#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 4 of 1
shiny
um, what? you can move the light around however you want and it should stay relative to whatever mesh you added it to
What do you have selected when you're moving stuff?
the light?
It looks like the transform isn't being read correctly in the game - I remember some people saying the game comes in sideways in OV? That may mean the transform on the light replacement is coming in wrong (x and y value being swapped or something)
The thing is, for normal props it works just fine, like the lights from lamps, but only for the car it behave that strange
Is it just always to the side? can you add a bunch of lights with different colors all around the car, and see how they get moved when you load them?
at least ive got some things done (selfmade PBR Floor and some Lights added in the main menu)
Roads will i let for our hero @jade briar and for lights i will try that with the different colors. Maybe this way i can figure out how they work.
For now i say good night and thx for the tipps
WIP3 video wen?
Yea, #general-remix message the capture appear rotated 90Β°
pls fix your tailights πππ
that looks so beautiful but this ruins everything
I think he kept it intentional
Now I wont
could you send me that sky texture?
In bed. I did upscale it using stable diffusion tho.
ah ok that's what i was gonna try
Yesh
But I don't know how to replace the texture because textures marked as sky stop the skybox object from exporting
Yeah that's what I was thinking
got new sky
did not replaced it used a mod
oh, nice π
can u say now culling is still present ?
how did you achieve this?
disabled direct lighting with directional light then tweaked setting
But now lighting is missing nearly completely
so i tried doing what you said baaz and in most cases yeah culling is not noticable but if you in the tunnel in the city centre u can see how the lights disappear, try it with ur settings and see if you notice it
because there are ~50 directlight instances
Disables all lights
"Look they aren't culling anymore"

Of course they aren't. You just disabled them.
Your preset is very nice, but why are my cars always silver when I start the game?
I have to enter the car lot for them to get their color/livery.
silver?
Yes.
can you show us
Ye wait a sec
When I enter a dealership the color/livery is back, but then the light culling gets even worse.
Well, basically, lights just turn off infront of you instead when you pass them.
Thats exacty what burrito explained earlier.
Dont change the car material yet cause it causes problems over problem
It is a bug with remix. It is using the custom car material I made for my Nissan, that gets applied to everything.
In my rtx confic i messed with pbr settings to get cars reflective
Nice π
YES... we need direct light...tinkering some new ways... @trail quail
Ah yes. Direct light in overcast night time.
So headlights are working just we cant see
Got them fancy laser headlights huh
its working for all of us
How do I remove the texture? Because everytime I go in a dealership to fix it, all reflection is gone, and the light is bugging around?
Open up the remix menu, and disable enhanced assets.
Ah, great thanks
Cars ain't reflective anymore when I do that, is it supposed to be like that?
Yes. The problem is caused by the reflective enhanced asset that I made.
Ah
You should made this https://www.youtube.com/watch?v=xz_m_DlYz8E
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This is trippy.
The last one sure will trip the denoiser but it would be beyond cool if feasible
It's probably not gonna be achievable without writing a custom shader for it, but according to mark, path tracing is very slow if you add lots of complicated shaders to it, so probably never.
And even if you are able to get it working, the denoiser will most likely kill the whole effect.
Made this funky little texture.
Maybe something with a carefully crafted PBR materials may end up achieving something for a static frame but I will be happy with the dark one for now π
@jade briar can you share ur mods.usda?
Yeah, when I'm done with all the roads.
Okay, because i want to add my progress to it
I have an advise, the markings painted on the road end up more shiny (and are smoother too) than tarmac when wet
Everything is shiny. The city got hit by a tsunami.
Alright. One more type of asphalt texture left. After that, I'm working on the sidewalks.
π₯π₯π₯
@jade briar can you upload that video again on youtube? not as an update but as testing
this whole "one man mod" is too much pressure and nat kewl
Or it rain more than in London
oh man you should see Underground 1
every road was wet and it was alright
nothing wrong with that
i feel like the whole gta/wet road culture has spawned a lot of backlash when it comes to graphical mods in general
fuck you baittubers
π‘
i just want the headlight fix still cant figure out
there are too many high intensity lights in the environment that the headlights are not as bright compared to the rest of the scene
there is ground light given as seperate texture for the headlights once it worked
Yeah about that much
But A3MOH got it working lol
And i am close to it too. I think i have to select the mesh of the doors instead of the headlights because if i select the headlights tje lights are on the doors
this earlier pic @vague sparrow
People complained that London was wet just to sell RTX in Watchdogs... and pretended that shiny floor tiles are an invention of NVIDIA in Control, I think that those people are either grown up playing rasterized game in a basement, lack basilar observation abilities and complain of realistic light behavior or are just whiners
yesterday he said did not working for every car
This is what currently done with the neon but it's not the correct way, it looks bad
Try what Mark suggested, you put a number of different color lights arranged in a specific way so you can understand how they get rotated or translated
tbh tho
putting wet in everything is kind of not a great idea.
