#NFSU2 (Need For Speed Underground 2)
1 messages · Page 7 of 1
converting to dds is simple enough. Have a look at these, they can be made darker and tonemapped. I quite like 'Belfast sunset'
otherwise, what you've got already is good
here is the file to mod the sky
Dont replace your mod usda, Import your mod usda to the mod usda in the file. Rename yours first
you want me to give it a shot then?
I'm gunna have to go once I finish the textures I'm on atm, but I'll give it a shot later
because This isnt what you want xD
thats not an issue with the hdri, its being projected wrong
are you wrapping it onto the existing skydome?
its a game issue, thats why i said it wont work
nah, its a UV thing. The skydome has UVs that don't align with proper hdri projection. Even a pure sky hdri would be distorted unless its made for it
no worries, I can fix that though
you can just map it differently
or you can distort the texture to match. I dont know how to change mapping or models with remix but I do know textures...
is there btw no dlss 3 support yet?
wait
it gives me the blanked out option, I assumed thats cos I wasnt 40 series
weird, i'm on a 4070 and i dont even get the option o.O used it in portal rtx, but it's early days anyways
@jade briar did you do the cobble arches texture?
they removed it due to problems, it will be added soon
I've been following the guide for the RTX Remix, and I've made it to the step that says "Download the zip at the end of the message and put it in your main game directory." but I don't know where to find the main game directory. I've searched through my Dolphin Emulator files and can't seem to find it.
If there's a file for it
this is a shot in the dark, but is it a poliigon texture?
You need the PC version of the game 🙂
That sucks
skybox handles it weird
which is impossible to get... without...
Buying a physical copy
precisely
yes, its without my lights, just for test
Which texture is that?
the one i showed you
That's pretty good tbh. I'll see if I can get a full hdri working, mainly for my own curiosity, but that's already great
but it does this
I feel like there should be a way to set the sky colour with the remix renderer, rather than use a skybox
A what
ignore the bottom right, nothing to see there, not a cheap scrub at all. Anyway, I gtg
where are my Puddles ...
I think these look better because they are not all black... you using fresh asphalt? Roads in Bayview are old. Just Mentioning that (no offense, yours look great but i think dont fit)
I can make it whatever brightness you need. Though part of it may be the darker lighting due to my lower settings. It's probably both
really weird to see this game at daytime
i'm not sure how it exactly works but is it possible that marking textures as sky textures in the rtx menu causes them to be rendered as an HDRI probe?
because you get a few parameters to configure the sky texture, not sure if you've seen that
this one
Probe? I may misunderstand your meaning but full path tracing doesn't use lighting probes
probe as in lightprobe, HDRI image
My understanding was that it would give it a different priority in sampling as its a light source
I honestly don't know
There are no light probes
"Sky Probe Extent" just made it sound like they're hiding the actual drawcall and instead using that texture for the skybox of the rtx renderer
Old trick, here you can see how U2 makes road reflections #1103377328530276403 message
It's ray traced
https://www.pauldebevec.com/Probes/
I mean this, maybe it's not the SOTA term to use for it 😄
I broke it down a bit later down! But ye
Ah yeah that's just what we call an HDRI sky these days
Actually no
The "Probes" described here are just cubemaps
either way the RTX Remix menu is referencing a sky probe
I really should get going, whats the best way to send the files I've worked on?
I wont be here forever if I starve to death XD
not 100% sure but looking at the code it does seem like the sky is "removed" by rtx remix and instead the texture is rendered by the path tracer (in case of ray miss) which could explain why the skybox isn't visible in omniverse?
I'm just about to start hunting for the culling function. Food can wait. Don't you want to send the "I was here
" message? 
The skybox is set to an emissive texture afaik with the sky brightness equating to how emissive it is.
The ray miss part is if the ray doesn't hit an object, it's assumed that it's ending up hitting the skybox and gets calculated from that.
I have a phone, I'll be here
makes sense
This is how I imagine it works, but idk if it can automatically differentiate the skydome and get rid of it. Also, why is the sky UV still coming from the dome?
probably what Adam suggested, they probably use the distance you can configure for some calculations in the context of pathtracing, not sure what effect it has
I meant updated geometry not the game's original
Oh for sure, I'd love to get some accurate light shaping going on 
but i also think the cleanest would be if we could just remove the skydome/ not render it and instead just use an HDRI for the sky, but i can't find anything about that
You can replace the skybox texture if the hash is stable (which it is in this case)
||Sorry I don't know the full context on what's trying to be achieved||
NV_Mark on HDRI Support #general-remix message
Huh. I know you can mark it as being treated like an HDRI right?
quick question cuz im curious, ive noticed that lighting stops when its not on screen. is that something that will be fixed eventually, or is that not possible?
One day I'll figure it out. It might be a few days to months tho.
sick, really excited to see this project progress
Love this kind of solution, making things wrong to get right, some language have even specific word for that 😆
a bodge 😄
Veteran GTA wet roads victim ^^
If you use the filters you can find a ton for that
There’s quite a few pure sky ones
Love looking at EA missing sales because... who knows 💚
eh... physical copy is hard to come by here
You just have to 🏴☠️ if no retailers
Can't understand why they don't make what can be considered the best NFS available on their digital store
||Rule 3
||
Guys, does rtx remix still have that .usd (i think that was the format) export that portal rtx had?
Oh fr?
Now i have even more of a reason to try this lol
Curious to see if it also has issues, i know it had issues with anything that was a brush in the source engine, uv's were all fucky lol
Anything that was a normal model worked just fine though
Just sayin
Had to catch up, one go away for a moment and the comments explodes 😆
You should listen to this guy
16 seconds · Clipped by Uncle Burrito · Original video "Nintendo Has Issued a DMCA Against Dolphin Emulator..." by SomeOrdinaryGamers
I know, I don't wanna get anyone in trouble. That's all 

