#NFSU2 (Need For Speed Underground 2)
1 messages · Page 6 of 1
got my hands on this
I tried to set it up so it doesn't show up in reflections/gi, but I failed.
I'll ask Mark for help later.
Don't like to ping the poor guy. He's always getting ping by some guy.
hmmmm
I rarely do it unless I have some questions regarding remix as whole and it's Future
But it'd still show up in gi
uhm ok...
huhh
more lights, we need more lights
used cylinder Lights for it (and yes uncle Burrito i made it size of light source)
No. We need to fix lights behind that car.
this too, yes
ah nice.
Did you make the lights slightly orange?.
no, somehow when the rain enters the game gets a orange tint
why ya asking?
No like how most street lamps are indecent
That's probably the wrong word
yeah yeah
like this
but not AS warm
This image is kinda exaggerated.
ok, but modern streetlights are cold, i will find a good balance
rtx.comf
Those are 2100k 
Yeah it is exaggerated .
Nah that's accurate HPS is basically only yellow light so it looks weird.
5500K look nice
Underground 2 is not exactly set in super modern times
but maybe i prefer this (5000K)
I wonder what the WB is set to by default.
6500
Ah
That's why
You'd wanna set it to the car's headlights color temp if you're shooting for accuracy. Something like 3000k to 4000k
and now i use 5000, but i think for the highway and the high power lamps i still use 6500
this is 4000
On the lights?
streetlights yes
Ah, they look pretty warm cause it's fixed at 6500k WB.
5000K is my personal favorite, what do the others think?
or still 6500 atleast some light xD?
2100k with a WB of 4000k is my take. But I'm a lighting designer so it's going to be accuracy > art direction 
let me see what it looks like in OG game
I honestly don't remember what the OG game looks like 
Okay this looks really good, but don't make every lamp 5k.
Make sure to color them appropriately .
in OG game its an inbetween 6000K and 6500K
you see better with my reshade (no color thingys, just Tonemapping)
I'm not the most confident on the metal halide cause that's pretty fancy to have in your street lights but maybe Bayview has the money.
3000K looking like this in remix
That feels right for the WB.
Street lights are 4000k if you want that modern look.
Only place I’ve seen 6500k is Xeon headlights and surgery rooms 
By the way, you do what you want, I’m just letting ya know where things are in the real world 
🤓
Yeah but warm street lights are ✨AESTHETIC✨
LED streetlight are bugged
Fun fact: HPS lights, the super warm yellow ones, are nearly monochromatic. You only see shades of that yellow color. Nothing else.
Cheap LEDs do that. They lack any filters or lens.
I think I saw that in a video
Efficient but crap rendering
They were one of the most efficient sources up until a few years ago when LEDs finally surpassed them.
for now i will only place lights. I can do the color temperature after that
Good for certain plants too 👀
Still haven’t found the culling 
keep trying
aight. You got it. Unlike adam who still hasn't figured out the culling yet 
Very well could be.
Maybe, it's like a black hole
I lost my vape between those today.
Hold my beer I’m going in 
Miller Light?
and it's not light
I drink. Water. For. HYDRATION.
It’s like 95 cal for a pint so it’s lighter. But alcohol is pretty bad for you so I don’t drink that often anymore. Gotta maintain my figure. 
was a reference to the reaction at the crazy ad they made btw
Ever drink straight off a hydrant?
Don't think that would be too great of an idea.
It’s deliciously high pressure fresh.
It’s also how they get that wet look in bayview.
ah
A dream world, everything wet
ok.
Could someone send me a screenshot of how far back the culling occurs?
I wanna see if I can find it just by looking for the value of the radius or something.
Bro idk who invited me on this server
Sorry for the shitposting
How can i mod this into NFS
seems a bit random.
Are you able to line it up with some poles or something that has a fixed distance in between objects?
what the F
Small objects or poles die pretty much as soon as they leave the camera.
Ah so it’s really low then
The forward distance is 6000 (I think) units by default.
So we might want a value of in the single digits.
I’ll save that for my next deep dive. There’s only so many places it can hide 
Adam taking "deep dive" for like 15 minutes every sitting.
well, he did a deep dive for what, 9 hours or more?
Also the light intensity contrast in this game is very bad. Some areas are wayyyy too bright and some areas are too dark.
put this obver every game and it will look the same
It’s what having a bunch of responsibilities does to a mf 
That’s what the exposure stuff is for. It’ll try its best to keep things within a certain range.
yeay
I'm just fucking with you.
This morning I was at for like 3 before I had to go do errands
The lights are probably being culled earlier due to them being billboard textures, or they might have some special handling because they represent a bloom/lensflare effect, so there would be something that has been explicitly done so that those flares get culled as soon as they're offscreen
I hope that makes sense
It's just an idea/assumption but maybe it helps
culling would most likely be able to get remedied with a script mod
Neat
I'm new to all this remix stuff but have worked with 3d for a while. Just wondering if there are any specific limitations or reasons the textures have such a high contrast in roughness.
Its like the road is either pure gloss or super matte with a very small transition between.
The answer is pretty simple. It's because I'm stupid.
Oh
whoever's handling adding the lights for this game, can you please show me what you're doing?
If I knew how any of this worked, I would craft some textures for you guys XD
But if I think about it. Larger puddles can stay on a dent in the road for quite some time. Even if the rrest of the road is completely dry.
Any help is appreciated.
@ember cobalt
i mean in omniverse
Yeah. If it's currently raining, the whole road will be a varied level of roughness.
