#Call of Duty 2
1 messages · Page 9 of 1
Omg just realised it works lol
Thank you so much for giving this a go xoxor
I haven't turned on the server yet but we can play online whenever we like as well.
Oh no, that's todays job then
Ignore the grass and plants
aaaa
with Render alpha tested off
performance is better but can no longer see the fps counter :p
yea turning alpha off does that
yea I triggered the corruption .. even with it back on now
yea you have to close it once that starts
you'll need to turn on frame gen to play it really
you should really do /unbind x
so it does not open the game menu whenever you open the remix settings 😄
Is the fallback light (distant) supposed to be enabled?
cant really tell but it definitely has some minimal contribution. Just mentioning stuff I come across
Yea nice one, any thing would help
weird that dlss quality settings dont really make a difference which means it's cpu or bandwidth bound?
yea I get 40 instead of 15 that way
and I have no idea why. think i need to turn off each replacement and find the issue but its all fine from what i can see
does dlss modes affect frame rates after you turn off meshes?
yea can get up to 60 with ultra perf - 23 with quality
which in itself is already a little .. low
but you are also always rendering the entire map right
uhm no .. enabling the view distance cutoff only helps little as well
using ReSTIR instead of NRC improved fps by 4-5
also found that you can "fix" the corruption in-game without relaunching it
How?
if you drag sky min z to 0 once
well it clears the scene basically
no difference in performance but looks worse
i've just removed all textures and it made no difference
from the game files so before they get loaded in game
@dull oar do you think the low frames are a result of not enough mesh optimization with the enhanced meshes?
What like polycounts too high?
Yea in the debug menu
Mmmmmm banban https://youtu.be/LxpXihAVVwc
This is the most violent examples of topology I could find and you'll ever see.
Consider downloading blender and submitting your 50,000 polygon household objects to our discord.
Here's all da links 0.0
Discord:
https://discord.gg/HQ4A3SCm7y
Rat Smasher Steam Page:
https://store.steampowered.com/app/3150040/Rat_Smasher/
Instagram:
https://www...
Does it look anything like this?
Remix doesn't really care about polycounts from my previous experiments
Really?
Asking since u mentioned disabling enhanced meshes increased fps by a bunch
Yea good shout though
Turning off all plants, trees and background trees makes no difference either
I think it's isolated to the layer building.usda
side note: still getting corruptions after some time without playing with the settings
Yea your running low on memory and it's stopped caching omm
shit, one thing at a time though
disabling "Enable Binding" made a difference tho (same as disabling OMM's altogether)
what did it do?
got me from 14 to 19 fps
I do think that 40 series is the minimum requirement for this project as 30 series is not optimized for OMM's
tho, I thought you modeled the leafs and such?
Yea I did
The old game uses alpha on the terrain
Going to see if I can reduce the polycounts in the omm. It's confusing though
I wonder what’s causing those polygon explosions
This can’t be of any fault with tadpole right?
no something up with remix, its a bug
all i've done is turned off culling and chucked art at it
you need to keep binding on for omm otherwise it explodes
I dont think OMM is required at all for your mod
if you dont have any alpha cutout textures or alpha tested foliage
mhh dont think that matters really
i have loads of cutout alpha textures though
but yea gettjng some corruptions that way. Its kinda weird that the scene "resets" for a few frames when I alt tab out of the game (I use windowed mode)
that normally only happens if sky reprojection is on or if there is a second camera
fullscreen gets you better perf as well but cod2 fullscreen shit crap
oh we're running this on the star ship enterprise
weird that r_drawDecals 0 does not fix the terrain corruption
i have set some decals in models
but turning off alpha test and alpha blend in remix should get rid of them all
but it corrupts worse than ever
hey could you try this rtx.config?
and turn off alpha blended
after you're in the game and all set up
otherwise you loose the menu 😛
oh man mines fine
I have a fix - 75 fps when i use r_drawWorld 0 😂
Oh well there we go
sorry that was sarcasm (it disables all drawing besides the viewmodel and some entities)
Lol yea I knew, mine was sarcasm as well
r_drawEntities 0 stops corruption tho
oh thats interesting
fx_draw doesnt do anything, i was sure that would help
need render test to break down the frame
we're just poking at random things
i got the omm to reduce its polycount from 4 to 2 million so that might help
I got no idea what to do to do at this point. I don't know what the issue is
@dull oar it has to be some engine based thing right? any dlss preset i choose is the exact same its so weird
but wait it runs very well without enhanced assets?
Do you see same speedup for indoor and outdoor scenes switching from ReSTIR GI to NRC? What graphics and NRC Quality preset are you using? What's your base FPS for 5 FPS improvement? Are you using latest runtime or v1.0?
I suggest trying NRC Medium preset with latest runtime and see how that compares for both indoor and outdoor scenes.
uhhhhh
and the webley seems to be the exact same as retail compared to what u showed a few months back
Incorrectly tagged texture does that to the UI. I can fix it. The only weapon I upgraded and included is the enfield
Yep will do cheers Peter. I'm on ultra preset for NRC so that's no good. I'kk keep you posted. Any more tips would be massively appreciated
Ah ok, any reason why u didn’t also include the updated human models and pistol?
Copy right issues. I ran out of time to replace it with a new custom mesh
Ahhhhh ok
I have a half finished kar98 as well
U don’t have the rights to em or smth?
Yea I brought the body online so I can't share it
I have a replacement ready to go but haven't done it yet
That’s weird tho, by that logic any other game using that body would also be “sharing it”
Yep. But the open USD format means you get source quality art with a share
Which ig the license for the thing u bought doesn’t like?
My Steam Deck:
This project has some issues especially with OMM building (at least on 3000 series cards) for me where it never really completes building them and switching from NRC to ReSTIR either stopped the OMM build process or it finished exactly when I switched to ReSTIR. Can't really reproduce the 5fps improvement I had earlier.
NRC was on ultra and there is now almost no difference in performance between the two now
There's no direct relation between NRC/ReSTIR GI and OMM. Theoretically, if one of the two changes amount of available VRAM, then OMM system can increase/decrease its budget or even get disabled if amount of free VRAM becomes too low, so possibly, but yes OMM actively building does have a bit of overhead but it should be within few % of frame time.
Think someone could take a look at Nvidia? Something is up here
Dlss presets make no difference
Removing all textures, removing all layers makes very little difference as well
I think NRC Medium should be your best bang for the buck in CoD2 Carentan since you have mostly diffuse surfaces and you probably can get away with less responsiveness and more coarse detail in indirect lighting
it didnt make any difference, I think i'm being bottlenecked by something massive
4k, ultra perf, no frame gen I'm getting 22 fps
What GPU are you on?
Yeah that's on the low side. What if you disable the grass replacement?
if i disable ALL enhancements I only go as high as 60 at 4k ultra perf
i have most of my enhancements on these 4 layers in my mod.usda. changing the name to treesx.usda turns them off so you can isolate the meshes
they barely make any difference to fps, 10 maybe
keep building.usda so your map doesnt get any holes
It’s like Half-Life 2 RTX all over again

whats perf like for that?