"IMPORTANT rename "d3d9.dll" in the main game folder to "d3d9.asi""
This was in the widescreen fix bit, my widescreen fix is dinput8.dll, do i stil rename?
puddles enough?
how can i try it
you rename the d3d9.dll to d3d9.asi, dinput8.dll from wsfix stays unmodified
pinned post
ayyy game launches now
thanks
i get a black screen and can hear the audio lol
could I get a how to for dummies? I've got a few different files and idk how they go together
which mod goes there? mine or the sky one?
Drag it under the mod.usda so that it's a child of it.
I'm using some files he's sent me and idk which ones to use
wait, I may have got it, nvmd
Puddles good
it bugs me how obviously tiling it is but its either one or the other
Yea, the game relay a lot on tiling for roads, #1103377328530276403 message here maybe it's less obvious but we have to deal with that
or replace the road model when the tools are released 🤔
Ayo what
It's real
nice dude
ye
Muta was in this channel earlier
Asking for help with getting the game running.
I'm so tired of providing tech support for people trying to install the mod
yeah this is a big issue with these types of things
unfortunately ur gonna have to deal w it one way or the other
Some ppl go the nuclear way and just don't altogether
Weird. I don't remember the demo having so many symbols in it..
Like the pinned message is the most complicated piece of discord text I've ever written.
There's references to normal maps. Were those in the full release?
in scripts modify the ini to skip the intro videos
There's this cullmode string that doesn't really get refenced directly anywhere 👀
Gets called by an effect complier.
can't you just delete the file
Set the skybox to ignore texture
I cant find the file
I know where the textures are, but that'd just leave a missing reference and the geometry would still be there
If yoou need hdr dds then bc6 is like 16bit iirc
Well it's bc6H
Ok no it's not, but it's still hdr
Unloader!!! 
IS THAT THE THING!!!