If it's finished raining, most will dry up except the puddles which leaves you with the higher contrast
What are the limitations? What maps can be used?
Colour and roughness are obvious but how about normal/bump, specular, etc?
D/r/n
In the game, it rains for a short period of time every few minutes, so having small puddles and a little bit of wetness on the rest of the road made sense to me.
the puddles don't blend very well with the road, i think that's the only problem with them
Fair. It was more of a nitpick (I get kinda obsessed over details). A higher contrast also exaggerates tiling textures too.
Ultimately it's an artistic choice
U don't blend very well with the road
i mean, i'm a human 😛
Tho I could try redoing the roughness map, since every road texture uses the same roughness and normal map for optimization and sanity.
the edges of the puddles just need to blend in a bit more really
it looks good otherwise
Hmm. I'll see. That's a problem for future me to solve.
Tomorrow me
Was working on some textures for the mountain area, but had some technical issues, so retired for the night
I could give textures a shot if you like, if you don't like em I don't mind, the fun part is making them tbh
I'll see if your statement change when you have to make textures for 10 different asphalt types all with different markings. But they also have to blend in with each other.
Uhhhh, how exactly do they need to "blend"
Where substance boys at
mm
So roads are devided into flat planes for each lane. Different lanes have different road markings, which have different textures, but they all need to be seamless.
Everything is getting culled hard. If you go to the hood or bumper views I think the rear wheels get culled.
i just do all my texture work manually and with chaiNNer, lol. i need to expand my toolset i guess
So I use a base markingless asphalt textures, and then make a big ass node group for procedural markings.
So the underlying asphalt texture is the same? That has to tile? But the road markings on top are different?
Underlying asphalt textures does tile perfectly.
That answers that question. That sounds exactly how I'd do it too so simple enough
Well, yeah working with nodes is pretty simple. It's just that when setups get too big, maintaining them gets pretty hard.
Ain’t nothing wrong with that
Like a puzzle. Simple ones are fun, but when it gets too difficult, I start to fume.
Trust me. I'm the master of poorly maintained massive node trees. I've hit blenders hard limit a few times XD
I’d do more texture work with y’all once I get this culling figured out
For the record, it's not a good thing. They're a mess
But what textures are you going to be working on?
You better figure it out. This project is dead if we can't get rid of it.
I'll have a look. I know how to do the texturing part but not the actual modding and remix stuff yet so it might take me a bit to figure out which textures are which
Anyway, I'll stop clogging up the feed
Unless... Up to you, would you be up to sending across the blend files with the textures you've got @jade briar?
Don't have to
you debugged the sims too 😛
Almost 5 am
He’s embarrassed
So prolly later
So much spaghetti nodes
Nuh uh
Oh, shit. Yeah, no worries 😅
I’ll relapse and dive into the madness again one day.
Figuring out the culling in this is a stepping stone to the sims.
Also I have a feeling that the funny Indian man from sog might make a video on this mod.
Everytime u do something on the computer. U learn.
What if I made a video on this mod but it’s just me alt tabbing between changing memory values and the game.
The true RTXRemix experience
I could make a video about jumping between 4 softwares and 5 different folders open in explorer just to make a single texture.
That’s peak
i could make a video of running a game and it crashing for an hour until i figure it out
but really, i know this pain
how did you learn to do that? or rather, what values to look for
Uh I used the reverse engineering project to see what function was a render one. And then keep looking for something that bypass a lot of the function
Theory is now that it’s happening before or outside fo the render3d function.
This whole process just makes me want to install win 11 so bad. Just so I can make use of the explorer tabs. It's a pain to find the right window from the 5. And if I missclick 
Sims 2 made me learn the hard way of reverse engineering. And then wouldn’t even let me make any progress.
i need to learn how to modify games in hxd myself
there's been many times i've needed it
Same 
the tab system isn't as great as it looks
i end up getting frustrated with it and using separate windows again
can you give any tutorials you'd recommend? i really want to learn this
lol
Why the hell can’t you drag them onto other windows 
at this rate of progress with large language models i hope we can soon just give windows copilot a binary and ask it to patch the assembly and explain everything lol
There’s 2 hour tutorial that shows you the basics on using ghidra in combination with x64dbg. https://youtu.be/ZmPArvsSii4
As a beginner, reverse engineering can be a daunting and frustrating endeavor - But it's a lot more fun if you can learn via hacking and modding games to create your own cheats and maybe even inject a few (harmless) pranks into the code!
Whether you watch it all the way through, or just in bits and pieces, join me in this master (of none) class...
ChatGPT isn’t that good with ASM unfortunately.
It kind of gets it line by line but doesn’t understand the big picture.
thanks. i usually don't learn well from tutorials that drawn out unfortunately, so what tools do you use? i'll try to find a tutorial that's more suited to me
Ghidra, or IDA Freeware, x64dbg, and cheat engine for memory scanning if you’re looking for a changing value.
Ghidra is OP af. It’s an NSA tool.
IDA is a bit cleaner with its disassembly, but I find the interface more confusing ngl.
I wish there was a release of U2 that had the symbols left in like Sims 2
Was there every a macos release of U2? 
there's a cut debug log. that'd have been nice
and it's not of help, but apparently the gamecube version of this game shipped with debug symbols
The game has a debug menu that is accessible by messing with the mainframe. I've only seen mods that unlock the car debug menu, but not anything else. It might have a rendering debug menu somewhere on there.
check for a prerelease build. we have symbols for ug1/mw/carbon/ps/uc/hp10/mw12/rivals i dont see why ug2 woud be any different
There was a demo
I checked the demo but nothing there afaik

Now get to work
Damn
Muta dropped in and made a video that momentarily features UG2 rtx at the beginning in his new video
Yo. I didn't even bother checking because I thought he'd be working on a dedicated video for it.