When I was testing on my RX 7600 with assets, it would start dipping to single digits, but without them, solid 60 iirc
It wasn’t a VRAM issue either, just really hated the assets, foliage in particular
hl2 wasn't as bad as this on day 1
It wasn’t also great, even my RTX 5060 Ti struggled in HL2 RTX a lot that FG might be a must
just uploading a video highlighting the issues so we got a good understanding of where we're at
frame gen here is a must as well
you can get 100fps with frame gen
i recorded the video at 100fps
played multiple rounds without it running out of memory and crashing as well
I think whats happened is i have a stray setting turned on, something that should be off
but without any debugging tools i'm working blind
i'm hoping someone at nvidia could help find the issue so i can fix it
Guess I’m gaming at 30fps because of my monitor

AMD users are also gonna struggle
I think you should be able to expect ~40 FPS at 1080p w/o DLSS or that's 4K DLSS performance on 5080 w/o Frame Gen. If you are far off then yes there's some unexpected bottleneck.
is this normal then? if its normal thats fine i just dont wanna have screwed up somewhere
https://youtu.be/29fPLljOoPE
Grass was a pain point in HL2RTX so that's why I asked. Also when you guys say it's 10 FPS difference, it's better to say 10 FPS from what. 20->30 or 90->100, otherwise it's hard to gauge how much of a diff you are talking about
i'll get you a proper number one second
check that video out though when you get a second please
The perf overlay reports a very low GPU util which is a problem considering it's measuring the utilization properly and since you see such a low perf w/o much FPS diff when switching NRC or other things then that seems correct. You want to be GPU bottlenecked (98%+).
so cpu? too many objects perhaps?
Yeah likely.
what would you suggest? I could combine all the little meshes into one big mesh and export each building like that
@static tangle has looked at object draw call bottlenecks so pinging him here. CoD2 is at 40% GPU util and very low FPS
My 4060 ti wasn’t that bad without framegen with hl2 rtx tho?
What settings did u run at?
just uploading a video with the grass on and off
be five minutes
Ultra like I do with all Remix games
That usually allows for 1080p DLSS Balanced 60fps
But in HL2 RTX I had to drop DLSS to Performance and it would drop to 40fps at times
i can get 30 fps at 4k ultra perf with plants off. thats pretty good going. anyone wanna give this config a go?
Do you build remix runtime locally or just download it from github?
off github, near latest release
turned NRC to medium like you said peter and turned off lots of other things in the same section that might help. reduced max bounces on various thinks like rtx.psrrMaxBounces = 2 from 5, turned rtx.enableDirectTranslucentShadows to false, just anything that might help
rtx.secondaryRayMaxInteractions = 2 from 8
Yeah you're going to be lowering IQ a lot for little gains that way because your primary issue is not GPU performance
I'd ask you for a tracy capture that should show the bottleneck but you need a custom built remix, so I need to get an OK if I can just share a build with you first.
oh thank you peter
i'm no coder though so I might not be able to use it
I sculpt rocks really well though
It's easy to use. In the meantime do you have setup and repro steps for this anywhere?
oh yep oooooooone second
I had troubles running MP COD 2 before, so not sure if anything improved on that front
loads
https://www.moddb.com/mods/call-of-duty-2-rtx-remix-of-carentan/downloads/call-of-duty-2-carentan
instructions are in the description, its just a case of downloading the unofficial patch from here
https://community.pcgamingwiki.com/files/file/3158-call-of-duty-2-custom-patch-v2/
and extracting that to the root of cod2. then extracting my zip folder from here
https://www.moddb.com/mods/call-of-duty-2-rtx-remix-of-carentan/downloads/call-of-duty-2-carentan
and putting that into the root folder of the game. thats all you have to do now 🙂
the unoffical patch fixes all the old windows 10 and 11 bugs you had trouble with before
Ah I usually play hl2 rtx with 1440p dlss performance around those settings with 40 fps too
Weird I thought 50 series cards were more optimized for rt
They say that every generation

There was barely any RT gains between 40 and 50 series iirc
Still weird it seems like u had a worse experience on a newer generation
I could play 1080p balanced around those settings and be at 50-60
Maybe it’s my CPU or PCIe 
hey did you manage to download and play it?
Ya I did, i tested on a 5090 and it still ran around 15 fps with everything enabled, at a res around 1080p
no it didnt 😛
While disabling meshes seemed to rocket it over and around 100 fps
turn on frame gen. it runs at 110fps at full res dlss preset at 1080p
are you free to try something for me?
I did, it was kinda bad on latency and the visual artifacts were horrible
What’s up?
i have a new rtx config and some new meshes i'd like to see what you think
thinking i could release a full res version and a perf version
i'm getting 32 fps on ultra perf at 4k
tadpole cooked too much and now its a little to crispy
it may well be
i'm hoping i just need to attach the meshes together and export that
this is one of the buildings, it aint that high
oh i never shown this off, check this out
carentan 🙂 everything here i modelled from scratch over the two months working from 4pm after work til 1-2am every day taking breaks to eat
this has CONSUMED every waking hour I wasnt working
Where should I get the download?
oh yep sory
this goes here
Call of Duty 2\rtx-remix\mods\project\Level_Specific\Carentan
this goes here in the root folder of call of duty 2
I’ll try later
oooooooooh boo
i'll do all the buildings in that case
cheers mate
over the next few weeks i'm sharing everything i made in the art share space so people can build their own stuff with it
and sharing that trucks substance file for learning and fun 🙂 cc0
that's some pretty bad frame judder when you have DLFG enabled. What graphics card are you on?
And can you enable the dxvk hud (dxvk.hud = 1 in dxvk.conf)? that helps give some basic numbers like how many instances are being drawn
5080 mate
latest drivers?
(just trying to get baseline info to know what you're dealing with)
oh the nvidia app is updating, one sec
it only does it on windowed mode, fullscreen is fine
yea on 576.88
so windowed mode pacing is broken, clearly. you're running 1440p?
Oh I don’t run on fullscreen, ima try that when I get the chance
aaaaah yea fullscreen mate
ultra perf at 4k i'm now getting 35fps
if i turn off plants and stuff
And what build is this? recent Action build, 1.0...?
are the plants done with pointInstancer, or just by having a bunch of meshes?
#1099591203768504421 message
ah, so 1.1.0 rc5.
i've included 862 in the download
sorry trying to keep up 😛
so many files to check
plants are done like this with emans tool
I actually added a perf optimization as of #863, tho that had crashes until #872. so if the bottleneck is coming from "here's a replacement asset with 1000 plant prims", then that may help a bit
100,000 lines in that plant.usda
you can download it now mark, i'd love for you guys to get hands on
😦 those aren't point instancers. not sure if that's a configuration thing or E-man just hasn't updated his tool yet.
i could open the usda in max, combined it all together and export that
is it cheaper to just replace the prop of grass in game with new meshes rather than scattering my own?
This is what I mean by pointInstance. When you use the paint tool directly in USD Composer, there's a dropdown to choose either instances or pointInstancer
ah damn
@summer brook Did you ever get pointInstancing working in your grass painting tool? or a way to convert existing grass?
peter thinks its a cpu bottleneck
if you havent read up a bit
he got that from this video
https://youtu.be/29fPLljOoPE
I'm curious how much perf improvement you'll get with build #872 or later (a build from Main, not from the release branch). I got rid of the most significant expense for all those grass instances, so you might see a significant improvement.