the culling thing?
Just thought it was funny there was !!!
Man, they got some funny guys doing the debug text 
How to Tank your FPS
no guarantees but I think this is all the stuff I've edited. Figured I'd share before I break something
Ayo, look at all them texture calls 
how'd you get the rear lights working?
You probably have the lights deactivated
Its not casting any real lights tho
Those are just particles
These aren't calls, these are just strings
Set the texture as emissive doesn't work? Heard it's a thing in there somewhere
Prob referring to the specific loaded vehicles properties
Now these are indeed calls
📲
It's the demo but there's a lot more information kept in this build
No. There's no debug build
There's an option in the menu, light glow then you mark the texture used as emissive, or set the headlight texture itself as emissive but neither work perfect, we need to attach proper light in Omniverse
Different things
No there's no pdb available either.
If you say "more info left"
its less about having them light up, and rather not having them be completely grey as seen in this image
You mean more strings you can find?
Try like some rtti dumper on this thing
Sec i'll try to remember some
https://github.com/astrelsky/Ghidra-Cpp-Class-Analyzer maybe this one
I haven't used ghidra since like 2020 cause it's kinda ass so don't know if it's gotten any better now
Is IDA really that much better?
There was some wack shit it didn't pick up on back then can't recall what though
And it's written in fucking java so it's sooooo sloooow
But again
Haven't touched it for like 3 years now
NSA pls
one solution look like this https://www.youtube.com/watch?v=2vou8ocM6XE, the other like the screenshot they posted above, we nee to add light to get something better, one guy did that for front headlight
This gameplay shows Need For Speed Underground 2 modded with RTX Remix running on RTX 2060 Super.
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you can also use a transparent material, they shouldn't look that grey
Ugh gotta rerrun analysis since it's in 10.2.2
https://github.com/GrandpaGameHacker/RTTIDumper https://github.com/GrandpaGameHacker/ClassDumper2 these 2 as well standalone
Internally injected C++ DLL that dumps VFTables with RTTI data, Still In Development - GitHub - GrandpaGameHacker/RTTIDumper: Internally injected C++ DLL that dumps VFTables with RTTI data, Still I...
Last one's the newest one so i guess go for that
What information will using these provide over ghidra's rtti built in one? I keep running into more and more problems using these. I tried the one for 10.2.2 and it really didn't reveal anything useful.
man i just tried it and it's flippin amazing, i do have some feedback which you may or may not know about, i know its all WIP so i'm cautious with critique xD
Go for it
There's a lot of stuff I know I need to improve, but there's likely stuff idk about either
Wasn't sure ghidra did rtti to begin with
at crossings the texture seems to be scaled way higher like 2x of what the grit is on the normal road
I did a lil' cruddy 3D version of that one wall texture so that we can bake some normals into it, obviously no PBR textures or anything on there but ehy, it's something
and the only other thing i noticed with the puddles is, they do look nice and i dont see much repetition however instead of having one "line" in the middle what do you think about making the puddles where the wheels would be? Like you see on old streets usually
I was aware of this and haven't had time to fix it yet.
As for where the puddles are, that depends on the condition of the road, how busy it is, and how recently it's been raining. Often cars will dry out where they drive, but the road dips where tires make contact so both puddle positions is possible
It should be simple enough to try different puddle options though. I'll give it a go tomorrow
Thanks for the feedback though, helps me make a todo list
makes sense, at the end of the day whatever looks more aesthetically pleasing am i right 😄
More like 10 times
That looks great! How are you planning to texture it?
Probably just smack it into mixer as usual
Why not just replace the model as well?
We don't have access to those tools yet
And besides, this is a SCUFFED model, just intended for baking onto a flat plane
I even modelled in forced perspective to get some of the details right
Oh, I thought that's (replacing the model) what you were doing.
The game already wraps this texture around a low poly model of the storefront. If you're just using this model for normals you'll get normals adding details that are already there.
Unless you high to low bake it to the low poly mesh
And?
Was aiming at
I legit CAN'T replace meshes yet
Unless I sit down and write the USDA files myself and lord I ain't touchin' that
Pretty sure you can replace the usd assets at least by hand right now though
Sure but I felt like arting, not rebuilding world geometry ^^ Sorry
The and was about the scuffed part
Given that it's just a flat plane texture though I assume the UV map is fairly basic ye?
It's not a flat plane texture, that's kinda my point
The shop fronts are modelled
The mesh is half a million polygons to make corners nice and smooth for baking
Lol
Yeah no sure! THey've modelled stuff out of the mesh but the texture itself is still just this flat plane, so they've just used elements FROM it for the "3D" areas no?
Yeah idk, just do the Ian Hubert thing
Oh well, I thought the OG mesh was a lot simpler than that haha
Scratch this 😛
Was fun regardless
But if you bake a 3d model onto a flat plane, just to wrap that texture to a 3d model again, you'd be baking depth into a normal map and then sticking that onto something that actually has depth already
You'd need to do proper high low baking to take the low poly model into account
Well not technically depth but direction
So the faces would like turn 180 degrees instead of 90 and shit
Yeah no you're not wrong! Fully agreed, however taking a look at the model
They would appear to, yes.
A 90° wall + a 90° normal
Like here right, you're correct that they've modelled in stuff
But the extra depth they've added
Wasn't being pedantic for no reason as i explained what it would look like
It's not about UVs
The texture is a flat plane. It's the normals that concern me
No I get that
Add normals onto a surface not aligned with that normal and shit gets wonky
Totally with you
I've been doing this stuff in the industry for 10 + years so I understand
I just don't think it'll actually be that much of an issue, as the areas that would be trouble areas are not UV'd onto the normal distorted surfaces anyway
So what would you expect this wall to do?
So these green areas here for example
Are clearly just flat red bumpy stuff
Which means they're probably UV'd to
This space of the texture
Which wouldn't have anything but small bumps anyway
They could also be using the larger stucco area
Up here
Which it too, would have flat normals aside from some bumpy bumps
So they wouldn't actually cause issues
I guess my biggest concern would be this bit being baked with a normal at 45° just to have the model at 45° as well.
Just checked tho and your model has this bit flat so by getting it slightly off, you've actually made it easier
In that case, you're probably fine
Oh
By the way, pretty sure that's conduit for some lights that would've pointed above the storefront or onto it. 👀

Also how's the culling problem?
I tried to have windows be glossy earlier and realised that obviously there's nothing for them to reflect if everything behind the camera is culled.
If that won't be fixed it'd be best to keep everything a bit grimy and rough to hide the problem