29 seconds · Clipped by Uncle Burrito · Original video "Nintendo Has Issued a DMCA Against Dolphin Emulator..." by SomeOrdinaryGamers
mmhm
honestly.
I was waiting for a 15 minute rant about how wet roads does not mean good graphics.

Wet roads bad. 
Waiting for someone to ask why the car paint doesn’t look like gran turismo 7
https://youtu.be/rYZaMTl2nSA POV you show someone RTX Remix before it’s complete.
Episode: Pizza Delivery
Season 1
Episode Nm 5a
The bozo in #general-remix
I just installed rtx for this, and everything seems to be working, besides that ground textures are missing. Did i install it wrong or is that an issue right now?
turn down your video settings
in game, right?
Disable road reflections.
I should edit my tutorial.
yeah working perfect now, thanks
Good morning guys. Wow put most settings to low in the game is the way that remix is working in this game? I have everything high in the photos I upload yesterday. Thank you for updating the tutorial
Putting things to low shouldn't cause graphics to look bad in remix.
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.
that is due to replacements
I always turn everything down except model and world lod. Light glow also turned on
Not only, world lod not only defines roads
i think world detail should be high
yes
Yes didn't knew that so will get even better graphics with these settings. Yes I understand so I think something is wrong in the photos I upload due to high graphics. Will try later to put low most settings. The tutorial is in the pinned is more and more detailed excellent
I keep updating it to cover things that people may have problems with.
Yes it is excellent. Add if you can the correct order that needs to be install. Dxvk remix isn't in the tutorial I think I missed that one zip yesterday and messed up
You don't really need the latest dxvk remix in order to play.
Runs fine with the release version.
I remember playing that
Well, it doesn't work on modern windows. No I'll have to restart my computer.
nvm. I killed it in task manager
I think it was more intense at ur side
I just felt my chair moving a little
where do you guys live?
But yeah I got kkreiger to work
Pakistan
eek
@vague sparrow
hmm
It wasn't that bad
@elfin beacon
RTX
🤣
We are getting all the fame now, UE5 Remake is history🤣🤣
https://twitter.com/OrdinaryGamers/status/1662534956457885702?t=SoxdXX-Gl04As46yWN2yiQ&s=19
But many in the comments say its fake. For example: With a change of Road and tree textures you can fool everyone...
@tawny elk

nice
hi all!
"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) extract these files where you unpacked the other zip file. 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"
but game crashes, should it be smth special, like version?
Release Notes
The Remix Runtime Bridge is now open source on GitHub! You can find the repo here!
Many Bridge improvements have gone into this release to address various game compatibility issues:
...
You're 5 days late mate, we already pinned these
I think they're confirming that they've followed those steps. Problem is it crashes
Then they did not made it right
I'm finally getting around to setting it up myself but I've got the same issue. Updating my drivers now in case thats the issue
- Install widescreen fix
- Install remix 0.2.0 to game directory
- Install bridge to game directory
- Install dxvk to trex folder
- Install the files from uncle buritto to game directory
- Rename dinput8 to dsound
And you are ready to go
thats a different setup, no?
I'll give it a shot
Sorry if this is an obvious question. What's dxvk?
Download the release one at the bottom
oh 🤦♂️ . Thanks
got it working, thanks. Can finally work on textures
well, good luck
Uncle Burrito, youre textures are missing the parking lots😅 just wanted to mention that
@jade briar what are you using to convert textures to the right kinda dll?
Like texture format?
game>blender, or blender>game?
roughness and normal are the only ones that work
So this is for game > blender
oooooh, that tool is exactly what I've needed for ages!
So I'll give you a quck walkthrough of the texture conversion precess
thanks
So this is for roughness maps. Take note of the highlighted setting, It is very important.
this is for normal maps
yup, the specific dds format is what I was about to ask for 👍
thank you
And
A few tips.
If you want to make a texture that is not completely square, i.e same size on length and width, try to import a single piece of object that uses that texture, and use it to bothj make, bake, and compare your textures.
Very important that you compare the textures to the original
I assumed if I just matched the aspect ratio of the image it'd be fine?
All working with blender... me doing it with photoshop😅
I would be doing this in substance, but I dont have the commercial license so I can't
Like how I'm doing it here.
Things should always line up, or you'll have issues in game.
I also highly prefer that the new textures look as close to original as they can.
I'll try my best. As I said earlier, I dont mind if you guys dislike it, if I get it wrong don't hesitate to let me know
A lot of the textures are going to be 64x512. So use the objects in this blender file to make textures for them. new textures should be 452x3620. You can make square textures 4k.
Also since you are using the image name output as the image name input in chainner, make sure to bake them with proper names.
idk if you want to add them in game yourself.
I've got remix set up and everything so I should be able to get them in game myself. We'll see
Then don't forget to set your output folder in channer to be this>texture folder name
And uh.
Name your folders. Don't want things to get out of hand.
yeah, I'll keep it simple
still crashes 🙁
Reinstall everything. Read the pinned instructions carefully.
could someone upload all nessessary files in one file, maybe?
update your driver, go back through each step in order. Also, the remix bridge link is a bit vague (for the sake of surviving updates to bridge), make sure you're using this https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
#1103377328530276403 message
Your instruction is which get them failing
Time to use UHARC to compress textures
I never checked but I assume there's a requirement to have an RTX card too. @stray orchid it may be obvious but what gpu are you using?