And yeah, instance count bottlenecks are definitly CPU
I watched the video, yes
having dxvk.hud on would let me see instance count, which would let me know for sure how high it is... but if you have 100,000 lines of 1 instance per 13 lines, you're almost certainly way too high
I do want to be able to support that many instances in the future, mind - but it'll take a couple months of refactoring and paying down tech debt in the draw call pipeline. In the short term, redoing the grass as a pointInstancer will get you most of that perf back
right ok so first first lets get a video with dxvk.config
just a screenshot when the grass is being drawn would be enough
yep. you'll want that down closer to 3000, IIRC.
wow ok 😛
and some rough math tells me you have 7500+ grass prims
what about multiple meshes inside the same usda file. like all the 3d bricks on the top o the wall?
i have 900 bricks all loose, i can combine them into 1 mesh. would that help?
probably. either that or making them pointInstancers.
We had problems with this same code in the ending room on Portal (with all the personality spheres) and we solved that by making each shelf of spheres a single mesh
pointInstancer is a better solution though, since it keeps the bounding box tighter
i have no idea how to do that though unfortunately
well... you could convert your existing file with some mass text editing and maybe a spreadsheet, or you could repaint it in USD Composer with the proper tool settings. I believe it's possible to get E-man's tool to generate pointInstancers, but I don't remember the details
this one right?
If you want to go the text editing route, you need to change
{
orient: (x1, y1, z1, w1)
...
},
{
orient: (x2, y2, z2, w2)
...
}
to
{
quath[] orientations = (x1, y1, z1, w1, x2, y2, z2, w2)
...
int[] protoIndices = [0, 0]
}
use the release build for best performance
btw - could you test DLFG when you're getting above 20 fps without it? (i.e. with replacements disabled). Just want to know if you still get that judder when turning when the pre-DLFG framerate is higher
i'll give that a go when latest is finished downloading
why is the file gone?
cause i can do better!!!!
still 16fps on latest with no frame gen, still judders when enhancements are turned off
you ready to test @glass marlin ?
whats your native fps with enhancements off?
yuh
between 32 and 37 at 3840x2160 on balanced preset
on ultra perf at 3840x2160 its between 55 and 59 fps
and DLFG is still bad?
yea still bad
@dull oar how do i start the game in full screen?
did you download the patch?
ya
you can do that by opening "cod2patch.ini" and edit this line to a 0
";Play singleplayer and multiplayer in windowed mode
WindowedMode=0"
btw has anyone even tried changing time of day and weather with f7 and f8?
or increasing the speed of the sun with f6?
its cool as
that is all 😛
nah ill try rq
right so let me get you some new files, one second
this goes here
Call of Duty 2\rtx-remix\mods\gameReadyAssets\Level_Specific\Carentan
thx
oh snap i'm getting 40fps now! its the amount of meshes
just from disabling the grass and merging the bricks?
@dull oar holyyyyyyyyyyyyy the game runs so much better at full screen
but nrc sadly strikes again with weird colors in indoor blank areas
turned some stuff off in the rtx.config before as wel. lets me switch that back to how it was. one sec
i'm sure you'll manage 😛
getting around 21-25fps up from 16
with the extra reductions in the rtx.config i can get that upto 40fps on ultra perf 4k with no frame gen
with grass!
Try adjusting max expected average radiance in NRC settings - by 10x or 0.1x of what it is by default. To decide which disable auto exposure in Post Processing and if the scene is super dark, lower the NRC setting, if it's super bright increase it. That should help
right so with grass ultra perf at 4k i'm getting 21 - 25fps without grass 31-33fps with changes to the rtx.config 40fps
thats playable, lets tidy this up and upload version 2.1
BTW - If you wind up remaking your grass, this is the important option:
is that really all it was, maaaaaaaaan 😛
how long we got left on this comp?
25 hours, possible
yep, I believe that's it - though I'm not sure if that's possible on early versions of E-man's tool, I've only ever used the USD Composer Brush tool that he was wrapping.
booting now to take a gander
its only got the option none
hows that new version feeling @glass marlin ?
Is that E-man's tool or USD Composer's paintbrush tool?
emans tool version of it yea
still finding a way to make the game use my custom res and HZ without dying
old game aint it, you may struggle
yeah, I think you may just need to use the raw paintbrush then. Just make sure it's painting the grass as a child of the mesh you want it anchored to.
i'm thinking of opening it in max, combining it into chunks every 10 meters and exporting THAT out and ingesting it
i'm happy with the placement
simply combining everything in the buildings together has done wonders already
and i dont care its combined
cause i just do that before exporting to fbx
and ingesting
That will significantly improve the CPU load. It'll be heavier on the GPU (and will take up more VRAM), but that's preferable to the CPU bottlenecking you get currently.
Would be a good idea to save the current form of it - once we have time to actually fix up the draw call pipeline, the current form will have better perf than the combined meshes
i tried doing it ingame but all it seemed to do was make the game use the lowest res and be a blue screen, tried changing the conf directly after reinstalling but the game just ignored it
i'll keep v1 on mod db for this purpose then 🙂
lowering it to 0.25 helped with the glow out as you entered rooms and the cloudy spots you get
Yeah that's a per game parameter so if you find a custom value working better, use it
Nope. It renders with transforms all messed up in usd composer and I never got back to debug that again. Was a big blocker to get point instance in the tool so I'm now looking forward to get it in the Toolkit instead
i got it all worked out guys
lets try again tomorrow with a updated remix package 🙂
changing dlss settings affects fps as expected now as well
and we kept the grass and plants 🙂
i have one more pile of geo to combine that can bump the instance count down to under 3000 and boosts fps by a good chunk
3840x2160 at ultra perf with no frame gen is 37-40fps with all the plants where as before it was around 16-18fps
would someone be up for testing my latest version? Just about to upload so maybe an hour away
@glass marlin or @granite forge maybe?
Nah I’m busy sry
sure! - just ping me again when the files are ready
oh mate you're a life saver 🙂 be about an hour to fiddle and upload then we can see how it goes
still uploading, will be another 30 minutes
dude it just finished then went back to an empty file upload page!!!!
fuck sake
its been 2 fucking hours fuck sake
You could just upload the updated files as a patch if you know what you changed
so that you don't reupload all the assets
would you mind if I give you the files on a google drive as a patch?
(or just do that for the testing phase)
no sure, go ahead!
because if something goes wrong, you'd have to reupload all of it all over again
true, thought it would be easier than this
@static tangle so i just uploaded version 2 of my mod and was giving it a test with all the reduced drawcalls and look what's working now. frame gen
Version 2 out now with HUGE performance gains. from 18fps at native 4k with version 1 bumped up to 47fps at native 4k with version 2.
https://www.moddb.com/mods/call-of-duty-2-rtx-remix-of-carentan/downloads/call-of-duty-2-carentan-v2
for the first time in 2 months i'm going to bed today and waking up tomorrow, night night all
I’ll make sure to make a bug list when you wake up
We need to schedule a match, server works and everything
I need to buy CoD 2 still
Yea you do dude, join meeeee
Though not today, I'm still dead from the conp
Server is online now and working perfectly btw
Oh, it’s on? Hell yeah I’m buying the game then
Time to put my RTX 5060 Ti to the test
No one else is online though mate. It'll be lonely
Aren’t bots enabled?