Beside sbackface culling, frustum culling is gonna have to be solved on a per game basis pretty much
So extensive reversing
Adam already searching
We already found the frustum culling it was 
I take a brake for today with lights. I will do again Tomorrow
Did you? Cause that's the thing that kills everything out of view
Besides like lods and just killing shit too far away
It's set to a static 0x6000 if I remember right.
The culling outside of the camera is still a mystery
Culling stuff that's outside of cam is frustum culling tho
Frustum is the view pyramid
With the tip cut off
You mean like occlusion culling?
Sorry, I'll be more specific. I found the far clip plane for the frustum culling. We still need to find the function that handles the view-frustum culling.
Yeah so draw distance then
Correct
Keep at it, and we can just replace the whole building model once the remix tool comes out
Phoook naw
That time I'm putting towards Silent Hill 2
lol
If I were to properly mod NFSU2 I'd just turn the whole thing into an Intial-D touge thing
So ya'll don't want me near it, promise
There's a whole dedicated touge section in the map. I'll just unleash you on that.
EVERY BILLBOARD IN THE GAME NOW ADVERTISES TOFU
Oh yah, the hills are the best part! Naturally
I actually replayed the game like, 4 months ago
I was starting work on the hill textures. But I got bored..
That stuff is probably best left for mesh replacements when we've the tools for it anyway
yeah
So I think I've narrowed it down to being in any of the functions prior to UpdateAndRenderStuff
Here's the draw distance by the way
Why it's drawn 3 times, no idea
@safe fossil I now understand what you were trying to help get figured out
So it’s not likely in that loop. That turned out to be the functions to setup the main menu scene.
It’s definitely hardcoded with a camera state or position. Feels like those are the only places left it could hide.
||Still kinda salty that the devs who made all these plugins didn’t really want to help. ||
||or give any pointers ||
Maybe they don't realize the potential of what NVIDIA created or they aren't interested in team play 🤷♂️
That’s true. At least their plugins have source available with the memory addresses of functions. 
You know. The last thing to do would be to look at the game's credits.
Also there’s no easy way to get the functions into a classic C++ style of namespace::function and it makes me slightly grumpy.
Haven’t checked if any of the graphics devs are active on social media 👀
I was be able to find some
There should be at least one. If not, finding an email shouldn't be too hard.
Who was the lead Graphics Engineer or director ?
Dunno
That’s okay. I’ll reach out to them if I see their active online.
I don't think is specified, only the art director
Mike Vlad Cora
Spencer Craske
Euan Forrester
James Grieve
Robinson Huff
Phil Ibis
Nenad Jankovic
Mike Kiernan
Cliff Kondratiuk
David Lam
William Leach
Ted Middleton
Scott Patterson
Chris Robertson
Wes Santee
Martin Sikes
Lawrence Sparling
Jon Spencer
Steve Tolin
John Twigg
Greg Vance
Jason Verhiel
Phillip Weeks```
additional programming
Gary Bearchell
Charles Bostik
Dan Chitan
Greg D'Esposito
Scott Hansen
Jeff Johnston
Alex Kalaidjian
Bela Kiss
Yoon Lee
Peter Lolley
Patrick Ratto
Kostas Sakellis
Manu Singh
Eric Turmel
Raymond Wang
Peter Weldon
Jack Yee
Justin Yong```
Technical Art Director
Russell Rice
They are not in alphabetical order so the first may be the lead
Just a reminder for anyone playing along at home, please do not harass the games devs on social media about helping us.
Yea, silky hands maybe show some results
I would say more, most should abstain, should be primarily you or only who are working on the problem
I'll send them this gif
I wouldn't try that since I'm not a programmer. I'm a artist.
Here's that storefront wall
Although this is just slapped onto a cylinder in unreal
I ain't no Omniversing yet
Is there a specific discord I could reach out to? You can DM me the names or invites so they don’t get flooded.
I have literally never seen a single black box dev in a nfs server
They're like
Poof
Gone
Oh I meant the mod devs
Uhh. The guy who developed the extra options mod for underground 2, has a server named nfs extra options
Invite link in the description of this video
🔹 Hi racers, nlgxzef here! I'm really happy to announce that Custom Light Colors are 100% compatible with osdever's Plak Graphics!
Notes:
-
In this video, I've used Plak Graphics Vanilla Edition with a custom preset which tweaks the night time. (I'll share the preset later)
-
Please check out: https://www.youtube.com/watch?v=Eu6thKRtACg
-
Than...
Most of the nfs modding community works with newer games
There's also zolika1351, who made the in game trainer menu for underground. The link to his discord server is in his website. Tho he's pretty useless. I messaged him twice. Once in the the server, then again in dms. No reply.
I’ll dig around on the discords and see if anyone has posted the answer before asking 
you are an optimist
How so?
Hey it's a good thing
Zolika's stuff is proprietary

https://github.com/AeroWidescreen/NFSHDReflections/blob/main/SOURCE/NFSU2/dllmain.cpp#L176 Does the HD reflection mod not work with remix? Only does the reflection draw distance
Might point me to the right spot tho

The culled mystery solvers
This time with Underground Drift
https://youtu.be/4oLqe1ubrBU
This gameplay shows Need For Speed Underground Drifting modded with RTX Remix 0.2 running on RTX 2060 Super.
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Face...
God damn I forgot how hard it culls in motion.
I was having ghosting due to Dlss
for some reason nfsu2 wont fullscreen properly for me
with the widescreen patch it’ll just launch in a small boxed window, if i change a graphic setting in game it’ll automatically full screen but at a very low resolution. changing my desktop resolution just returns it to a small box, changing the widescreen patch resolution in the ini and windowed settings does nothing as well, and most of the time switching resolutions just crashes the game. any fixes?
U can also change settings in widescreen.ini try that
i fixed it nvm, had a bad install
these windows need to reflect
yes
thank you for covering ug1
Ur welcome
strange that it has the same issue of aggressive lighting culling as ug2, maybe they share the same engine 🤔

