
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do you think the fused world view option would have an effect on the capture?

random dust
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didnt try that

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see if captures have diffrent sizes

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in files

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;D

frozen spade
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It shouldn't... but I don't really know what that option does under the hood

crimson slate
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i see

crimson slate
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pretty much different each time

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the 1kb is the z-up enabled

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and the 57 kb is the one with the lights added

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i wonder if it culls some stuff out

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can i ask for a directory setup? i suppose remix has a set filepath where it looks for stuff it needs to find for the USD enhancements

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do i make a mods folder inside rtx-remix?

frozen spade
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yep

crimson slate
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sorry if this is already answered somewhere its just so many messages to scroll through and hard to comb the information when usually there are multiple discussions in one channel at one given time

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and simply save as mod.usda?

frozen spade
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yep. Look at the top posts (the pinned ones) in the manually remastering thread.

crimson slate
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OH

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yeah i should have checked pins

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lets see if i can run omniverse AND remixed freedom fighters

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actually

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what i noticed right now

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the capture is flipped

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like i wanted to put a light into the little burner and was surprised it's not there, turns out it's mirrored

frozen spade
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I believe there's a setting for that somewhere

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Scene Left-Handed might be that one

crimson slate
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i'll check to see if things work as is

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would be funny to see the lights be mirrored

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something must be up

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either i'm messing something up

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or the lights are not showing up

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remix keeps saying the layer data is missing but i set everything up as you instructed

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and the capture highly depends on the camera

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as a test i captured the scene by looking down and the whole scene is now tilted 90 degrees

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a bit less actually

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but it does have an effect

crimson slate
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it insists that some layer information is missing

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@random dust how do you setup your layers so the lights show up in game?

crimson slate
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wait so i need a mesh and parent the lights to those?

frozen spade
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Remix needs an anchor, and when it comes to meshes, it can only replace the mesh asset, not specific mesh instances

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so if you want to add a light, either it needs to be a child of an existing light, or it needs to be a child of a mesh asset (which will make a copy of the light for each copy of that mesh)

crimson slate
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so if i make the mod.usda the edit layer, and add a light INSIDE the capture layer, it should transfer over to that one right?

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because i feel like copying over the entire scene just to add a few lights seems overkill

frozen spade
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definitely don't copy anything

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Why don't you just try adding a light to something with mod.usda as the edit layer, saving it, then looking at the text version of the file to see what changed? that will give you a better understanding of what is happening

crimson slate
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i see what it's going for, although sadly still no lights show up

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i'll try with a directional light because no matter where that is, i'll know if it worked

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i'm guessing i can't just load up the modified USD mid game

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fresh restart every time

crimson slate
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sorry to be such a nuisance though

frozen spade
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You can make a spotlight by making a sphere light and changing the shaping settings

azure crow
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unless that change breaks something! (manually editing the file might do that) then you will need to restart and load it again

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I keep the game running with mod.usda loaded, and just edit things in Create in another monitor, everything refreshes when saving mod.usda

crimson slate
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that sounds so good actually..

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I hope I'll have more luck tomorrow

crimson slate
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try without the rtx conf

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i always mess something up too

random dust
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how you doing guys?

fossil aspen
random dust
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of freedom fighters or remix? ;D

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i dont know if i even gonna release that

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im giving only screenshots of some moments when it look good

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its actualy hard to achieve everywhere same as good effect

random dust
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whole 2 sections of level 1 + rebel base have replaced materials + normalmaps added

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i can go forward and try to remake all textures and add normals

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or i can try to add lights

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i have idea to attach all lights to skybox it seems that on every level there is a skybox mesh that no matter what is rendering

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that means its not gonna disable lights because its not gonna get culled

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but thats a theory

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i still dont understand how to add and edit lights in omniverse

azure crow
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there's an experimental anti-culling option in the latest builds, did you try it out already? might help

random dust
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propably im using it wrong

orchid geode
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Anti culling chokes couple of times and crashes(Stalker clear sky, Hitman silent Assasin,in Operation flashpoint it was kinda weird didnt crash as soon as the others but still no effect anyway). Its not finished feature as i read from someone.

random dust
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its time to wait

azure crow
# random dust

it chokes a lot when not enough VRAM is available, I have to close every app in the system for it to work smoothly 😂

random dust
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i cant wait till i go back home check it

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X)

random dust
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i foundout something @crimson slate

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i was the whole time playing on all maxed out settings in freedom fighters

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when i found out that im playing i changed shadow settings to minimum

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and then all my lights dissapeared

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buy after changing that option all lights from addlight to texture started appearing

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this migh be your issue

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i still dont know how to add lights in omniverse but all effects ive got is from adding lightsource to texture in game remix menu

crimson slate
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bruh

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well by any means, i kinda lost interest now

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i'll check later if my motivation dies down from my current progress

random dust
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its really strange

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i shoulda know

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cause i started deleting all shadows manually XD

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they all are meshes

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cant wait till i go back from work

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the whole night i threw around 800 textures to replace ingame

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i mean to upscaler

random dust
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Ay Nv Mark if you check this channel i need to ask there is a lot of textures in freedom fighters that are blended together they use 2 diffrent meshes and they are close enough to eachother

when i turn on the game they are blinking sometimes i see 1st texture sometimes 2nd and sometimes all of the mesh dissapear and leave empty spot it depends of the angle of camera

and the question is if i can make them somehow render properly when both on screen?