3050 ti mobile
should be... fine
I'll come back when you guys make nfs ug2 a 40gb game with remix replacements
Haha xD
A difference between Playable. And starts uo.
I'm on a 2060 super so as long as you dont expect it to run well or look good, it 'should' work
That will for sure happen.
Now add RTX sound
Oh, before I forget. The way I get my puddles is that I use textures that come with a depth map. I then use the depth map to control the intensity of the normal map (to make flat spots for puddled up water), and I use a second color ramp for roughness control. You can check the blender file I provided for reference.
yeah, I got the actual texturing side down. Just gotta make it match the game
hmm. What texture is this?
what I'm using as a base is from polyhaven.com, its CC0 licensed so it should be good
Yeah, but. Where does it go in game?
Did you try AI assisted PBR generator?

this is the base asphalt. I gotta put the road markings and stuff on top for the individual game textures
I can do something else?
I mean. tbh, wouldn't it make more sense to work on something untouched?
I got involved cos I had that query about the road roughness remember? if we're happy with where its at thats fine
This looks promising
Here's the thing. I can edit it because I've got the node setup.
I would appreciate if there's help with more untextured objects.
ok, sure. Sorry for the confusion. Any suggestion for specific textures or should I have a look around?
I'm starting out with drivable surfaces. There's a lot of untextured asphalt in the drift and streetx maps. Should be pretty straightforward because those don't have a lot of markings.
Easy as that.
Could be tweaked further. What do you suggest?
I can infinitely nitpick anything but I'll try and keep it to a minimum. you might want to add some noise (make sure it tiles) to break up the repeating pattern you've got from tiling square textures to fit the rectangle
Yeah makes sense.
ok, so all the textures are in rtx-remix > captures > textures?
I mean the old textures
Yes.
they dont have names though, are we using arbitrary ones for the new textures?
No, omniverse will assign a new texture with the full path, so remix will refer to that specific file name at the given location. So yes. Do name your texture. Tho it would be convenient that you use the naming format that I'm using, you don't really have to do that.
oh, I gotta figure out omniverse. I'll get on that
And the best way to find a texture to work on is by selecting an object in ov, opening up the material properties, and copying the dds file name. Then you can search for it in your captures>textures folder. Convert it to png, start working.
#1108266959763685458 message
This is a very good quick start guide.
Hi muta nice to see u here
@jade briar can you test if out of world objects are fully modelled, like they are culled but their geo does exist, right?
A much better way to explain this would be geometry that is inaccessible to the player
Remix doesn't capture anything selectable.
it works, thanks!
is it possible to avoid full disabling light?
what
ok.
ok.
👌
oak
have u guys tried latest bridge release 6 games not working after updating
While I'm waiting for omniverse to install, I figured I'd swap out the textures for what I've already done. I know it was a waste of time in hindsight but whats done is done so I might as well see what it looks like
right is old, left is new
holy moly
your textures are amazing
the left texture is amazing
What's the error message?
A bit too uniform, I'd argue. But looks pretty good regardless.
Ehy that's proper nice, the gritty normals help a ton
Yours also has the issue of the obvious repetition
You want some level of uniformity for a tileable texture, otherwise it's obvious that it's repeating, but I'd still agree.
I can tweak to make it a bit more varied if you want to keep it, but I don't want to just replace stuff while there's other stuff I could be doing, I failed to consider that earlier
Also. Tech tip. Go to the remix menu, and under denoising, turn on reference mode. Keep the camera still, and it'll accumulate rays over a number of frames for cleaner screenshots. Like normal offline renderers.
Honestly, it's running so slowly that navigating the menus takes forever, and sometimes crashes.
Thats a 2060 super for you
For the screenshot dlss is set to quality but I need ultra performance while I'm actually playing it... At 1080p!
I gotta go in and sort out settings anyway. I got portal RTX to a good state, I can do it with this given time
So does the base texture that you're using come with a depth map?
I can do col, rough, and norm
nono
Ohhhh
Yes
Yeah, the texture from polyhaven does, but I'm not using it like that
Like use it to texture out the deepest parts of the textures for some light puddling.
idk what I'm typing
Haven't slept all night.
Was planning on making some textures, but now I'm stuck making renders for others
im a bit past that
Now that is what I call. Not clean.
there was no error but its works
I've got a lot of different things controlling the wetness. depth mask alone would give obvious tiling for example
sorry guys but this looks better than RTX remix, we need to find out what textures this mod is using
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⚠ Mod in development.
Car mod
Porsche 911 (930) Turbo 3.0 by GM25
🎵 Music
Phonk Racing Gaming by Infraction [No Copyright Music] / Freaky
https://youtu.be/orvA83_92Ho
Epic Cyberpunk by Ale...
if I need to share it I can clean it up
WIP
if thats in unreal engine so I'd wager its megascan textures. We can't use those (unless someone wants to pay a fortune) as its only free for unreal
someone got angy
yes
its ok bruh i was joking
wait, thats just reshade?
yup
wtf, the reflections are usually something thats pretty difficult with reshade
I can see it now tho, I'm disappointed in myself for thinking it was UE
SSR is usually less versatile than that
sure, but that usually applies to everything uniformly with reshade. Its the same here, but it didn't look like it
SSR can be EXTREMELY forgiven from these kinds of locked behind car camera angles
it's reflections on everything or nothing. in that clip, it's only being applied on strong light sources and it's blended well
Aaah fair! Never touched reshade
there is an older reflection method in reshade, I forgot what its called but its probably that
That's the game's original reflection system. Planar. The textures in game use the alpha channel for road roughness. They're using a very high resolution road texture with white noise as alpha.
those textures are locked behind a paywall, no way you guys can use them
roughness wasn't a thing back then, its only specular strength. I assumed the game used cubemaps so I was surprised that islands between lanes were reflected. Planar only works on flat surfaces
This is why i hate these graphics mods, all the cool textures are not available for modding when its literally a mod
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Credits
BadassBaboon - Extended Cameras
SpeedyHeart - Physics Framerate Changer
Xanvier - Lighting Control
Archie - Motion Blur Control
Aero - NFS HD Reflections
nlgxzef - Extra Options
nlgx...