But reflect what? Everything out of view will be culled
fair enough i guess
Yeah, that's another issue
Need for Speed Underground 2[RTX Remix 2.0][4070ti/5700x/[3440x1440 Ultrawide]
a bit of ghosting especially when drive too fast with dlss
without DLSS no ghosting at all but very low fps
is it possible to reduce the ghosting?
is it the 2.5.1 DLSS DLL version
?
even with a change of DLL? I dont have ghosting in other games that i use DLSS at all
spiderman remastered uncharted gollum no ghosting at all.
here its too much
Such ghosting exist in SR3 Reamstered, and as we remember it doesn't have DLSS
its strange to have that much ghosting
because without DLSS the game is perfect without a bit of ghosting
but very low fps at 20-25
lower resolution to 4:3 at 480p
Disable Life
fr
i got an idea fr
what if we can get this car in ug2 to test reflections on the backside of road
the "chrome" car
yes tried most developer settings. the best is to drop resolution and play native without dlss
dlss performance is excellent in clarity but the ghosting
it will be a great way to debug some of the problems like where does the culling start, the reflections will show us
the thing is that after 2.5.1 dlss version there is no ghosting in native pc games with native dlss implementation
in portal RTX there is no ghosting with dlss 2 balaned+Frame generation
ghosting is something you have to compromise, because the nature of path tracing at high speeds
and since this is a racing game, so.....
but that much? in cyberpunk 2077 with overdrive path tracing and dlss+fg there is no ghosting when running with car at high speeds
here i see another whole car behind my car
when i speed up
rn the solution would be to replace the dlss dll with a version from previous gen like 2.4.1 or 2.4.9
its very distracting first time i saw that much of ghosting
wow really? so there is a solution thank you will try and report back
2.5.1 is no good for NFS?
will try 2.4.9
thank you
cant find 2.4.1 or 2.4.9
there are many other versions
https://youtu.be/IhhLcZQ2zD0?t=108
the video here recommended 2.2.6
Quake: Ray Traced is a mod for the original PC game by Sultim Tsyrendashiev that uses hardware-accelerated RT to create one of the most transformative upgrades we've ever seen from a classic game. In this video, Alex talks you through the various modes, how RT is deployed, how FSR2 and DLSS check out and examines performance implications.
Intro...
not good for underground 2
hmm
will try more versions
i think DLSS 3 will solve this issue
something about creating a flow estimation graph to make DLSS work better
vector flow estimation*
yes it will make the movement much better. and will add another 20-30 fps on top of the fps we get
with DLL yes but how to activate it in the remix menu?
i have swap dlss 3 DLL in other games
does it work?
what happen?
tried it in spiderman in 2077 in hogwarts
in spiderman saw a vram usage drop about 1gb with native dll vs the latest 3.1.12
no artifacts and very smooth
but must have an option to activate the FG
like in portal in developers menu
so even if i put the dlss 3 dll in the remix folder
where dlss 2 dll is
i cant activate it
check this out, it looks very good in the video i posted
its much better but not in underground 2
let me try 2.5.1 i know this is the ideal version to eliminate the ghosting to the max
will report back
ok so i got a request for NFS modders if anyone is here please let them know that if they can make a car exactly like this
or else i have to make it
debug car for RTX
same ghosting. tried NIS with balanced settings and there is no ghosting at all with the performance of dlss balanced
so for good performance+no ghosting try NIS balanced
in the remix menu
does native produce ghosting?
also what if we just make the bumper cam really close
will that help
?
native have no ghosting but very low fps.
if the car is very near in the screen there must be no ghosting
because the ghosting is more from the car
not from the enviroment
but NIS working excellent with good performance and no ghosting
a bit of shimmering in the distance objects like wires etc but nothing distracting
the game is very playable
will wait for DLSS 3 and make the car reflections and lighting good and will go for an 100% playthrough
putted DLSS 3 dll in the game in the remix but cant activate it in the game
ah
that's because only portal version of rtx remix works with dlss3
but that version of remix won't run UG2
so that's a no go
why is my T key broken lol
must find how to put dlss 3 in all rtx remix games
remix renders what's on screen like unreal engine now a days does that's why when camera goes away it stops to render those asset and lights are more noticeable
mhmmm, more W E T
yes
totally not me placing a big sphere to a car rn
remis uses older version of dlss thats y i shared dlsss link earlier
it doesnt seem to work the others dlls. i tried 4 different versions and its the same ghosting
amazing the car lighting seems about right
and pretty good reflections too
get the lastest dlss
https://www.techpowerup.com/download/nvidia-dlss-dll/
try 3.1.11
tried that one too
no change
in ghosting
with NIS i have zero ghosting
with same performance increase
but a bit of shimmering
ya saw that
Hey, motion blur for free
you gotta look at the bright side