No, they can be but I don't know how
And I've been so knackered I haven't looked into it
guys if you can could you please vote for call of duty 2? I'd greatly appreciate it
https://www.moddb.com/groups/rtx-remix-modding/competition
oh lol u don't even need an account?
i voted for cod2 because i'm biased :p
huh
i could vote twice?
how many times can u vote
Probably just removing and adding the same vote mate
or it's a different category
uhmm...
it just allows me to vote for all..?
i can't undo a vote either
idk it's weird but oh well i voted for 4 entries then
there's more than 4 entries
How you getting in with ya new card then?
and even so the other 3 are great too
im not
it works on windows but i dont wanna keep dual booting just for the rtx stuff
so ill wait for nvidia to fix their drivers
Bloody ell, who do you even tell about the issue?
in the meantime blender works, cuda works, vulkan seems to work... outside of games strangely and OpenGL games work fine
Tried your AI stuff yet?
ye it works except for the windows stuff
Should try that truck you started for me a while ago. You wrote down the processing time
oh u mean that model gen thing?
Yea was a while ago mind
idk if it works it should i guess, another one does work but that one i haven't tried locally yet
even though the min reqs are met
the vram it said in the github repo
Aaaah
chinese one online
Do regular servers work as well?
Nope just the rtx modded one
How come?
Cause I had to mod it for stable hashes
Ah, got it
Hey guys anyone knows why when i click capture scene in call of duty 2 SP in the first mission it doesnt even capture anything
Your the best, cheers buddy
call of duty 2 launch video is now on YouTube
https://youtu.be/ykc6XloqK00
don't forget to vote on moddb if you like what you see :). you could be as cool as QC above is
This mod is a complete remake of the map Carentan for call of duty 2 made with rtx remix and submitted as part of the competition. Please remember to vote for it at https://www.moddb.com/groups/rtx-remix-modding/competition
🤜🤛
You nailed it man!
They like it!
https://youtu.be/I4cywtyU-II?si=rW4EHUQsa-yxTQXr&t=6m36s
We've discussed RTX Remix before - a remarkable Nvidia tool that allows modders to essentially remaster classic PC games with the very latest path-tracing, DLSS and ray reconstruction technologies. Right now, Nvidia and ModDB are running a $50,000 competition to see just how far modders can push the tech - and as Alex discovers, there's some rem...
"right up there with the best graphical presentations you can load up on a modern pc"
Don't forget to vote on moddb if you haven't already
https://www.moddb.com/groups/rtx-remix-modding/competition
some dude in the comments said it looked too clean for an active war location
😛
also wow surprise they matched the lighting against the original like i said xd
I only got so many hands to do the work!
Never did decals on interiors or vertex painting
Ah well, I can keep going can't I
ye true
great job for the time available
Yea it's aight ain't it
ye + they matched it themselves because thats what they do
they compare graphics
ez outsourced
Going to wrap this level then do that sandy boi
sandy boi?
should be easier/faster done because it's smaller and less objects/mostly terrain 🫢
did i jinx it
Yea, lots of the truck I've already made
Scanning sand is a fun way to destroy a zoom lens though
gets everywhere so I hear
I wanna add some shop fronts in carentan first to break up the plain walls. Fix the empty interior's, add some more weapons
One shops going to be a chemist so loads of glass bottles to smash up
Giving the new stuff collision through spawning xmodels
mp_decoy appears to work, its all stable hashes
just behind where i spawn in that video my first person stuff disapears so i need to change my pvs lock location
you can see it right at the end of the video above
and i fixed it, just had to find the sweet spot 🙂
might as well do this for all maps while i'm in the mooooood
where I got up to
Man these comments sure wind me up. Like how dare I make something new with the old gameplay and collisions. Fuck me it's not like I'm installing the mod on everyone's pc
Blurry textures on cubes! Don't touch the cubes! The art style lives in the cubes!
I'm making something new, it won't look like the original, that already exists.
People have always acted self-entitled towards modders but this last generation of videogamers is very bad at grasping how much effort goes into things. Sorry you have to deal with the bullshit.
It's like they see but don't look. Some prick called my work "artless" and pointing to my hay cart. That thing was rebuilt by volunteers of a local woodland near my house over years. I scanned it in over the course of two days crawling in the dirt to get every single angle. I then cut it up and stuck it into the shape of the cart in game modelling the missing parts by myself over the course of a week. And that's artless! Jesus Christ I couldn't have gone harder if I tried
"but the old hay cart was dirtier!" So fuckin what, mine ain't
Though honestly most are cool. It's just those odd ones stick with ya 😋 super encouraged to do more
Got a bunch of the other maps working and even documented the issues so I can fix up the ones that dont
AND I think this process will work for single player.
I'm not even sure what is 'artful' about the original. It's trying to do the exact same you are, but with technological constraints. If low fidelity is the art style, the original still exists. As you said.
Just cubes with a burnt wood texture on them as far as I could see
The negativity bias, also known as the negativity effect, is a cognitive bias that, even when positive or neutral things of equal intensity occur, things of a more negative nature (e.g. unpleasant thoughts, emotions, or social interactions; harmful/traumatic events) have a greater effect on one's psychological state and processes than neutral or...
colts stable, time to repo this scan i captured 🙂
looks GREEEEEAT in game already 😛 proud of this texture
Hmm, @dull oar have you ever seen remix limited to only 486 MiB of VRAM when launching COD2? Trying to repro your crash, but I haven't been able to get the game to launch properly.
I do notice that you have a lot of stuff in your rtx.conf that probably shouldn't be in there - can't even get past the initial loading bar with it, whereas when I remove it I can at least get to the weapon select screen
No I've never seen remix limited to 486mb, it's always fine. Nyle got it to run the other day
no one's had issues launching the competition entry either as far as I know
I probably just messed up the instalation instructions somewhere. thanks
It should be as simple as extracting the zip into the root of cod 2 folder
Does it work with only the files from the zip?
I think it's due to the version of the game I installed - I don't own it on steam, so I was trying to use the test build available to nvidia. it's probably missing some updates that are in the steam build.
in theory so am I. I'm just going to buy it off steam
This is all you need to do to get it to work though
Installation instructions
Purchase Call of duty 2
You will have trouble getting Call of Duty 2 to work straight away on windows 10 or 11 so I recommend this patch unofficial patch It fixes the black screen, the microphone issue as well as fixes windowed mode. Follow the instructions on the site, leave the ini file at default options
Download my mod file "Call of Duty 2 Carentan.zip" and extract it to the root folder of Call of Duty 2
Done
Launching
The zip file came with two .bat files (they're safe, right click and edit in note to see what they do 🙂 they just set some launch variables to launch the mod) one takes you to a special server to play against other people with the mod installed called
"CoD2_RTX_OnlineMultiplayer.bat" the other is called "CoD2_RTX_SinglePlayer.bat" and loads up an empty dev map for you to run around in. I recommend you launch "CoD2_RTX_SinglePlayer.bat" first.
Purchase Call of duty 2 I was trying to skip that step 😛
You'll want this patch. Cod2 hates windows 10 and above
Call of Duty 2 - Custom Patch v2 - Unofficial patches - PCGamingWiki PCGW Community https://share.google/RrCrXk4ongqfcf6zs
I've already been following those instructions aside from that
Could you give me an update when you next try again, you might need to clear your old profile data
Call of duty 2/main/players/ delete anything in here
figured it out, actually - the copy of the game I was using was selecting my iGPU instead of my 5080, for some reason. probably some patches on steam to better handle modern GPUs
Aaaah happens to the best of us mate
that being said... I've now got a build on the top of main, using your rtx.conf, and I haven't seen any crashes. What were you doing to cause the crash you were seeing?
Nvm, got a crash right after I asked that
Video games are fun ain't they
Think it needs to load the replacements first before it crashes but not sure it's 100% the case and didn't wanna muddy the water
AMD sabotage fr
Every cod game does that unfortunately 
Figured it out - the crash actually happens because of replacements loading in.