That's not even roughness. Just alpha based specularity on a plane texture.
The grainy spec map works good to simulate both roughness and give it a bumpy feeling that'd otherwise be covered by normals.
So yeah, even if you had those textures, they're not pbr in any way.
yeah, I've achieved the same effect in the old kotor games. Its surprisingly effective but has to be very high res
yep
How do people PLAY with these kinds of mods
It LOOKS cool sure, but I can't tell what's even happening when in movement lol
One of those mods that do not respect the original aesthetic.
You gotta love it when the reflections of a lightsource on the ground is brighter than the lightsource itself
Oh, those lights are blue and red?
Well, they're white now!
Law of conservation of energy is dead
Me and an old colleague used to discuss the idea of starting a metal band called "Breaking Energyconservation"
Where all the music would be about ripping apart poor rendering
That's gotta be ssr, surely.
Planar wouldn't work on that sloped surface
Uuuh I don't know! I've never played this NFS honestly so I've no clue what runs under the hood
The thing is with these fixed camera things, it becomes pretty easy to mask those kinds of issues
Hell it could even have cubemap fallbacks
Not possible, there's depth and dynamic objects included
Racing games commonly use a single cubemap that is live updated attached to the car
Been doing that for a loooong time
Yeah, but road reflections look very wonky if they use the same solution
Although again I don't know if this uses it as I'm not familiar with the game at all
I'm not seeing any of the trademark edge fading from SSR though
Which leads me to believe it's just the planar doing its thing
I find this extremely interesting
Because these kinds of inconsistencies wouldn't really be produced by any realtime solutions
That looks simple enough.
Reflected light sources with no shadows
Notice it's ONLY lights that have accurate depth
But it's only reflecting like, half of the windows on the buildings
The other half are completely left out XD
alright
So what is this? I can see parts of the world being reflected.
100% unmodified.
Well Underground 2 is just a planar
See. I told ya3.
We'll have to agree to disagree on that. Planar simply doesn't function on surfaces that aren't flat.
I think it's point lights being reflected with (you were right about this) a cubemap for the environment.
The image from earlier must have reshade ssr though
Yeah but that's not what we're pondering though
We talking about what this MOD is applying through reshade or whatever
The base games 100 % use planar reflections
It's even CALLED planar reflections in the options menu isn't it..?
No it just says road reflections.
Aaah fair
the game might use planar reflections in select areas like the garage and menus, but not most roads
i downloaded the build main for bridge remix, i cant seem to find release build and it doesnt work
thats good for reflecting things around you, but not things you go around. anyway, I think we should move on cos that conversation could go forever
is this what you need? I'm not sure
Do keep in mind this was a PS2 game, actually runtime reflecting point lights wasn't really a thing we could do for performance reasons, many a times we'd just fake these things by making the ground texture transparent and then placing fake light billboards under the road
Not that NFS does that, it clearly doesn't
But actual point light reflections are definitely not going on
point light reflections are the earliest and cheapest form except from arguably simple cubemaps. Planar is by far the most expensive short of RT (though it scales worse so RT will be cheaper in more detailed games)
found it, dumb mistake :p
no worries, glad you got it sorted
Going of modern day rules yes, planar reflections are EXTREMELY expensive these days
It was actually fairly common to see a few gens back
a full quality planar reflection is rendering the scene twice so ~2x performance hit. the simpler the scene, the cheaper the planar reflection, so they've always managed to be usable across many generations
but you need 1 per flat surface and using more than one quickly results in rendering the scene an absurd number of times
do i just placce the folder in main game directory or paste the files in the folder there
Far too accurate for a cubemap
whats too accurate? are you looking at the reflection of the lights?
The guardrails
oh shit
Look at the pinned message
and yet, the sign isnt reflected, only the light thats placed on it
its more complex than I thought but I still doubt its planar
aite
It's common to omit lots of things from planar captures to make them cheaper
You can see here, there's a palm reflected on the ground
But that palm is actually BEHIND those bushes
this is a good example. Thats a flat road there, so I can accept thats planar
this road looks sloped but can I get a sanity check on that?
Honestly they could just be pulling the ancient screen inversion trick
Although I don't think that's what's going on
is this bcz of widescreen patch i applied?
Because there are ones like this scattered about as well
Where the reflection is not just a 1 : 1 copy
Also look at this
You can see the guardrail reflection continue down the hill
Whilst the actual guard rail isn't visible
Y'know what that means?
no?
Transparent road textures
They've just duplicated the geometry of the guardrails and are using light billboards placed under the roads
No clue I don't have it installed atm ;P
There isnt
There isn't?
You also could check with debug cam
DANG
Well in that case all I can think of
Is a miss aligned planar reflection
But you just kinda can't tell when going fast
I would accept a single flat planar reflection thats somehow distorted
sea of thieves does that for its water
no idea how you'd do it like nfs seems to tho, its still a bit different to anything I've seen
WTF
Important to note that it IS capturing the cars and stuff as well
I will let the World-Textures to you guys, i will do Lighting and some Garages/Shops.