absolutly racing games need that
the bright side made my retinas burn
So if lights can be loaded even when camera is away from the scene that can fix culling...
Burnt out in my search for the culling. It’s down to a few functions but it might be another function inside those ones 
There are functions within the functions and those functions have other functions aswell as variables
This is funception.
It wouldn’t be so bad if I was able to test it without the game crashing when I change something I shouldn’t.
and selecting textures as worldspaceui breaks the textures is this issue being reported
i kinda fked up the whole process, now only wheels show up except the sphere lol
where did the grit from the asphalt go o:
denoising killed it
i wonder btw on what texture's we should be committing to?
Roads are obviously a nobrainer since they make up like 50% of what you see on screen + they aren't going to be mesh replaced
Billboards can be replaced e.g. Burger King logo with RTX Remix Logo (maybe even glowing one) or with Reflective Font
Stuff like the License Plate (NFSRTX)
But lots of the other things seem to be worth a complete asset swap
Tried getting a simple mesh into Underground 2 yesterday but no dice so far.... i don't think anyone else has managed either (looking at the other projects)
Things that are closest to the roads.
And things like garage and shops
The main menu screen
aren't exactly those prime candidates for mesh replacements since they are so close/visible?
I'd try to get away with as many texture replacements as I can.
U sure remix is using the high res texture quality?
The texture looks actually pixelated, and the pixelation is aligned with the road surface not the camera. Denoising shouldn't do that
Unless you're hitting memory limits, a few higher res textures shouldn't effect performance much
shut
especially for road since its the most important and present one 😄
i'm shocked btw how well the tire marks work out, expected there to be zfighting or other issues
Underground 2 has a lot of Z fighting anyway
I think ATTRM is right here, it looks like typical DDS compression
Fun fact it has no back face culling at all
It's probably both and we're picking up on different things. That last image looks a lot higher res but still blurry? That's probably compression and denoising combined
mm. Let me cull every single thing out of existence, but no backface culling
I used reference mode for both screenshots.
So denoising shouldn't be a problem.
So just compression then, either that or it's just how the textures are
U using dlss at all?
there's also backface culling on vehicles, basically the front tyres are not rendered at all when racing/roaming
interesting find when i modded my own vehicle in ug2
skybox scales doesn't solve this issue?
Using at full res as dlaa, because there's a lot of flickering going on without it.
what dlss version are you using, does your car cast trails of itself (ghosting) when speeding?
The neon glow does.
Default dlss that came with remix
eh, there are some older dlss that are better than newer ones
plus we are currently limited to dlss2 so
we need to make the ghosting effect almost zero
its very distracting
somebody tried to use dlss 3.1.11.0 dll?
remix won't detect it
only dlss2 as of now
@zinc meteor sorry for the ping mark but could dlss3 be added back?
I'm sure they're working on it
Why are there rain puddles underneath a canopy
Because they all use one single texture
We can't control dynamically where the puddles are or are not
dw about it
It's magic
tsunami
IIRC, that's already in progress, but I don't have any idea how long it will take.
yeah, there was this really bad ghosting effect seen here, can you give us tips on how to reduce it (if you know how)
i thought it was maybe dlss2 causing this
most ghosting I've seen in remix is actually not from dlss2, but I'm far an the expert on that. What exactly is ghosting though? might be more clear from a video
(also, just to check - are the geometry hashes stable? if not, that can also cause ghosting)
that looks more like we're failing to generate motion vectors for the car, which would happen if the car's geo hash is unstable (can also be caused by other reasons).
Also the whole scene is so noisy, that even at max res, the denoising is very flickery.
that's restir and NRD doing weird light calculations at lower resolutions
Restir ain't as great as what 2 minute papers guy made it seem
Need for Speed Underground 2[RTX Remix 2.0][4070ti/5700x/[3440x1440 Ultrawide]
Yeah he's also become an AI art chill so I've kind of lost any trust in what he has to contribute these days
Saaaaame
Now it's all open ai stable diffusion
Yeah I had to unsub a while back because I got so fed up
Gotta give him one thing. I never expected to see restir in a consumer application.
Best I can do is make sure the rendering guys see this tomorrow then
🙏
The game looks pretty solid with no dlss
Except for the weird thing that's going on with 0 roughness areas.
Maybe I'm doing something wrong.
https://youtu.be/L24-UeiVxU0?t=467 it is very visible around this time mark
Need for Speed Underground 2[RTX Remix 2.0][4070ti/5700x/[3440x1440 Ultrawide]
the ghosting effect
oh crap now thats rough xD
Repost.
Yeah, ive already posted this post
Post the post