The only reason I'm making everything wet is because in the game, everything is wet.
and rainy
It fit the game since is raining every 30 minutes and it's always night so it won't dry up so in this case is kinda good, we just need to consider that different things get wet in different ways π
I will when i am home
just used a trick not a fix
What trick
just added light in the front...
?
on the bumper or anything
Oh, bumper could work
this is not a fix lookks good tho
Let me do it, i make it better
may not be working for evry vcar
do it
I am
Dang
found the prolem. When you create a light and ad a reference it will ad an instance and a mesh to your mod usda. You can move the instance but not the mesh. You have to manually edit the Mesh Translate data to the same value as translate data of the instance
but if you select the bumper it get deleted so i will stay with the headlights
so uh yes, that way we can create working lights on cars
and that for every car. But we have to do it manually. And the housing should be selected because if you change the headlight the light would get deleted because its a different mesh
but one problem of this way is, that the light will stay on in the menu.
So maybe select the headlight sprite as texture? so we can do them in any color for the different sprites?
You have to add the preseverdrawcall int to the mod usda for the mesh to not disappear
how do i do that?
Uh itβs somewhere in the remastering thread.
#1096847508002590760 message
Itβs in the little code snippet
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Those rays are getting pathed tho 
Gametest mods are shit, but this is one of one he made good. And no they not getting pathed
the streetlights is a stolen idea of mine i wanted to implement in NFS Carbon OPUS. And he is only using reshade
he's stealing other mods as well
But this is a remix channel. So lets talk about remix instead of reshade
one side working xD
but this, so i really have to use the sprites
Only one light seems to like being added per mesh.
this is not ehat i meant. When i try to ad lights to the sprites of the lights so we could do it for every color it wont work. The light wont show up then...
i want to use these as light object
headlight texture
i am using the headlight texture, but that way we cant change the color of the light.
It will always stay, white/yellow instead of the colored light from the tuning
it is. just like car texture
try to capture this. if you select a texture as a light source there will be spere light hash in capture
ok
working street lights (atleast for highway)
well, made them half as bright and it looks twice as good, this should work just perfectly with Uncle Burritos streets
that change a lot
What do you mean
there are... it's just shaping on a spherelight
set the cone angle and you have a spotlight
Also no ies, I assume
We don't actually support the file argument in shaping, so no ies
we may do that eventually, but it's another feature we haven't had time for
Right
what means ies anyways?
Ies is a file that defines shape, and brightness level of a light source
ah ok
Like this
without the lights its so dark
Yeah, then add the lights
ok, that makes sense
The game looks a bit too dim
it will be more like this than like in the video
i have to turn up ingame tonemapping a bit yeah
I don't know what you did to your auto exposure settings, but it is very flickery. Look at the sky.
i will fix that, but for now ill go to bed
but i think these lights are looking good so far
Yeah good work so far
Now you guys gotta combine what you've done
When his roads are done we will combine them. Until then i will add mor lights in ov (probably only streetlights for the moment)
same problem as back sprite
If we'll ever find a solution to culling, this will be the best graphics mod for Underground 2.
I wonder, someone had the idea of making fake cams, right, left, and behind you, would that be possible?
I have no idea if it would. If only someone smart enough to figure that out was here.
BlueAmulet
the person who made modded Remix-bridge only to run new vegas
@tawny elk In the pinned comment hot pursuit 2 is mentioned too. So you say you got hp2 working with rtx remix?
it doesnt
no, not yet
Sidewalk 
very nice
ok.
ok.
Awesome, the roads are done?
Yes.
soon
Ok nice, i still have to work 6 and a half hour, so no need for hurry
Is it possible to change the sky texture using RTX remix?
Yes, but I haven't figured how. yet.
Ah, because I thought about ripping the sky textures, then upscaling them, and then adding them back in.
But IDK how that would look.
The sky textures are very pixelated.
Damn, great!
Very nice π
me when the game has two exact same textures, just at slightly different resolutions.
Oof
Iβd just use the existing skybox mod on NFSMods
You mean 'HD sky' ?
Can i just say while i like the textures on their own, the glossy factor could be toned down a bit. I mean rough and specular maps are thing for a reason
Can't use a spec map with remix.
Roughness replaces specular when used
No. Roughness means how smooth or rough a surface is. Spec means how much of the incoming light a surface is reflecting back.