Including dynamic liveries etc
most importantly, the underside, so its not a camera position cubemap
a little bamboozlement left?
HAH, it's really funny, if you pay attention to the reflection of the udnerside of the car you can tell there IS no underside
Hm, but what i can tell is that they used height maps. They are in the game for the roads
Because the cars roof is being reflected
BUT, here's spooky mystery
There are stretched out billboards used in the reflections for the lights
Do they perhaps have in-world objects that are set to ONLY render in the reflections for these?
well the bottom of the car would be culled as its not in view, so even if it could render whats offscreen, there would be nothing there
ngl left looks pretty damn hot 👀
u sure its billboards? point reflections are so simple I've even done it with blender nodes without any actual lights in the scene
But puddles missing
that seems to be the impression I'm getting, I shall work on that
100 % sure yes
hmm
Driving around the Original Mod City made by DARKSIDE. Feel free to DOWNLOAD here: http://www.nfscars.net/file/view/underground2/15939.aspx
Music: Skrillex - Hey Sexy Lady
Thanks for watching!
If you peek at the video you'll see that they're clearly static textures moving with the car
video is blocked
The roads are modded, thats why they reflect that much
They're completely static on the lights
Yeah! It's modded, but it's still using the games tech
yeah, but the tech used for the reflections is the same, its just a better look
This video just makes it easier to see
True
it is planar then. The underside of the car doesn't cut off whats out of view, but rather per object (object culling), which means its not a camera aligned cubemap
what happens if you have changed resolution with widescreen patch 🙂
This is a stupidly interesting look into the games tech though
And had we not had this discussion I would've never bothered digging this deep lol
these are the sorta conversations I love to have, and everyone I know thinks I'm crazy XD
I FEEL YOU MATE
Right there with ya
its pretty simple really. when the whachumacallit sees the thingymabob, the dooberywhatsit does the thing to the stuff
I am not a game engeneer or smth. But i understand some things from what you are talking😅
is it possible to avoid full disabling light?
like this one
Yes, when i am ready with placing lights
Will still take my time on this
So basically.
-It is a planar reflection, and distortion errors on curved roads DO occur if you're paying attention. It appears to be rendered at a 3'rd or half the resolution of the game itself. ( Hard to tell without pixel counting and I'm not THAT anal )
-It updates in realtime but only captures certain objects, like guard rails, light sources and specific vegetation and building pieces that are important enough.
-They appear to have in-world objects that are ONLY captured by the planar reflection, we can determine this from no duped geometry existing under the roads and yet certain reflection billboards exist in game that you can't see outside the reflections. ( Such as reflections from street lights and car lights )
And that class, has been todays deep dive into old tech nobody gives a rats butt about!
Join me again next week when we analyse the 4'th pixel from the top right of Simon Belmonts original Castlevania sprite.
amazing ted talk, thank you
can we like suspend lights in the scene as of currently? basically when the light culls, we still have our own adjusted light in that place
disable pre existing lights and then adding lights that aren't attached to meshes as child mesh
anyone know smth about it?
I already awnsered
I know how to create meshes, but how to create child meshes?
ok, thanks! will wait
With my lights they wont randamly dissapear. And they look better.
Oooooh hahaha, these reflections are SUPER scuffed anytime a bump in the road happens
anything attached to normal game mesh will still get culled, that's why im asking to add non-child mesh lights (if its actually possible)
i'll consult mark about this in a bit
yeah, hence the name planar
I dont think that a mesh where not a reference is added will be displayed in game.
Aye it's just interesting to see! Because without this mod it's genuinely hard to notice in game
Just goes to show how much care was put into hiding it
You can also tell how much less accurate the reflections become when you enter the city itself, as it has WAY more objects than these outskirts
Which goes to show they had an extremely limited "Objects rendered in the reflection" budget
i meant most older games used suspended lights that were not attached to anything
why can we not add these lights so that they wont get culled
I seem to be misunderstanding how this works. I've followed one of the tutorials and changed some material parameters and textures, saved it, and it doesn't change anything in game
the texture swap I did earlier was just replacing an existing texture, this is a bit weirder
Wish I could help ya there but I've not touched Omniverse yet!
I hadn't either until an hour or two ago
I already made a new floor
oh, it was blank on mine
Yeah, i work currently on burritod mod as a base
Adding lights, new floors and some other things
ok, I'll work on some of the other textures then, but I still dont know how to do it
You will need a base texture (called albedo) a height map and atleast an occlusion/normal map
There are plenty on tutorials on youtube on how zo create them.
I made my floor with Photoshop, created there my AO, Normal and height map out of a Texture i had
nah, thats not the problem. I can make textures and swap them in omniverse, but it doesnt transfer to the game
Its really simple. When you edit a texture (replace the albedo) a mat is created in the layer tab. Go there and open up the shader. There you can edit the roughness and other things
again, I can edit it, but it doesnt go to the game
Are the textures png or dds?
ohhhhhhhhhhh
They need to be DDS
No problem
For some reason the game doesn't start. May I send a .dmp for someone to check it?