Burrito, have you made any new textures?
I've updated the roads.
Oh ok
there is a way for me to test this or i'il have to wait until it's fully done?
if not, np
good luck with the project
Check pins
So did adam give up?
Burnt out

Or maybe it's this one?
I wish I knew how to work with this shit.
If you know how to use cheat engine you can test memory addresses for me 
I uh. Once made a infinite health thing.
I don't mind digging to find out what memory address it is, but the whole battleship thing going on with it wears me out. If it's a memory address that's not the one I'm looking for, it likely crashes the game and I have to setup it up again.
nvm i will try to fix after my programming class
Nope not that one
They'd only be able to point me in the right direction
If there's an anticulling mod for the other games it might get us close too.
A sqrt!
I'm thinking the cull is going to be a function finding the distance of an object to the camera position and returning a bool/0 if it's too far.
Too toasty in my house to continue. Gotta wait till it cools
I don't think this is true
From my experience, things get culled as soon as they leave the camera's view.
Yes but it needs the cameras view/position to know that it doesn’t need to be rendered.
Also things cull based on fov too. So very big fov keeps things alive longer
That’ll still be from the camera info
ye
I’m wondering if I can get a match based on the instructions used to do the draw distance.
I won’t be able to rest till later tonight but I looked into some culling methods and I think I found it.
Adam, you're a champ, kudos on you for going through all this! T's hard and menial work!
return (OUTSIDE); ```
It’s called the “radar” approach for a culling method.
I remember seeing an if statement with an OR and two different pointers.
So it it’ll likely be that 
Burned through all my RE time till later tonight. Need to be a social human for a little bit 
FINALLY
No guarantees tho
Adam try not to claim that he found the function challenge (hard)
It should be the right one but it could be culling for something else.
It's in that function for sure
It's just like the code snippet from the book fr fr
Why is it hardcoded to one case?
Oh it gets updated at runtime from the thunk
I'm too eepy to handle this. I'll pin it for tomorrow and take the W I got
Here's the C disassembly for anyone playing along at home:
Function starts at 0x5c7ec0
Culling check is at 0x5c80cb
Bout all I got

Hi, I need some help installing this project, because I think I'm having a smooth brain moment with this
I checked the pinned comment and downloaded everything but the game doesn't run.
I think it's because of remix bridge, I still don't know how to install it properly
I'm new to this 😅
First of all:
- Clean install.
Then: - Download RTX remix > main game directory
- Download RTX bridge > main game directory, replace files
- Download Underground 2 RTX zip file > main game directory, replace files
- rename d3d9.dll to d3d9.asi
- Download ThirteenAG Widescreen Fix > Main game directory
- Run game
- Change graphical settings
ALT + X to enable DLSS if you're using NVIDIA GPU to improve performance
--- If the issue is downloading the bridge:
- Create a GitHub account
then click on the following:
After that, select this option and download:
Also you need a RT capable GPU
God, I didn't see that 😅
You absolute madlad
Anxiously waiting for Adam's return.
Just download DonaldMarxs cheat menu for Underground 2, and type DisableCulling: True
It causes alot of lag tho, around 7-10FPS on my 3070 Ti
And that on ultra performance DLSS
Can someone post a picture of their game directory so I can tell if I've done it right
Game works = done right
Doesn't work = done wrong
It helps no-one to be reductive
Idk what this funny word means, but I assume you're not happy with my response.
I'm being fr tho
(reductive) tending to present a subject or problem in a simplified form, especially one viewed as crude.
Being a smartass helps no-one. The guides seem rather crude and helpless with little info or help. I don't understand why you're acting all smart saying what you said. A simple screen grab of the games directory showing what it should look like would be rather helpful for those who aren't certain whether it's incorrectly installed or thier system is throwing a fit. Plus this channel is for helping not being facetious or trying to look cool and or funny
Bruh
I don't think he was replying to you
he seems erratic at times but sensible for the most part
that I can confirm
Here's the thing. Describing the problem that you're facing, would help better understand your issue
ok, the game isnt launching. and this is what my install of the game looks like
Hmm
Looks about right
See
This is why just giving a ss of the game folder won't really help
and launch using the speed exe?
Try this out.
#1103377328530276403 message
So is this true, or are you fucking around?
Obviously it's not real, this isn't the sims.
😛
game launches then crashes. could it be caused by where i got the game from
Make sure you get a fresh install. Use the latest version of the game.
You got a RTX card mate?
4080
dealing with stuff on pc just melts my mind. ive had to change game files to run at 32bit instead of 64.
It's not even worth trying lol 😞
L
The PC in question
@jade briar check this out
You think this is legit?
Ion do Facebook
My fren zen yhis ova
idk man, I just have a g402. But this looks legit.
well imma nag it then
Legit enough.
Fresh updated install didnt work. and running on latest Nvidia Drivers
Can you tell your install process?
- install game 2. Update to 1.2 3. put cracked exe in main directory 4. put remix 0.2.0 into main 5. bridge into main 6. UG2 remix into directory 7. rename .dll to asi 8. Launch and crash
Did you install widescreen fix?
yes
Show me the bridge remix file that you downloaded
the latest release
ok
cheers will give this one a go
you didn't buy winrar
i think its where i got the game from that is causing issues
Maybe
Who buys winrar
nvm, changed one system setting
hardware accelerated gpu scheduling. was messing with the game launching, honestly thought i had it off
hmm
HAGS for short lol
also sorry for being a knob earlier

New user try to install remix properly challenge (hard)
(Impossible) on a intel hd 530
wait do i read this correct?
i can install this on nfsug1 aswell?
:PepePopcorn:
not the textures, those are for UG2, i tried the rtx.conf and bridge.conf tho and they do seem to work to some degree

yes you can
same steps
gonna have to try it then.
i already have some nice textures. not sure if they work with this lol since it's texmod.
and maybe with some reshade idk.
anyhow thanks for the replies 🙂
Remix textures are way more advanced
yeah higher resolution texmod textures are nothing compared to PBR textures
then i hope someone will make a defenitive edition for both 1 and 2...
those ug2 screenshots look amazing.
but the culling so far looks annoying ^^
still props for ppl putting so much effort into this 
The culling looks annoying
You’re never going to believe this…
😮
@tawny elk i gotta give it to ya man, you're our unlimited source of hopium rn
is he trying to say he actually fixed it?! 
Only took two weeks #1103377328530276403 message
I’ll mess with it later tonight. Need to focus on social life a little more than I have been since I got nerd sniped by this.
Me waiting when fix full disabling light
Do you want sex Luis
There's a theory that Luis Carruthers is the sigma and real psycho in American Psycho
Look at his based outfit
It’ll likely be around 9pm est when I can mess with it again.