As a WAR, wait on the load / weapon select screen for all the assets to load, then enter the game. That should bypass the only crash I've been able to reproduce.
I've got a fix for that locally, I'll clean it up and see about getting it submitted.
Hell yes mark! Thank you so much!
I'm seeing all the new particle stuff and I'm despite to play with it. First thing tomorrow it's particle time
Please give me a heads up if the WAR doesn't work for you, that'd indicate there's something else I need to dig into
Yep will do, Its midnight over here but I'll give it a go first thing tomorrow morning
What changed in 870 to cause this I wonder?
The change was actually in 863. But you have to get in before the assets load in, so if you were a bit slow to pick your team / weapon when testing 868, you would have thought that build was working fine
right well fingers crossed mate 🙂 thanks again
Btw multiplayer works hint hint nudge nudge poke poke bang bang
too much work to do 🙁
@static tangle looks like the work around isnt working for me mate. the video ends just as the game crashes
it looks like its movement based, if i spawn and dont move it's fine but as soon as i move that camera it crashes
just switched to half life 2's rtx.config and swapped the hashrules to match mine and it crashes in the same way so its not the rtx.config file
It crashed at the end of this video?
your texture resolutions are super low, how is your VRAM budget looking? and what do you see in the logs?
The logs are attached here, bridge just says it's crashed and dxvk talks about neural cache stuff but if you remember you show me how to turn that off and it still crashed
https://github.com/NVIDIAGameWorks/rtx-remix/issues/891
Just booting the pc now to check vram, textures do look low don't they
50%, 7617/15323
if i keep the camera still i'm fine, its still running even now
but when you start moving it immediately crashes?
this is strange, if i turn on freecam and fly around it doesnt crash either
yea 1 second after i move the camera or player
i was flying around in free cam for ages then, moved the player, instant crash
the crashing might be from culling or something.
I did notice that you have a couple of mesh replacements where a light comes before any meshes, which may have been handled incorrectly before.
Try this out (only sending the d3d9 files, make sure you have the latest public build installed before dropping these in)
remix doesnt hook now
i used this build, debug optimized
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/16914477236
yea it doesnt hook with the new d3d9.dll from your zip folder anymore
which d3d9.dll did you replace? the one I sent is supposed to go inside the .trex folder
I'm just building the runtime, sorry,
don't need to redo the bridge for stuff like this
yes! hell yes thats fixed it!
righto. I've already got that up for review, so it's just a matter of getting it merged
spot on, i'm good like this for a good while now 🙂
right time to remix again baby, thank you very much mark
keep in mind that this build doesn't have the hash hack that I put into that old build for you
yep thats ok, that issue turned out to be released to opacity micro maps and that tick box
it would blow up into spikes when memory ran low when that tick box was on. turning it off fixed it for good 🙂
good to know
work has begun!
this ones not a ww2 real piece i scanned though its a prop for stage or film but that's fine.
Naught picture of my box
Certified free from explosives so that's cool. Now free of mouse droppings as well. Let's scan!
That was £16 on eBay or something like that. Wild
more progress
Wow my assumption was correct
I was like vocally telling myself "stop speculating about boxes at 1am and go the fuck to sleep. delete your messages before you're tied up in a conversation about something you know nothing about"
But big woop asbestos gang
tasty tasty asbestos
looks like its a crate used to hold ammo for a 20mm Oerlikon Mk 12. a big navy gun for shooting down aircraft
wow this is crate
thats not texture is vertex colour, its 12 million polygons and came out great 🙂
and while the crates been crating i've made this
yooo congrats @dull oar 👏🎉
Cheers mate 🙂
You deserve it
congrats!
Got lucky
it means we voted well? 😄 congrats buddy!
Congrats 🩷
i was glad to see you up there
Glad to see something other than painkiller win
congrats on the award
Never thought I'd win the community vote. Not with need for speed getting 50k downloads
gotta remember nfs was like
one of the earliest rtx mods i think(?)
so like early on hype
We need to set up a date and time. Get the server going and get playing together 😁
Who's point of multiplayer mods ain't it
ccongrats!!!
@dull oar what do u wanna use the reward for?
I'm gonna build a koi pond cause I'm an old ass man
And buy things to scan for my mod 😁
I can show the fish my mod, they'll love it
gz
sad that xoxor didn't win anything though
but i get it
also i agree with the results
even if it would be too big of a project to remix more than just carentan
the other entries were really good
i kinda wish it was spread out more
Thought his Black Mesa was for sure gonna win something.
who said that?
tbh the reason why i thought u might not is the scope that the other projects had which was completely impossible for cod2 in that timespan though
You're a ray of sunshine ain't ya
Hey, does anyone know how to fix some textures? In the game, some of them "jump" and disappear. But if you turn off RTX in the settings, everything is fine.
If you turn it off your just playing the game normally
You need to mark ones with alpha or vertex alpha as decals
sor, but where can i find it?
Trial and error, turn it on, check it works. Turn it off if it dont
im noob in this. cant see it in remix menu 🙁
Wanna start with the tutorials mate? Kinda diving right in aren't we. My bad
NVIDIA RTX Remix is a powerful tool that enables modders to remaster classic games with high quality PBR Assets, full ray tracing (path tracing), and NVIDIA technologies like DLSS and Reflex. This video gives you a crash course on RTX Remix, and serves as an introduction on using the Toolkit–except instead of modding a real game, you will mod ...
damn. I just wanted to download the mod and play the game with it, I don't want any tutorials xd
aha, guide on moddb helped me
wdym
The mod your referring to is mine I think mate
for cod 2? i see, soo..
It only works for carentan in the multiplayer
omg. I didnt know that. it wasn't written anywhere
The mods name is remix of carentan
mb im just blind
Alright. Sorry for the misunderstanding, thank you for ur time
I understand that work on SP is on the way?
Yep yep. Just wrapping up compatibility for the last of the multiplayer maps
@static tangle hey so latest still crashes unless i copy the files from the cod2fix.zip file you gave me, is that right?
we got particles coming soon, and i know i'm not working on painkiller, but i thought it might be cool to see
Damnit.... fixing your stuff the first time broke Portal and HL2, and now after fixing those I've broken you again. What happens when you ignore that assert, another crash?
Is that a crash, or just an assert? after I ignore it a couple times, the game seems to be running just fine
@dull oar I've got a fix for the assert, but I haven't been able to reproduce any actual crashes. Could you give me more info on what the actual crash was? or was it just the assert firing with no actual crash?
three ignores and it crashes
more of this
What were you doing ? just entering the match before assets finish loading and walking around?
yea just walking around, let me try waiting for them to load first
I haven't been able to reproduce a crash like that at all, only that assert firing, but then it being fine once ignored.
what does it show when it crashes? any popups, logs, etc?
yea the log popup happens
i sat on the choose team screen and did nothing while assets loaded. the pop up happened, i pressed ignore then it let me play
thats new
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/17137085705
this build should fix the assert once it's done building, and hopefully your crash as well.
but I'd like more info about the crash you're getting
oh new pop up
I've only managed to get that when closing the app, did you get it while playing normally?
yea i was just loading in again
pass over the log?
[20:40:38.844] warn: Specified hash was already present in SpatialMap::insert(). May indicate a duplicated overlapping object.