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cause they sometimes blend in like the gravel with ground and sometimes tile floor

azure crow
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this happens even if you select the gravel texture as a decal?

random dust
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yup

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i tried everything

frozen spade
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We're working on a blended terrain system, since that is pretty common in a lot of games.

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IIRC, it's not ready to be released yet, even as an experiment

random dust
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Thank you mark 🙂

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damn after night my mods folder got 10gb of textures

random dust
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ok so in update 0.2.0 i have strange to describe problem with camera and objects all around

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they seem not glued to places and camera doesnt respond in time

random dust
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already found a solution

random dust
random dust
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its so time consuming XD

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like everytime i think im making progress but afterall im not

random dust
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uh i have issue

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after adding lights to the game it started really frustrating thing

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all meshes that i deleted started appearing

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from first one i deleted days ago

frozen spade
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take a capture and see if what has changed about the mesh? the mesh deletion depends on the mesh hash, so if anything changes that hash, then the deletion will fail.

An alternative that may work better than individual mesh deletion is ignoring stuff by texture (either in the remix UI or in the material flags in a replacement material)

tribal timber
random dust
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i had a long pause from working on that project

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im gonna upload files if somebody want to tinker with them

random dust
random dust
scenic canyon
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man looking good

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nice job

random dust
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i did replace 99.9% of textures in game

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with remix

worn harness
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when i do simple texture swap in omnivers then save to mod folder, ingame objects are invisinble

orchid geode
random dust
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after some works i will start doing

random dust
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            token visibility = "inherited"```
barren widget
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I take it this project is dead?

random dust
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culling was miserable to work with

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so im a bit in pause

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im bit tired to do any work for now

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i did demo version

hasty harness
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Im so hyped about this one

random dust
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shiit

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i mean

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@hasty harness

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im off for 3 months

hasty harness
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Tottaly worth it brother

rigid dirge
random dust
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im at long pause from remix projects

random dust
random dust
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I found something that might be interesting for glacier engine games such as Hitman Series and Freedom fighters

in freedom fighters you can launch a debug mode with
command IP_Debug 1

when enabled press " \ " key

when prompt "Debug Keys Active" show

press "Y"

it seems that it enables some kind of debug camera it draws everything that is in front of camera

so for freedom fighters it is around 120 000 Tri before crash

you can see detailed info when you use command R_Font_size 4 for example when in 2k resolution

random dust
tribal timber
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on sale right now for $1.50

random dust
tribal timber
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impressive progress 🙂

random dust
random dust
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i mish mashed some models with yours

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now im balancing the intensities of every material

tribal timber
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🙂

random dust
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i went full batch replace it took 9 hours to process

random dust
random dust
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im want to say that i managed to gain some efficiency of exporting whole maps into remix

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there is still lots of work with culling issues tho

random dust
random dust
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This project was a mess ;D

random dust
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this is video from that version it looks much better with the latest remix version

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this demo is 7 GB

while i checked my Freedom Fighters main is 50 gigs X)

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propably all of the anticulling stuff im doing

random dust
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Im writing note as a proof of Concept

Mod.usda can be replaced as a whole on the fly?

If Yes I need to make a program that attach to game process and read the segment of the memory where game map name is if this is always same namimg and place in memory

The loop would get name of loaded map and get it through the loop copying in to the folder the mod.usda proper for map and I could have 100% working anticull for freedom fighters
And propably for hitman

I still have problem with POM while creating anticulled map the information about this texture gets lost 😕

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I dont know anything about programing

But I know a bit one program that can read memory of all apps runing in the windows

Cheat engine
I know that there are some lua scripts and possibility of making trainers and stuff
What if this program can handle 2 stuffs at once checking map and replacing mod.usda 🤔

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Start of the loop would check the adress with map get the name and replace mod.usda for map 1 then loop for checking if the name changed if not re do loop if Yes do start loop

random dust
random dust
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it seems that the function called to developer keys at Y is called toggle gates

this means it will render everything that are on straight path even behind the wall

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full level

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So the gates are big boxes on the level that are blocking player to see behind the walls