In workflows where roughness is used it controls both the gloss and specularity value in a single texture
Whereas specular workflows use both spec and gloss maps to determine it
I see

I think That's blender internal logic mate
I've seen this in both ue4, and substance softwares.
They're both just different ways of contolling stuff, they do the same thing.
Most modelling tools will support both and engines do not
The unreal one isn't actually spec
It's labelled as such but is actually an approximation of IOR*
They're very different
Just epic being confusing
It's proper confusing too because an unreal spec of 0.5 = IOR of 1.5
So adjusting texture maps for it is a huge pain
Okay, let's focus the convo back to the stuff relevant for remix
So with a rougness map texture we can controll the gloss, right?
Like Make it look less... wet
Yes, a roughness map controls both the spec and gloss in one
Burrito is intentionally making it wet though
As the game is very rainy
I guess but it's not raining all the time
In the original game, the roads are like glass, and it rains every few minutes.
but you can enable always rain
through extra options
It's dark and or rainy more often than not
And as we can't dynamically adjust things as day changes
It makes the most sense
also @surreal ruin what about this.
Idk? You showed a picture with zero context, I can't comment lol
But specular sliders appearing in roughness workflows are commonly just IOR adjustments
Hmm, well you are making a good point but i still stand with my opinion that it is too much right now. Mayve go for a midway thing, so when it's dry it looks like it rained a bit ago and while it's raining as if it's only been raining a few minutes
That's exactly how the game is
I don't know which suite this is in so again I can't comment!
hmm
But the whole point of roughness maps is to control spec and gloss in one, it's why they were created
In order to free up texture space as we had to use spec/gloss maps previously
Ironically enough though Roughness maps create janky errors in greyscale areas, especially on metallic surfaces so in Unreal 5 they've recently re-introduced a spec workflow to avoid it
I think games work differently because rendering software does allow you to control roughness and reflectivity (spec) individually.
Offline renderers and most modelling suites will allow for that yes
3D's Max does as well
I've been an Unreal Engine 4 + user since 2012 where I was an early alpha tester for the engine and have since then been working in the engine on a pretty much daily basis for work
So I can get pretty nerdy with the functionality of it
Is this omniverse or just blender?
Blender.
Yeah that makes sense
See here's the thing. I don't know much about game dev. You don't know much about blender.
Yeh?
And this is where the roughness spec differences come in.
Ah, no as I just said 3D's max ( Which I use ) allows for this as well
It's because modelling suites need to allow for a huge amount of different kind of workflows, most packages like Maya and Modo does the same
It's industry standard
So it makes perfect sense that blender does too!
Yep. This is where I was confused as why does remix not allow you to use spec and rough individually.
Right yeah! Makes sense, basically you think of it like this
Modelling suites tend to allow you to use them together, HOWEVER, realistically speaking they're just additive to one another depending on your workflow
There is nothing you could not achieve by using purely roughness vs specular for example
They're just there so that you can use your preferred method that aligns better with your final workflow
So if you're an unreal engine user for example, then ignore spec and stick to roughness
Since I have not touched Omniverse yet I'm unfamiliar with exactly what workflow it uses but it seems to rely on Roughness from my understanding, so safest bet to get consistent bakes etc would be to do the same in your modelling package
Because for example if you're baking out a roughness map for use in-engine, but you've added values through your spec AND your roughness, then those added values won't be baked out with your roughness
So you'll get inconsistent results in your modelling suite vs the engine itself
yea
Wax
??
@ember cobalt pin this
dw about it
Look #showcase
Is dat your new preset?
yes. Including mod.
Nice, thanks. π
for me mod.usda not not working
wait
How to play Need For Speed: Underground 2 with RTX Remix
Make sure you download and install the following files in order. The Zip file under this post should be installed last.
- Download RTX remix from this link (https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0) and extract them into the main game folder next to the exe
- Download the latest version of remix bridge from this link (you have to be logged into a github account in order to download) (https://github.com/NVIDIAGameWorks/bridge-remix/actions/workflows/build.yml), download the file that has (release) in the name. Extract these files in you main game directory. Replace any files if prompted.
- Download the zip file at the bottom of this message, and extract the files in the main game directory. Replace any files if asked.
- If you want to run the game at larger resolutions, then download the widescreen patch from this link (https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/nfsu2), and install it. IMPORTANT rename "d3d9.dll" in the main game folder to "d3d9.asi"
- Run the game
- If you encounter performance issues, press alt+x, and adjust graphics and dlss settings.