[20:40:38.874] warn: Specified hash was missing in SpatialMap::erase().```
hmm... could feasibly happen due to the bug that was causing the assert, so this is probably fixed by the latest build
oh ok
is this is my replacements?
i'm loading the same object twice at the exact same spot?
Your replacement is falling into a corner case I didn't consider, which is pointing out a hole in the logic.
could painkiller do that! best use of rtx my arse
nothing is wrong with your asset - it's just doing something I hadn't thought of
i can crash ya in 10 seconds, poke holes all over ya logic
that is good to hear though, i had no idea how to find that in this web of assets
You have a replacement with 5 meshes+lights, where at least the first 3 meshes are all instances of the same mesh.
That mesh is getting moved around, to the point where the 3rd instance is closest to where the 1st instance was the previous frame. So the runtime starts trying to use that 3rd instance as the 1st instance, which it's not supposed to do
oh wow that is an edge case 😛
might be the clip full of bullets in the gun or something like that, not really sure
if its moving yea its on the player
i got lil lights on him for a three point lighting rig
I assume the 5 bullets would share a mesh, and moving the gun up and down rapidly could mean that #3 is almost exactly where #1 was last frame
I haven't looked into exactly what the asset is tho, since I really just need to make it so meshes #2-#5 are not considered when looking for the #1 mesh (#1 mesh is considered the "root" of the replacement, while 2 through 5 are "subprims")
oh we built lets give this a go
@static tangle works like a dream! yay!
smooth as butter, no need to wait for everything to load of anything
i like to bunny hop around the map while we load
jumping.. exactly the sort of behavior most likely to cause the corner case I mentioned above
boing boing, i'm out here making the game better
you think its just mindless jumping but now remix is stronger
I appreciate all your help mark btw, this has been my main hobby for years and i wouldnt be able to do any of it without your help mate 🙂
I appreciate people actually using the things I spend years making - and nobody would be playing Remixed games if it weren't for modders actually making those games
500 downloads and counting 🙂 getting comments and views all the time. digital foundry's video is at 200k views.
bang bang bang bang bang
New article baby
A single developer has remade Call of Duty 2's Carentan level with photo-scanned models, ray tracing and more | Eurogamer.net https://share.google/qKyIrqx97WaO1Na1p
Laughed at the cloudy weather remark, it's true!
more bots and bobs
now a right side!? omg
scale a little off but its working 🙂
scale is right, the handle is longer in the old model is all
Is that model based off of the one from the og game? I kinda forgot what it looked like since i play the letlev mod with the cod 3/waw weapon mod. Having the waw/bo1 1911 in the gane is peak
it's based on a photoscan of the real weapon, all my stuff based on reality 🙂
so its brand spanking new. I'm still making it 🙂 check out the Enfield to see other examples of this
did you change your username to the sticker on my crate?
nearly done, got some bits and bobs to do still though
I'm glad you noticed, because I had forgotten. Lovely work as always. Anybody who bothers with mesh modelling is a hero, and yours is great. lol 🪿
Oh cheers mate
butterflies that land and stuff!111!!
Amazing start, hope you fix the ghosting issue
I support the concept of french butterflies that warp spacetime
I don't think I can fix the ghosting, it's the denoiser ain't it.
Small solid things leave trails in remix
Then hopefully ur able to fix the animations soon
Thats an interesting use of the particle system 
Try toggling "align with velocity" 👀
Oh yea good idea. Then they'll point the way they fly
They'll fly upside down half of the time though
Unless, your textures don't point clear directions
Yea why is everything upside down?
I noticed it with my smoke, this butterfly and some of the sparks I've been faffing with
Hmm interesting. I haven't tested myself what is the defaults, but the particle will rotate clock-wise/ccw to align with the direction, which also means sometimes they might show upside down, as in a 180 degrees turn
I have rotation set to 0 in everything I've tested so far. Always upsidedown
I assumed it had something to do with the uvs of my replacement mesh tbh
Try spawning a new default system with an arrow
You can see my butterflies are upsidedown
Right now I remember doing some tests and seeing my textures upside down, though it was fixed at some point 
The repro steps is just: Create a particle system and assign a texture with sense of direction? @dull oar
Yea I'm not doing anything special. Just add a texture with "this way up" on it
It's wrong way up mate
#general-remix message
This is probably the best looking RTX mod so far imo, cheers to you Tadpole because everything so far has been top notch. If you need help with character stuff i'm available
how did you make these trees? they look amazing
Downloaded the branches off sketch fab and spawned leafs I scanned on the twigs 🙂
Cheers mate, I'm enjoying making all the art though. I'm scanning the uniforms myself
I was mostly talking about faces and arms but you seem to have them down too so yeah keep it up. Hopefully one day the project will expand beyond the one map but it's still crazy good
i just remembered i recorded a little making of
https://www.moddb.com/mods/call-of-duty-2-rtx-remix-of-carentan/videos/propworkflow-new
skip to 13:37 to see the bit about the tree
FINALLY some good fuckin content
https://youtu.be/lJIlHA2ze4A
Ein Einzelentwickler hat den ikonischen Carentan-Level von Call of Duty 2 mit RTX Remix komplett neu gestaltet. Erfahre, wie fotogescannte Waffen, Raytracing, realistische Materialien und detaillierte Umgebungen das Spiel neu definieren. Entdecke auch die anderen RTX Remix-Projekte wie Painkiller und Vampire: The Masquerade – Bloodlines. Einbl...
colts all done now 🙂
Do you plan on editing the truck to look as rusty and gruff as the original on the left?
the invation of carentan happens on d day + 4. whys the original art so fucked up? it's come over from the UK, drove off a boat and 20 minutes down the road 😛
So basically irl in that same era that truck wouldn’t have looked that messed up?
no not in 4 days. even that assumes it came over on day 1
Ah ofc
there will be a fucked up version mind you, and a desert one 🙂 just not here
battle of caen around the same time
thats what the map needs to look like man, got some work to do
another great photo
even the wrecks are less fucked up that cod2's original artwork 😛
ooooo who tried restoring that image?
yea background looks a bit funky dont it, got some bangers here though
https://www.facebook.com/worldwarincolor/photos
See posts, photos and more on Facebook.
redid the crate 🙂 much sharper
Maybe you could have both as variants across the map
anyone know what this article says? It's paywalled and dutch
https://www.pcgameshardware.de/Nvidia-Geforce-Grafikkarte-255598/Specials/RTX-Remix-Call-of-Duty-2-Unreal-Performance-Grafik-Test-1481419/
its german mate
RTX Remix has been stirring excitement among players for quite some time now — fueling inspiration for modders and, not least, rekindling the warm feeling of nostalgia. So far, however, it has mainly been Nvidia themselves or Nvidia-backed modding teams who have shown the potential of RTX Remix. With Portal RTX — our review and detailed technical information can be found at this link — Nvidia’s modding toolkit flexes its path tracing muscles. Another modding project currently in development that is directly supported by Nvidia is Half-Life 2 RTX — you can also find a hands-on report on our website. Additionally, a short feature on Need for Speed Underground with RTX Remix and fine path-traced graphics is freely available on PCGH.
What is RTX Remix?
The modding toolkit RTX Remix, developed and offered by Nvidia, is designed to make it easier for modders to bring classic games back to life in a new shine. Quite literally, since RTX Remix is intended to promote ray tracing and — even more so — path tracing. To achieve this, modders can use RTX Remix to replace or supplement the original assets of a given game, including textures, shaders, and models. If desired, AI comes to the rescue. Artificial intelligence can help, for example, by converting textures into Physically Based Rendering (PBR) materials needed for modern lighting techniques. AI can also upscale textures to higher resolutions.