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i presume

random dust
random dust
random dust
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CTRL + S saves state of the game map character position etc
CTRL + L Loads saved state of the game

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while researching this game i lost bit of respect to this game :/

random dust
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struggle is real

hollow forum
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I have configured remix now. How can I get to this place?

random dust
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after you get first time to "Rebel Base" there will be a map with npc that is telling mission objectives

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then you select police station

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map

hollow forum
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Now I get the that place, the image is flickering when I move the camera. But when I toggle nee cache, nothing changes

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lighting changes dramatically when I move the camera

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Do you have this issue on your machine?

random dust
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something changed in the process

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im keeping remix updated

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turning on/off NEE cache doesnt change that much

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like it did

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this strange flicker shows up whenever camera is moving fast

random dust
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🤔

hollow forum
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I think the issue is caused by anti culling, the nee cache shouldn't affect that much. do you find sudden lighting change when you fix the camera and toggle nee cache in some case?

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and can you share your rtx.conf?

random dust
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there it is rtx conf

random dust
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Its alive

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Its alive lesGO

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🥳

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Im resurecting this project

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Now I have solution for stuff

random dust
random dust
random dust
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Small steps

random dust
random dust
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altleast some of them

random dust
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making it more subtle but enhanced

random dust
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Does not rely on standard GPU frustum culling alone.
Key points:
-World is divided into Rooms, Gates, and Portals
-Visibility is resolved on the CPU, per frame

Objects are activated/deactivated based on:
-current camera room
-connected rooms via gates
-distance thresholds
-manual flags (DeactivateRegister, BoundDeactivator, etc.)

Important implications:
-Geometry may be logically culled, not just clipped

Objects can disappear or reappear abruptly when camera crosses:
-room boundaries
-gate planes
-cutscene camera switches

RTX Remix may still “see” geometry streams, but engine stops submitting them

This means:
Remix cannot rely on stable world visibility — geometry presence is camera-logic dependent, not spatially continuous.```
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Camera system (multiple active cameras, dynamic switching)

The engine does not have one authoritative camera.

Common patterns:
MainCamera
-Multiple secondary cameras (cutscenes, scripted cameras, debug cameras)
-Cameras are sorted every frame via ZLIST_SortCameraControls
-Active camera can change mid-frame

Some cameras:
-disable lighting
-override projection parameters
-force custom near/far planes
-temporarily disable fog or gates

Technical details:
-FOV, near/far, aspect, fog, and projection are frequently rewritten
-Camera changes are event-driven, not frame-stable

Cutscenes can activate cameras that:
-ignore room/gate logic
-bypass standard visibility rules

Effect on RTX Remix:
-Projection matrices are unstable
-Camera-relative transforms may not match frame-to-frame
-Normals and lighting can be evaluated with inconsistent camera state

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This is the core issue.

Observed behavior:
-Normals appear correct from some angles
-From other angles, shading flips, collapses, or looks “inside-out”
-Root causes (very likely combined):

A. Non-normalized normals
Engine frequently logs:
-“contains normals that are not normalized”
-Fixed-function pipeline often assumes:
-normalization OFF
-scale baked into transforms
-When objects are scaled (especially animated or attached geoms), normals become invalid


B. Missing or inconsistent D3DRS_NORMALIZENORMALS
-Many code paths never enable it
-Some cameras / states explicitly disable lighting
-Remix expects physically valid normals → engine provides garbage-length normals

C. Mixed handedness & winding
Some geometry uses:
-mirrored UVs
-negative scaling
-two-sided materials without consistent winding
-Backface culling + inverted normals = camera-angle-dependent shading artifacts

D. Lighting evaluated in camera-relative space
-Some lights and fog calculations depend on camera direction
-When camera switches, normals are effectively lit under a different basis

Result:
-Normals are not stable world-space vectors — they are often contextual, depending on camera, transform stack, and render state at submission time.```
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What might be fixable from NVIDIA / Remix side

-Potential mitigation ideas (not requests, just observations):
-Force normal renormalization at capture time
-Detect negative scale + flipped winding and auto-correct
-Treat FF as camera-driven visibility engine, not spatial
-Allow optional “camera-agnostic” normal stabilization
-Heuristic merge of draw calls across camera switches

Summary

Freedom Fighters is a classic example of:
-CPU-driven visibility + camera-centric rendering + fixed-function shortcuts
-Which worked perfectly in 2003, but conflicts with modern capture-based rendering.

The normal issues are not just bad assets — they are a product of:
-engine assumptions
-camera logic
-missing normalization
-mixed transform semantics

If RTX Remix can compensate for this class of engines, it would likely benefit:
-Freedom Fighters
-Hitman 2: Silent Assassin
-early Glacier-based titles in general

random dust