Its fake lol, he just using dds files. Its just SSR and RTGI
- Install widescreen fix
- Install remix 0.2.0 to game directory
- Install bridge to game directory
- Install dxvk to trex folder
- Install the files from uncle buritto to game directory
- Rename dinput8 to dsound
And you are ready to go
yeah, I realised a bit later in the thread
whooooole conversation about how it looks like it did
😅🤣
turn down everything in game's video settings except world detail
Yeah I did all of that
where did you get bridge remix? should have been here https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
I hope we will get the remix tools soon
Same. I'm a 3d artist, not a programmer or full on developer. All this stuff is very confusing

Same , don't understand shit here but I enjoy watching these people.
I’m thinking forcing the rear view mirror might be the trick
how would you do that?
making the game think its in rear view camera while actually its forward camera
?
This looks like ass
🗿
looks like i was the one that needed glasses all along
why is my game doing this ?
change your video settings in the game to low except world detail
everything must be low to exclude shaders from being executed
also did you download the replacements?
yes
ok try setting everything like i said and then try
https://youtu.be/VEZSyvyU5Ac it worked but is this how its supposed to look ? and why its very laggy ?
rtx 3060
no
use dlss performance
enable it by pressing Alt+X and selecting DLSS performance under DLSS tab
Left texture made game feel even more freshier
thanks. I'm still struggling to actually get texture replacements working tho
Attaching lights to updated geometry may help but disabling culling would be ideal
Burrito can help you out
performance is now fixed
hmm...send video, i want to see how it performs on 3060
just a sec
already helped a ton, I've yet to become completely stumped so I wont bother anyone until then
That's usually a good thing, but how can I know? and it' hard to ask to people that did blend
its tying its best https://youtu.be/bMA6xcWdqMw
basically the same as 2060 super not gonna have a difference
it has 4gb more vram and slightly faster RT performance if I remember correctly. My 2060s struggles but manages, a 3060 should be fine with lower expectations
why is it still stuttery
are you Cpu bound or screen recording issue
both
check the vram capacity in the alt+x menu, that can cause stutter too
so without recording, it looks ok
and i am watching the f1 race at the same time
little better yes
not that then
problably the ram and becouse i am running the game from an hdd
figured out texturing. I should probably make the road markings more obvious though
but i dont actually mind the stutter irl its better then on the video
ooooooo, these look very nice
absolutely no idea how to share it
hmm i kinda knew it
you have textures and mod.usda, right?
used to be a console player this is nothing compared to some ports
There is the demo that work a bit differently, like the neon that are rendered in a different way
is that all I need?
probably you're RTX.conf file too
because all the adjustment values
in a good way or bad way? because this is in testing phase
whats that for? and where is it?
we are still figuring out problems that we can not solve right now
ummm, in the root folder, its where your settings are saved when you tinker with developer options
ohhhh, you dont want that. All I've done is ruin it so it runs at all
if this is still in testing than good seen full relesed game that are worst
btw thanks to the one who helped me
any objections to me trying AI (the proper stable diffusion kind) for upscaling building textures?
Now THAT, is what I'm talkin'bout
@cerulean summit ngl i like your choice of textures, where did you get them?
I’ll check over the demo again, I don’t really remember the symbols being in that build.
Correct me if I'm wrong but I believe they made them? They're a fellow artist!
But I can check all the different regions and languages of the demo.
heavily modified from polyhaven.com (its all CC0 so free to use)
There’s gotta be a time they slipped up 
interesting, on low res without widescreen fix 20 fps is fully playable, but with widescreen fix 20 fps fully unplayable, even with same low res https://www.loom.com/share/06917c05d338451f94c96bd454044810
how you have 4gb vram
so?
thats probably not enough for full path tracing
this sorta tech can bring a 4090 to its knees if you're not careful
i don't recall any RTX card having 4gb vram
if it works though 🤷♂️
I was about to say the exact same thing, but its a 3050ti... mobile
glad to see nothing ever changed from my old 1050ti
oh
yeah
I don't want to gatekeep based on hardware, I've tried to maximise what limited tech I've had for years, but there are limits
hell, even running this on my 2060 super is pushing it
appropriate pc case for RTX 
it work, but some issue with widescreen fix,
with same resolution without widescreen fix 640*480 on 20 fps is fully playable, but with widescreen fix - no
https://www.loom.com/share/c3ae41470d16459b85f027fdbb845974
@stray orchid if you want to try and power through, best you can do is lower texture quality, use ultra performance dlss, and if you know your way around the dev menu, lower samples and bounces
u sure its the same resolution?
yep
check video
i dont get it, both with and without you seem to be getting the exact same performance? Is it stuttering or something with widescreen fix?
what exactly is the issue? I'm multitasking so I cant hear if the vid explains it with audio
not sure what you mean by "unplayable"
without widescreen fix responsiveness is good, but with it - no
so is it input latency?
you cant see that on a vid cos obviously we dont know when inputs are made
yep, input latency
idk why it would be different, so this probably isnt a fix but it might help counter it. in the remix settings enable nvidia reflex
and speed of game itself also
what card
3050ti mobile
😭
trying our best here 😅
its worth trying. If recommended specs were followed then I'd never have run anything when I was younger
and it DOES work, something else is broken
you're wrong, it work, but issue with widescren fix
+1 i played through portal 1 using SwiftShader on cpu because my onboard graphics didn't support shaders lul got through the game at like 18fps or so
I used to play on integrated laptops and 15+ is playable, trust me
nah
if you told me that in 2002, i would laugh the living shit out of my lungs
but its not 2002
once you're used to higher fps its awful, but claiming its not worth even trying for people that are used to lower expectations is just pointless gatekeeping
look man im not trying to start a discussing rn but
it depends, 20 fps is playable if input lag is good and gamespeed is good, you could try through teamviwer and then say
human eye can't see beyond 1fps anyways, jokes aside, his issue is not the performance but widescreen fix causing input lag, maybe somebody has had this issue and can answer, worth asking i would argue
retrive me a CRT and then talk, LCD/LEDs dont do justice with 20hz
still do, just finished fo4 on a 20 average
maybe change the config from widescreen
how are you... here? dont tell me you can run remix on the same system?
lol no, just like to watch
fair
ok, back to actual progress. Any thoughts on AI for remastering building textures. Its not perfect but its alright
Even if you attach them to the geometry it gets unloaded really fast.