The toolkit provides a convenient graphical user interface for this task. Highly complex programming skills or even manual reverse engineering of the game’s original code are not strictly necessary. That said, RTX Remix is merely a supportive tool and can be very helpful for asset porting — but it does not replace the complete work of a modder or a whole modding team. Considerable effort is still required, and for successful ports, quite a lot of it. This can be seen, for example, in the lengthy development process of Half-Life 2 RTX.
The RTX Remix Competition
Probably to demonstrate that RTX Remix can also enable smaller modding teams — or even individual creators without direct Nvidia support — to breathe new (path-traced) life into older games, the graphics card manufacturer and path tracing pioneer launched a modding competition in collaboration with Moddb.com. The contest offered a total prize pool of 50,000 USD. Naturally, there weren’t just awards for first place or a single category. Prizes were awarded, for example, for “Best Overall Remix Mod,” “Best Use of RTX in a Mod,” or “Most Complete RTX Mod, Playable Experience,” all judged by a panel. The community was also able to vote for a favorite.
and it also links to this: https://www.youtube.com/watch?v=uXJThqivfqY
Thanks to all the modders for their great work! Download their RTX Remix mods from ModDB’s contest page and check out even more on ModDB’s dedicated RTX Remix page. Also, path-traced particles are coming to RTX Remix in September. The new update will allow modders to create brand new particles in Remix that match the look of those in modern ...
not sure if there is more content tho - I'm not a sub
its this page i'm after but i'm not paying for it
yea no worries, just on the off chance someone is
i didnt charge for the mod you'd think i'd be able to see what people say about it
haha just send them a message and ask for the article 😄
thats not a bad shout actually
Does anyone know why NVIDIA game filters don't work with Call of Duty 2?
https://www.youtube.com/watch?v=c6BifJrCqoI once again.
FYI @dull oar As mentioned earlier I am preparing COD2 RTX Carentan exhibition that will be available to public during the tournament. I could use your COD2 REMIXED logo for that purpose, can you tag the guy who made it? I think he sent it to me in the past but I have no idea how to find it now 😄
We're beyond excited to announce the Call of Duty 2 LAN - PROJECT MAJOR, marking the 20th Anniversary of our beloved game, set to take place in Prague from November 7th to November 9th, 2025. With 48 teams participating, we've reached over 16 000€ in the prizepool! Read more!
ROSTER
🇭🇺 REASON Gaming (G4box, Sp1RiT, Sk1lzZ, paty shepar...
Hey, he got banned for being a plonker
I remade it myself
Here you go @sage locust
Video looks sick
Guess what? I renamed CoD2SP_s.exe (CoD2 executable) to iw5sp.exe (MW3 executable), and NVIDIA game filters started working natively (DX9, without RTX Remix), although Ambient Occlusion and HUD removal are not available in the filters list
I remember the hacks from 2005 that allowed forcibly enabling Ambient Occlusion by editing the NVIDIA game profile, although it looked terrible with snowdrifts due to visible polygons 😄
I’m just looking for what else can be fixed or improved in this game.
I recently released the LE mod update for the 20th anniversary of Call of Duty 2, but I’m not sure if any part of it will help improve the Remix project, except… that now you can use my new files to add HD fonts hehe
Hey that's cool. 20 years is mad. I remember walking to the shops that day to get the game
Cold Saturday walk on a sunny day. Stopped off at the model shop on the way to have a look around
he's back 👀
I spent the $10,000 on fortnite skins, getting fired up for the next competition
Please tell me this is a lie
No no that's REALLY a vertex painted material
Sob
I cant help but notice the edges, trees are Hella gad
Gas
what edges mate?
the ones in the terrain?
Yeah
ah yea dont worry about that, gaea time tomorrow
going to sculpt it in gaea and blend some textures together with vertex blending 🙂
Nice
gonna spend some time on this, been thinking about it for a while
even though my american sides handgun is 98% finished
hehehe
Looks great! What are you going to do for the hud?
Hmm. Maybe a mix between CoD 3 and WaW. I'm not sure there is an HD verson of those 2 though
Crazy
very cool stuff
with blender i can paint where my grass goes 🙂
i can add these lil pathways and stuff 🙂
So much foliage
I think my GPU might explode
but its instanced foliage, seems fairly cheap
Wait ur able to do instancing in remix?
Hell yes
#asset-creation message
What’s the VRAM usage?
varies based on your graphics card dont it
gotta sculpt the new terrain to the old terrain still but its a great start
its this on mine but a good chunk of settings are set to things like "25% of available vram"
Oh yeah, AMD 8GBs is cooked

My RX 7600 is on eBay, lmao
I might use it one last time for a upcoming video and that’s it for that
nevermind then
Amazing news ty so much, does that mean I’m able to have a high about of lights that have meshes on them and the gpu won’t freak out?
not sure. I think remix caps the max amount of lights in a scene
its perfect!
I can even vertex paint it, just need some decent materials and paint masks 🙂
what did you use to place the grass meshes so naturally?
geometry nodes, its from @sullen iris 's awesome tutorial 🙂
wee lighting study cause why not
Yea does don't it. My new terrain blends with the old and sits just under it so all the decals blend like they did before. I got vertex painting as well but my materials suck
mountains?
@dull oar https://www.youtube.com/watch?v=OA6iUYAr_bk
if you wanted to try to simulate the exact pattern of the tires for the trucks
oooooooh thats an idea aint it
The reclaimer of destroyed worlds
destroyer of hash
my usual rtx experience 😂
sorted the terrain now 🙂 looking very cool. wanna add some farms and stuff still though
Hard to imagine that this is still a 2005 game from this screenshot
Getting there, got so many things I need to wrap up. stuff I've started but never finished
Wonder if it would be possible to make the powerlines move in the wind
though I dont think it is possible just yet
affraid we dont have usd animation but would be wicked, get the trees wiggling as well
Would it work if we make a little mod (using cod radiant) to add wavy animation for cloth and such? Or would it just show up solid in remix?
it would work yea, its how i do characters 🙂
texture time baby, and about time it's been 15 minutes from texture time for 6 months
slapped a random material on it and got it in remix. doing it like this is a tadpole top tip cause then you just gotta reingest the meshes over and over everytime you got an update to textures or model 🙂
there we go that'll do it
brap brap
all my character stuff together 🙂
still need to wear the metal down a bit where stuff rubs. getting closer
getting cooler all the time baby
and in game cause this is remix showcase afterall. needs some faffing though til i'm happy with the rifle
there we go all done now
working on some renders and wanted to show off
what rendering software r u using?
marmoset toolbag
made nighttime more nightish. the stars twinkle with an animated mask 🙂 they're also 3d meshes now
now to change the points position to match a star map. i spend my time strangely
i stayed up late and got that sorted 🙂 we got real stars now 🙂
Not real until you recreate the process of nuclear fusion within the game
Add a nuke going off after getting 30 kills without dying 😂
Let's say I have. Ain't no way I'm getting that anyway
Is it possible with the new logic update to remix?
Right so playing online isn't really doable. No one's around to play so with the help of ai I've added some bots to the mod. It's just a death match but they run around and shoot you. It's fun enough.