- After launching the game, please set your graphics setting to the following:
- Do not touch the resolution settings if you have installed the widescreen fix
- Car reflection update rate - lowest
- Car reflection detail - low
- Car shadow/neon - medium
- **Road reflection detail - lowest (important)
- Light glow - off
- Particle system - on
- Full screen Anti-Aliasing - off
- Tinting - on
- Vsync - off
- **Note **Most of the texture and geometry settings are high, eg world and car detail. The rest, are settings specific to game's original looks so they cause issues with remix.
@spark moon check this one out.
With road mods?
yes
@ember cobalt please Pin
Yeah I made a mistake with the old one.
Oh nice, ill check when home
Guys, please test the file I posted so I can make sure this works before publishing.
my bad it worked i have 2 copies i was running other one
alright nice.
Then i add my lights
fix headlights π pls
ask A3MOH
I got it wotking cottecly
But when i do it for tje other light
It wiΓΆl only show 1 instead of both
@jade briar when im done with optimizing lights to your roads i will give u the mod usda
So i think you can rest for now for a bit
@jade briar german media is going vrazy about your youtube videos
Nobody joined yet
I shall be waiting to unleash terror upon them new comers
German articles everywhereπ€£
I swear some trolls are going to join talking about how other x mods are better than this "GTA wet roads simulator"
have you added it to glow texture or for the headlight mesh?
Headlight mesh
if you add it to the headlight mesh, there is a chance that you should reset light translate coordinates to 0,0,0 and manually adjust them in runtime
by editing mod.usda
i added to separate prims as far as i can remember
On 2 models
I used both headlight meshes
I see
So headlights are separate from car body
do you need to do that on each car when we mod it?
like adding head/tail lights
not really relevant but i'm in the process of learning german right now and this article is so much easier to understand than the other one lol
too much technical jargon in the first one, i have no idea what they're saying
Haha okπ€£
Yes, for every headlight and car
...
Thats why i wanted to add it to the light sprite texture. This way we could have made tjat only for the seperate colors and every car would have it
hmm
Good point
but the realistic factor would diminish instantly
as each headlight projects different kind of light beam
I will look into the lighting in detail when I have the creator toolkit
and share my experience
Well not in the game, its always the same, only different color
no, like for example for the rx7, the box lights would project a different type of beam when compared to other cars
Maybe
idk
I'm looking for that realistic feel
Instead of cheaping out, will have to wait and see what I can accomplish
smth like that
` over "mesh_hash"
{
custom int preserveOriginalDrawCall = 1
...
def SphereLight "hl_l" (
prepend apiSchemas = ["ShapingAPI"]
)
{
...
double3 xformOp:rotateXYZ = (90, 0, 270)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (2, -0.55, 0.45) <--
...
}
over "mesh"
{
}
}
over "mesh_hash"
{
custom int preserveOriginalDrawCall = 1
...
def SphereLight "hl_r" (
prepend apiSchemas = ["ShapingAPI"]
)
{
...
double3 xformOp:rotateXYZ = (90, 0, 270)
double3 xformOp:scale = (1, 1, 1)
double3 xformOp:translate = (2, 0.55, 0.45) <--
}
}`
That hurts, stop xD
π
For which car
for every, i think. translates for car mesh inherited lights at 0.0.0 are in the center of a car
But how to get it working with the light sprites for the different colors?
well, that is the question)
direct it over to 2d sprite? Is it a mesh face?
Thanks for the instructions - I got this working and performance is fantastic on my 3060 ti. It's a little surreal driving around in extreme darkness with all the cars' headlights out. Makes it almost feel like a horror game the way they pop out at you.
This is gonna be incredible once we get the lights all figured out.
Mesh and instance
huh. For some reason the street lights seem to gradually all go out. Changing the camera view seems to reset them and turn them back on, at least temporarily. Anyone else experiencing that?
Wait for these
are you talking about rear view camera?
No, normal camera, although I think looking at the rear-view briefly also resets them
dark to light
Is this really running on a 3060 ti
u missed some light and now i cant add light to sprite
This is causeb because lights are added to textures and not in ov menually
ok so once we've replaced all the lights this won't be a problem
And the game culls them out
strange
60fps achievable with dlss?
Probably, I don't have fps on but I haven't noticed any choppiness at all.
good for me then
I'm probably going 3070/ti in next one or two months
cuz I can't play now π
Im getting 4080 by the end of this year
xpensive af but it couldn help me for better performance when remastering and stuff
i guess
for now i got my 3060
is there a fps setting in the developer menu somewhere?