AI always gets things looking a bit too smooth imo.
what are you using, stable diffusion upscaling?
this aint smooth, but its got fake compression
But buildings are what I deal with on the daily so there’s so much detail I focus on that y’all prob don’t even notice.
yeah
you're not wrong, it is certainly noticeable, but aside from remodeling the entire thing its the best option I can think of. I can hardly think of everything tho so I'm open to suggestions
like?
i suspect it of it having a invisible watermark
yeah, I wont use that one anyway
Answering Attrm’s question here:
It got rid of the expansion joints in the stucco part above the storefront. It also really toned down the stucco texture.
Whoops I meant to reply to this one
same issue with orig game, so it's defenetely in widescreen fix.
is it possible to run it in fullscreen without widescreen fix? even in 4:3 with black borders
first explain me what is a stucco
@cerulean summit you can use stable diffusion infinity canvas to make out a new texture using prompts
This is stucco. See how it’s like got a splotchy look
ngl the sounds could use some work too
Comes from how it’s applied.
some cars sound great others not so much
Could you send the original texture? I'd like to have a go!
I don’t mind redoing them. Modeling building is my fav.
hmm...it get it now
ALL of them?
thats a tall order
same issue with orig game, so it's defenetely in widescreen fix.
is it possible to run it in fullscreen without widescreen fix? even in 4:3 with black borders
Once I find that culling I’d love to get into some model replacement.
uhhh actual models for the buildings would be amazing
are we able to do that yet?
last time i checked we could only do textures/materials?
if its an issue independent of rtx remix I you could look it up on forums dedicated to widescreen fix or ug2 as a whole. If the whole discord was dedicated to it I'd try to help but a single chat gets full pretty quick
would definetly be much nicer than just upscaled textures on flat walls
the buildings do seem to have rough models, thats why I wasnt straying too far from the original texture or they wouldn't align. new ones would be amazing though
is there a camera address when we switch to backview?
for now, I'm gunna finish this texture anyway
issue that without widescreen fix game open with empty space up and left, and cut bottom and right
is it possible run game in fullscreen without widescreen fix?
go into the games settings and change the res, it might kick it to fullscreen, otherwise I have no idea
ok, thanks!
https://github.com/ThirteenAG/WidescreenFixesPack/issues/886
Also check this issue and maybe open ur own issue and describe your problem 🙂 it doesn't have anything to do with RTX Remix
it helped, thanks a lot!
you're textures now suck
there is a new king and its this
hey, I wouldn't even be here if not for uncle burrito, be nice 😧
neevermind
i tried it myself with the pinned comment and it runs at like 20 fps + invisible roads 🗿
its okay i just trigger him
use dlss and lower the actual games settings. many effects ug2 has break rtx remix so you have to turn them off
we go for stuff that's like better and this road is actually really good no cap
Dlss performance made it run above 60 but yeah there is a lot work needed lol
turn down your game settings
except world detail
thats remix for you. not all the tools are out yet and path tracing in general is far from practical performance on most hardware
yeah i already deleted everything lol just gonna lurk here
nvidia release 🤌
now
🤌🤌🤌🤌
Looks about the same.
in all fairness, my road markings are shit rn
yeah, I don't think my method for buildings is a good idea, scrap that
Figured
hows the sky set up btw? I doubt its a hdri is it?
It is the default sky texture that comes with the game.
usually games like this use geometry for the skydome but I cant find it in omniverse
It doesn't get exported.
Well. it kinda does.
But it doesn't show up in ov.
how do I find/edit it?
does remix support hdris if I made it invisible and fell back to the 'proper' sky?
Very interesting actually, I've been trying to peek into that but can't quite figure it out
But from footage and looking at the game
It must be using something really funky because it suffers from integer precision errors
As if it was a PS1 mesh
thats quite common when objects are scaled up to insane degrees
same reason you get similar errors in massive open worlds without dynamic origins
Aaaye! But normally you'd avoid rendering your skyboxes in a way that makes that obvious
RTXremix has issues with it but this is the base game as well
probably less obvious at the lower resolutions of old, idk
It's typically MORE obvious at lower res
oh
So here's the map exported from ov, to blender.
You can see the skydome
But in ov
You can neither see it, nor select it.
whats the object called in blender?
you mean the hash?
just what its called in the outliner
hash may be the term, but never one that I've used so idk
I was about to post it, but my shitternet died
rip
Yes but I’m not quite sure how to get to be used by rtx
Ive only been vaguely following the whole camera thing. Is the idea to stop lights and meshes culling when they leave frame by using the rear camera?
cos surely that'd cause a lot of flickering as stuff passes between the front view and reappears later in the rear
I dont have a specific hdri in mind but I would suggest looking here https://polyhaven.com/hdris
quality varies, but its easily the best free hdri resource I've found
these are shit and wont work
wont work?
they are not Pure Sky, you need pure sky and it have to be night
there have to be no objects and other stuff, only the sky
These are shit
Doesn't elaborate
oh, right
like this
sry
is that hdr?