They glide around the map on a waypoint system cause the multiplayer part of cod2 has no nav mesh or ai. What can you do 🤷♂️
They shoot you and you shoot them, it's fiiiiine
time to show off my bots for the first time. they aren't great YET but they will be pretty damn sick when its done 🙂
they arent great but they're mine and i can ship them with the mod
gives you something to do as well, plus is kinda fun
right so we got new behaviour
If they loose 60% of their health they run away If they take 40% of your health they're emboldened to hunt your pathetic arse They can throw grenades They camp They snipe They crouch and duck behind things (they do that more then low on health or under heavy fire) They only fire if your in view They loose accuracy if you fire at them a bunch They have a cone of vision that uses bullet trace so if your behind something your out of sight and they wont just fire at you, you can evade them with this They can hear you approach unless you crouch walk up to them They can hear your gun shots and react based on their health levels They have a tactical reload
also we got a new night time config to show off, check out the tracer bullets and muzzle flashes! i love playing at night its so much more spooky
if anyone actually wants a go i could release this, I'd have to take out the characters mind you so it wont be a quick thing
also they still dont animate. i made them bob up and down when they move. best i can do for now 🙂
did anything carry over from caretan?
the n didn't make it 🤧
experimenting with 3d snow, its procedural but i can paint on it and set up materials, its got a lot of power.
i know its poking through roofs and looks a little strange but its first hour with it. we'll get there
oh before and after just so you know what your looking at
i'm going to replace the old snow with snow and dirt and have the actual snow be 3d 🙂
can you spawn a decal with POM enabled underneath your feet to fake snow deforming?
I'd love to see this on WaW, then I realize there isnt ANY snow missions on the game. Well custom maps do lol
Id imagine you could add stuff like smoke and ash into the air via logic
should let me feature this in a video

Oh it's first pass shit right now. Let's hold off until I got the buildings sorted
Does the snow only interact properly with original game assets, or would it also interact with assets that only exist in remix?
It doesn't interact or anything, it's just a mesh that sits on top of the other meshes
i meant as does the snow land on remix objects
It hits the floor and immediately dies. Doesn't really land
A memorial service will take place this Sunday for the snowflakes we lost in the process.
@dull oar https://github.com/NVIDIAGameWorks/dxvk-remix/commit/bb05bddfdf6c2a302f36218e98941422dd178701 FYI 🙂
…uring short camera cuts in some games.
[REMIX-4990] Fixes a bug where shader compilation could result in an empty scene.
oh mark you are a legend, this has made my day 🙂
do i need to comment out anything for my issue where the textures all get blurry when i die and respawn? I had to comment out a clear before didnt I
#general-remix message
That's exactly the issue this new build is supposed to fix, but you need to set an rtxOption
set rtx.sceneKeepAliveFrames to 1 or 2 in your rtx.conf. You'll want to keep that number low, but high enough that you don't get the texture resets
perfect, i'll rebuild (i build now :P) and give it a play. thanks mate
Gimme a heads up if it's fixed for you, so I can close up the internal ticket
testing now mate
oh hang on something up on github
yep, that's the build
its dead no?
oh dear
looks like some kinda server error, you should still be able to rebuild it locally if ya want
textures dont pop when i due 🙂 graph resets mind still though but the textures are solid as a rock 🙂
this is latest right? i dont trust visual studio "remix-main+1fa669aa"
the commit I linked? yes, basically latest - the merge commit after it should just be git tracking stuff, no actual changes.
I'm surprised the graphs are still resetting, but maybe it's registering a camera teleport or something
i think its probably best i wait for an action and download from that, i cant tell if i'm on latest or not 😛
looks like retrying the action builds worked, so they should be available in a few minutes
wheres the option in the remix dev menu mate?
didn't add one, since it's just a workaround for a single game (for now at least). was just trying to knock it out in between working on other tasks
really appreciate it mate, i'll just add the line to my rtx.config file 🙂
been working around the clock on some mod upgrades i'd dying to show off
13 hours on saturday i swear i'm so pumped up its mad
Glad to hear it, always a good feeling when a project can make time disappear like that
its wild, how is it nearly midnight?! where is everyone?
oh sneaky peaky time, i'd made a fake lod script. since we cant really lod i've made a fake one for my hgh res new characters that switches at 30 meters and 50 meters to some super low lod versions i've made. they also switch lod out of view and when behind walls. its pretty seamless and boosts perf laods. i was getting engine warnings about too many skinned verts
also you can just nuke all the grass in a map and free up 900 entities for new stuff dont you know. i think i've nearly cracked singleplayer when deleting grass gives you a spare 11,000 entities. then with the lod script you can have high res custom characters and they cull again
build finished, BTW
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/21608665939
that works just as before 🙂 setting it to 0 also works mind you so not sure what's happened there
nice! so no more texture loading problems. glad to hear it
hell yea, i'm back in business
the graph resets on death still though. the sky is meant to be dark but lightens up after death
If you set rtx.sceneKeepAliveFrames to a larger number, does the graph resetting stop?
Oh, also, the code is set up to reset the graphs when a camera teleport is detected (to not apply settings from one level to another). So the camera moving on respawn would reset the graphs
aaaaaah yea that'll be it then, any idea what i can do?
Looks like there aren't options for that right now - camera cut is based on unique object search distance, and you don't want to make that huge
so I guess... file a github issue asking for ways to control whether camera cuts cause a graph reset, or to change how camera cuts are detected
could do a hacky thing, tick box to not reset on camera change. the overrides go away when the hash goes right?
yep.
i'll pop a github issue in the morning, cheers for this mate it's made a massive difference
got bots now, you can play solo 🙂 i'll update moddb soon
dude how cinematic is this!
huh my decals have a ring of bright (shiny?) pixels around them. it fades out as i get closer
could be volumetrics and low mipmap levels having some kinda poor interaction
Yea could be, I'll have a play tomorrow after work, see what makes that texture special
Best RTX Remix project imo
Shame those transformer artifacts are roughhhh
What's a transformer artifact?
The blocky artifacts on screen when the enviroment flashes
Oh yea bit ugly ain't it, can I fix that do you know?
enabling model D but it leads to more boiling
Screw it, Model L
ray reconstruction and super resolution models are different 💔
Just leave RR off, ez

0/10 ragebait
at the expense of normal denoising being terrible on motion
Maybe I should experiment with Intel’s denoiser, I hear it’s quality is quite good while being hardware agnostic
Intel is fr the new AMD 🥀
(Seems their denoiser is offline rendering only, I don’t think anyone has made a direct alternative to NRD)
You NRD's got a combination of settings you prefer? Normally I just leave this stuff default
no you should experement with this denoiser https://www.lalber.org/2025/06/percentile-based-adaptive-svgf/
Benefits?
Over NRD I mean
im sure its gotta be better if the denoising in merian quake is so incredible in motion
oh btw dlss 4.5 resolves ray tracing data worse than preset K
Way more noise and boiling
What about model M?
I’ll give it a try then
model M is the main culprit i think
gameplay of the denoiser in action https://youtu.be/ehaiiZGC6zA
This was part of the HPG student competition: https://highperformancegraphics.org/2025/student-competition/
In our Quake path-tracer, we use a percentile-based outlier detection to drive the accumulation factor of SVGF. This allows to quickly react to lighting changes in the scene. More information can be found here: https://www.lalber.org/perc...
we adding new denoisers now?
so I reset pretty much everything in the denoiser and turned on the D. it's looking pretty good on the sky change and lightning now. it smears a lot of the grass though
I’ve been adding a few things, albeit incomplete