Hmm....no
this happen when we use mod because it keeps that settings but still dont fix culling
Nope
i use afterburner
ok I won't worry about it for the moment, but suffice to say performance is good
it's just weird that it culls lights that are right there in the middle of your view. I understand the off-screen culling
but I was sitting still for those two screenshots I posted
Translated the article using the power of search engines
Good performance and acceptable visuals on a low-mid tier card is epic
Just learn german
haΓΌmLander will visit your home
I've always been a "bang for the buck" kinda guy
He will turn exit my home on a different plane of existence
Roads llok awesome, now only the correct lights are missing. I will add them when i am home
thats a problem of remix
ok. Some wonkiness is expected this early on. Still super promising.
yea
GFE have its own fps overlay
where does the client.shaderVersion = 0.0 go?
also there is a new version of bridge out
well, it is
well, it is not, but
i just want to say, that for car inherited lights coordinate space is 0.0.0 at the center of the car
Knew this already
Check this out #1111009342402072739 message
@jade briar did you already added some lights to your mod usda? I just ask before i change something
Nope.
Ok
Do you guys think it would be possible to disable culling with cheat engine?
maybe, but it wont get saved
how so
Okay, so I just found this
The Debug mode is a menu which allow the player use ALL customization options in the game, it includes exclusive wheels, beta colors, beta wheels, any vinyl (and also make combinations that are impossible in the standard menu), etc.
To activate the Debug Mode, watch the tutorial made by DeKay:
https://www.youtube.com/watch?v=hvwkYp3Jiok
Downlo...
Bit off topic, but how the hell did you get the Algorithm to love you so much lol
you go from 1.7k views to 17K+ views within a day on a separate video
Doubt, have you tried to give a look at the game credits and stalk the developers? some may inadvertently forget a piece of paper with commands and parameters
just found it interesting lol
I did literally nothing.
Lol, on TV youtube refuse categorically to show his video in the search
I know lol
Just name it Assetto Corsa + RTX Remix
lol
and get many many many views
This is how the algorithm seems to work now
RTX Remix = Views
kids really like to see oooooooh shiny raytracing 4k 2023 rtx 6090
Your next video should be your typical RTX GTA5 video. Just make everything puddle and crank the reflections up
then just name the title ULTRA 8K RTX NFS UNDERGROUND 2
Lol
Literally just reflections
next thing you know and people will be posting mirrors in RTX
Well, the debug menu just unlocks the car debug menu.
hmm
NFS Underground 2 final product:
You cannot deny that this is exactly how it will look
refection jokes aside though-
The game is looking great so far!
The amount of progress you've made on NFS in 6 days is insane
That's thanks to the game using a minimum possible amount of textures. Massively reduces the amount of work needed.
yeah, imagine trying to do this with a more complex game
Games now have thousands of textures
WooOOO
And just think
Some of the textures are merged together to conserve space
so in a single texture there could be a roughness, displacement, specular and metallic map
then imagine trying to identify and separate each texture map
funfunfunfunfunfunfufun
is that what they are called?
I've always called them merged textures lol
But different engines use different types of combinations.
It's not that hard. I was ripping models in the womb.
I currently have trouble with lights xD, somehow they got deleted for the roads, i will add them back for the new one
sounds fun.
thankfully, they are relatively the same between games
true
Well, different combinations can throw you off.
The main annoyance for me is separating the textures depending on the RGB channels
then processing them and then identifying what textures are what
One of my fav rips. Never rigged it.
for the Clawstrider, I went through 5 different texture iterations before getting the right combo
Early render
The amount of textures these machine models have is insane
depends on the game I guess
Tho just staring at the base color you can usually identify which color is supposed to be the metallic map. Roughness will look right only when you use the correct material. you can tell its occlusion by just looking at it. spec is rarely ever used.
But as games are getting more and more complicated, they're starting to use funkier and funkier textures.
Yeah, though the roughness and metallic ones can look the same if your not careful
can't wait to see what you guys end up cooking π€
But not look correct.
gotta admit i never finished the game
applying the textures to the mesh helped me so much lol
indeed
me neither.
gets really grindy halfway through ngl
bright side is
at least I now know the colour channels for the rest of the HFW machines
so texturing "should" be easier
though I have yet to actually rip the correct detail textures yet
pain
yeah
currently the detail textures I'm using are the ones from the Redeye Watcher rig I made
the HFW detail textures are alot harder to find this time around
i don't even know how you got hfw files on your computer.
someone sent them to me
bruh I don't have the Decima engine lol
So that's kinda tough
remake it in unreal. Like that one guy remaking nfs in unreal.
you wanna help me extract, texture and rig the 30 some odd machines. Not to mention all the human modular bits?
Also not forgetting the 5000 some odd assets, textures and additional particle effects in the game
Lotta work lol
Each machine takes me at least a month of working on it non-stop to complete, provided I have no life
Lol
I can understand that
There is a reason why I'm only doing machines right now lol
and only certain ones at that
I also took a look at the human Texture files and they have a ton more textures that I have 0 idea how to use or what they do
Runs like ass tho
ps5
PS5 can get a solid 30 on max graphics
fidelity mode cant even hit 30 fps
honestly I don't know why people hate 30
Then use performance mode?
Especially the input lag.
picky
S k i l l
But that doesn't look that great.
I s s u e
NO
then git gud
you noob
I play on 30 all the time and have completed the game

- the DLC
Get used to 30 FPS if you like good graphics. Because HFW has an amazing story
Worth your time and money
that won't be for another year
you may aswell play HZD in your spare time
I'll wait.
and get caught up on the lore
I have
HZD is out on PC
Fun game.
indeed
still-
Play on the PS5 and git gud
stop being so picky with FPS
anything that isn't triple digit FPS is good FPS - minus 10FPS and Below
I have 0 idea how people complain so hard about 30FPS
You have no idea how bad input lag feels until you feel not input lag.
I call it skill
I call it cope.
Skilled players can play on input lag just as good as they can play it without lag
unlike you-
who has no skillz
how-
unlike you they actually beat the game
without complaining about the FPS
lol
Skill Issue
Playing beat saber on 120 fps has spoiled me.
Wouldn't that spoil anyone lol
Now I have to force myself to enable vsync so that I can continue to afford the power bill.
Lol
your tastes have gone to far
bring your tastes back to the affordable range of 30FPS
and you will enjoy a lot more games
Also HFW Burning Shores DLC is amazing
Even more amazing if you can cope with 30FPS
that sounds more like a disadvantage than an advantage lol
Thought you would've figured it out.
I tried to save you some grace
F
Play HFW though
you will forget about the framerates once you get into it
It's so good
I'll forget about it the day my gpu fries and I'm back at my old 1050
Lol
By the time that GPU fries
an entirely new Horizon game will be out
which you will never play
because you can't play without no input lag
and at least 70FPS
F.
Fat F
I'd rather die.
due to your lack of skill...
I am skilled. Above 60 fps..
just say it, you need FPS because you have no skill
skilled players don't need high FPS to be good at games
Admit it
Yet they can't downgrade?
why would they
because some games have lower FPS than others
and Skilled players could adapt to that
just admit it
Admit that you have no skill
Why would I
because it's the truth
Why would I adapt to be on the same level as the lower fps player?
That's like
Downgrade on purpose.
Correction: it means you don't need a high FPS to be good
I'm good with low fps. But I can be better.
Real pros don't need the extra frames to be good
yet when you don't have that option you give up?
You are not a skilled player
You are but a fool dressed in a skilled person's costume
Skilled players don't give up-
they play.
Poor people finding ways to justify their fps 
Rich people trying to justify that needing a higher FPS on games isnβt because they suck at lower FPS due to their lack of skill
Hey now
Lol
I'm just stopping because it isn't funny anymore.
The generic term for it is Channel packed textures, the "MRA" or "ORM" etc just signify which texture is in which channel and can be basically anything
yeah
I've seen games that name their textures orm, but then they're not actually orm
Pisses me off
So. Culling. It's still there.
Hello culling my old friend
can someone submit some new entries for the NFS games on the Trello sheet? right now they're all very out of date
Speaking of the Trello sheet
everything submitted is still under unassigned last time I checked
i fixed it yesterday
i think we ran out of free automatic sorting, and we have to do it manually now
ah ok
I'd submit an entry for NFS
though I haven't personally checked out the game so I'm not a reliable source for this stuff
Also you should delete this entry
It's my previous one before 0.2.0
so it's outdated and a duplicate
my updated post has way more info and is experiencing a totally different issue lol
okay
i archived it. not sure how to delete, lol
doesn't show up anymore regardless though
Β―_(γ)_/Β―
good enough lol
I'm hyped for version 0.3.0 of Remix
Hopefully it comes out soon
It should though as this update came out around a month after Remix was officially released? If that's anything to go off of
i don't think we can count on that
but the CI builds we're using right now are basically 0.3.0 in development
the huge leap we saw with 0.2.0 compatibility was partially due to the updated bridge too, which is now open sourced
i dunno if we'll see another large improvement like that again
we may see some changes
as I looked at the Github form and there seems to be a fair amount of issues relating to bridge
mhm
but what i mean is the builds we're using right now are basically what's going to be 0.3.0, so it won't be as surprising as the 0.2.0 release
i do hope things progress more of course. still hopeful about it
same
I haven't messed round with 18WOS in a while
I may, though I don't think it will work still, even with the updated files
Though this is going off the idea that they close the issues on Github as they are fixed
not after the update fully releases
so you never know I guess
That's GTA V, you can tell by the license plate, the graphics quality. and because it looks exactly like the area where the FIB Janitor lives.
I instantly recognised it, even though i didn't told about it
people are excited
im actually kinda happy it gets trending
people pretty much forgot rtx remix even exists
Oh, I never heard of it before I saw the video.
The Underground 2 one I mean.
This gameplay shows Need For Speed Underground 2 modded with RTX Remix running on RTX 2060 Super.
- Reduced culling a lot
- Using Uncle Burito's texture
- My own rtx.config will share if u wana try
Join My Nest of Baaz:
Let's Talk In My Discord - https://discord.gg/EMsufF5
Want To Support Me β€
Epic Creator Code - BAAZ
Patreon - https://www.pa...
lot less culling
It's still the same.
i use my tricks
@jade briar big find!
this guy's trainer thing has an option for
"Disable World Culling"
might prove useful
IT DOESN'T WORK

when you say it doesn't work, does it mean that the street lights and world geo around the car's back is visible but not interactable?
It disables culling for far away objects, but not behind the camera.
needs a game engine level modification
like what if there was a hidden camera output for the rear but only shows the normal view, is that something the nfs modding community can do?
Here's my config file
I've asked a bunch of people. No one is interested. They say they don't know.
The Zolika menu guy didn't even reply.
He seems to have the most knowledge.
you've gained enough internet attention, idw he didn't respond
It's like. Nothing. Compared to other projects.
You could look at what memory addresses are being used for the frustum culling that the ZMenu is disabling if it has source. Thatβll likely get you near where the culling is going on.
A lot of people donβt understand what WIP means sadly. 
Debug camera is at 0x865098 so culling may be around there?
Because they never ever created something but they feel smart/expert enough for them to make objectively stupid comments
Lines 225 sound like the addresses where culling may be happening
// Disable Tire Mask Rendering injector::MakeRangedNOP(0x62DEB9, 0x62DEBF, true); // CarRenderInfo::Render injector::MakeJMP(0x62DEB9, 0x62DF66, true);
Iβll take a break from FNV and see if thereβs something as simple as jumping out of or forcing everything visible with the culling function in the exe
I've seen comments saying some shitty "remaster" mods look better
ppl don't understand the tech behind this stuff fr
π€¦ββοΈ
They also don't understand that it's a work in progress on experimental tech
Yeah
I don't get it like even at this broken state it looks insane
can't wait to see what the future holds for games like this
For people to understand, you literally have to scream RTX Remix - Your game here - Heavy WIP
If you don't say WIP then people seem to assume that it's a final product
for some odd reason
IMO it doesn't really matter that people don't understand. The ones who take the time to understand it are the ones that matter right now, and in a few years once a bunch of games have really nice looking community made remix mods, they'll realize they were wrong.
true
though the less hate the better
but some fail to see blatent reason
Plus one of the best feelings ever is proving several people that they were wrong
lol
that pfp π
We do a little trolling
rate my outfit
69/42.0
I think people talk shit because most of them can't run ray tracing on a acceptable level, so when they just see the technology they hate it in general
D a p p e r
That's why you need one of these in the description
So 005CAB1B is the one that checks if needs to update reflections
This one I'm not so sure
Does anyone know a spot where culling is visible in the regular game?
Oh wait I can debug with rtx. I'm silly
Is there an updated mod.usda and rtx.conf floating around?
Me when I'm blind
Also Adam you're doing god's work right now
π
I present
the single best song to present anything with
Provided to YouTube by Ingrooves
Bulletproof Β· Jay Price
Volta Music: Adrenaline
β (p) UPPM Records
Released on: 2016-08-30
Composer: Jay Price
Auto-generated by YouTube.
It just sounds so good-
π€
This songs makes everything reflective
even in its cover the road is like a mirror
lol the GTA RTX Song
Though this song would be amazing to do a showcase with
have a few pre-done scenes and sync it up with the music
a bit of editing and bam
absolute banger of a showcase trailer
I vibe with this music so hard lol
This one is also dope as hell
Provided to YouTube by Ingrooves
Aftershocks Β· Jay Price
Adrenaline
β 2016 UPPM RECORDS
Released on: 2016-07-06
Composer, Writer: Jay Price
Auto-generated by YouTube.
This one makes me think of cars
so many bangers in this album
I was going to say that it makes everything wet but I have the wrong tool to know for real
?
Underground 2 have a really awesome and iconic set of music but yea, it's also really fun to edit
indeed
Even though I've never played or listened to any of Underground's music
I've also never played the game
not a comment for underage I guess π
I got exactly what you meant
also I'm 17 lol

What? you have to great soundtrack, atmosphere, gameplay mechanics, the driving model is arcade as F but one of the best they ever made but extremely satisfying and soon will have awesome graphics
question is, is the game free?
If it isn't then I shall not buy it
unless you create an extremely compelling argument
to convince me otherwise
one of the most compelling arguments ever
and you have to say this argument in 3 sentences or less.
Goodluck
Iβm ancient compared to yβall
I remember playing U2 when it came out
What year did it come out?

I remember being worried my mom wouldnβt let me play cause of the main menu having that lady on it

lol yes
I was the same way but with GTA V
reminds me of the time when I was young and went to the shoe icon on the map thinking it was a place to buy shoes
Never again
anyway
I leave you all
again
adios
no piracy here
Brooke Burke π
i played it in ~2006 i think
The magazine girls are also credited in the credits
Anna Amoroso
Layla Barron
Alexandra Janicek
Jaime Koeppe
Crystal Lowe
Aya Sato
Heidi Yeung```
Probably around that year too but I don't remember who Nikki Morris is
too much time since last I played
custom lights are working with @jade briar PBRs, skys and other lights also in work
I promise I didnβt forget about yβall. Iβll find the culling one day 
Random question
Anyone ever play NFS The Run?
Itβs such an amazing game
I played the Wii version back when it came out
Which got me thinking-
Would the game be Remix compatible?
Itβs definitely newer than Underground 2 and is definitely near the PS3 Era, a bit before NFS Most Wanted
So Iβm not 100% sure if it would even work or not
It would be a cool game to have fully Remixed though
Never played, but always listened to its Original Soundtrack by Brian Tyler/Mick Gordon which in my opinion is THE BEST Original Soundtrack in series
Absolutely amazing game, just checked dx11 game...
that's payback tho
Frostbite 2 engine so no
Looking great so far
Too dark
Still wip, i have to set the exposure a bit higher
I'd say, try to make the lights brighter before messing with the camera exposure
Ok, but the biggest problem i have is, that when i increase the cone angle or the radius a bit, the lights will throw a weird shape onto the walls, so making them just brighter wont work as intended
One day, one will find a solution to culling.
But what to do until that day? π
Who knows, the UE5 remake could be or could not be out when we find out how to fix culling.
What kind of shape
Can you show me
Yes, wait
change it into the shape of a frustum
you mean increasing the angle itself instead the cone angle?
yes
hmm
currently i am using a radius of 5, i could increase it a bit but not much
this way the road would get more light
ok, i increased the radius to 6 and the cone angle to 55
but then we would have day and night cycle. The game is meant to be night time
if culling would be disabled...
no i mean, isn't there a culled prim that looks like this
i think thats not possible in OV to do, i did not found smth like that or how to do it yet
lol ok
but they still get culled
Now I don't know anything about how lights in omniverse work, but it is clear that you are making the light radius too big like this.
if i would make it smaller the road would not be lighten up, ill show you
Then make it small and bright. Not big and low powered.
cone angle of 25
increasing intensity does the same
even increasing the lights exposure does the same thing
hello and thank you very much for the work you do. can someone help me how to use the remix mod with underground 2? I use a 4070ti at 3440x1440 resolution thank you
this looks acceptable
greetings, please refer to the latest message in pinned messages in this thread
it explains each and everything you need to do to get remix to work
thank you very much i will check the pinned message my friend
please do keep in mind that this mod is in very early testing phase
yes i know that but it looks amazing in the latest video
will i get 60fps at 3440x1440 with 4070ti?
i think yes
excellent
people here are getting smooth gameplay with 3060 ti
your gpu is well over-qualified for it, 60fps with DLSS quality or balanced is achievable
yes dlss quality thats what i aim for and will use the widescreen for a proper ultrawide
found a post in reddit for the widescreen mod
underground 2 is the best NFS game
I have a 4070ti too, in quality preset you should get about 60 to 65 in uwqhd, i run normal wqhd and i get about 75 to 100, depends on situation
excellent i will get into to install the mods now. 60fps is excellent with path tracing
yikez
headlights replaced with flashlights lol
maybe i decrease the radius
anyway if anyone has the heart to replace headlights
here's an example
you know that we are limited in OV do you?
and ies isnt supported, ive tested it... But maybe with some scaling it can look smth like that
i know its like pain in the butt to do hand replacements