Download Underground 2 RTX zip file
Is the latest one attached to the first post?
UG1
So this one, no newer versions elsewhere?
Having minor issues then, lol
Set road reflection detail to the lowest
Oh god, I thought "change graphical settings" was related to DLSS
You gotta hate it when you end up downgrading your graphics before the PS1 era using Remix lol
New user try to follow easily laid out steps challenge (hard)
Found the list, trying it
no bully pls =(
bullying people with knowledge is not how to help lol
I helped. Then I had my fun.
yeah but still
The bullying doesn't exactly serve as the best motivator to keep going
I get it could be fun, but there's a reason why this is called Remix Projects and not lets bully others
it's fine lol
I was not serious about bullying, it's fine :D
noice
Comes with helping ¯_(ツ)_/¯
When I'm changing settings, game performance drops to seconds per frame
Yesh, I had dlss off when I set up the file
Ah yes, the Powerpoint presentation
The best way to game
I'll make a video tutorial the next time I update this.
noice
Haven't even done much since posting the update
Isn't car paint a bit rough in the current iteration or is there a reason it's not glossy at all?
Game issue.
Am looking for a fix
Skill issue ||/s||
F
Did the game use a shader or something for the car paint ?
It bakes all your customizations in one texture. Including paint color, vinyl layters, and the selected body parts. Making a material in ov requires selecting a texture. so making a material works only for that specific setup.
The car render part is partially documented so there’s a chance of modding stuff there. Not sure what the solution is though.
Doss the material change even when you change colors?
If there’s a set amount of colors, you could script out all the hashes and have a general purpose mod usda.
The body parts changing things comes from the mesh being this big struct the gets modified with what parts are applied
If hashes are stable is a viable solution
Has anyone managed to run this on a 6000/7000 series Radeon GPU? I followed the guide, the game eventually launched after about 15 minutes but all I got was a white window. Sounds were there, I was also able to interact with the menus.
Using a 6700XT, latest drivers. I've seen people running the Portal RTX remix on RDNA2 hardware, any ideas?
Looks amazing 👀
They are 
i wish so badly that the games i'm testing had stable hashes
it's teasing me, lol. it's almost worse than the game not working at all
That's good, not something to take as given because one bit change and we are f...
Every single unique object/paint/ vinyl change requires a new material.
info: [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera.
err: Exception on CS thread!
err: DxvkDevice: Failed to initialize vulkan device as a low latency device
warn: Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake timeout. Retrying...
warn: Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake timeout. Retrying...
warn: Message channel UWM_REMIX_BRIDGE_REGISTER_THREADPROC_MSG handshake timeout. Retrying...
🤔
There's more than a 100 vinyls.
And vinyls can be layered in any order.
And then changing a single car part like bumper would rebake the texture.
You're talking about a script that generates millions of hashes for all the cars.
Sub Optimal.
That’s true it’s very poor way of going forward, but it is a way.
It should work but I don't think that is a current priority for NVIDIA (excluding release version like Portal with RTX) given the early development and I have a feeling that it's even a lesser one for AMD to check their drivers looking at their approach in the past
Well, this is a different problem, something is wrong in your setup I guess
Would breaking the vinyl texture to be an overlay or something be a solution?
But how would that work. The game itself bakes the texture.
Probably to save performance.
Interesting, know what it might be? Can you send a screenshot of your game directory?
OMG, no decal?
nope. rebake every time you change the texture.
I don't think is that since RTX Remix seems hooking, something on game options or dxvk.conf or bridge.conf
Dunno, best to think of what ways that we can reach out solution rather than worry about the actual implementation sometimes.

I think this is a problem with usd composer. It forces you to specify a texture for a mesh before allowing you to edit the material. I think the remix tool could allow you to setup the material regardless what texture you're using.
I think that’s inherent to the remix framework. It generates materials based on textures. I don’t know if the final tool will help.
Thanks, I'll have a look.
d3d9.customDeviceId = 0110
d3d9.customVendorId = 10de
d3d9.shaderModel = 0
and
useSharedHeap = True
are already there, as mentioned in the pinned Reddit comment.
If only it could generate material based on mesh hash.
The hashes in underground are very stable.
What if: when the cars mat hash changes, you update it to the car paint material overrides?
The mod usda does refresh when the file is written to

Could do some hook where it updates the mod usda with the right hash
So the paint update state calls some function that updates the usda with the update hash

i uhh
Well that's another job for u.
No idea how to do any of that.
I'm an artist. Not a 
It’s easier than the culling so there’s that.
Man says he wants to be more social so he can't work on the culling issue
Spends time on discord anyways
|| I don’t want to be more social, my SO does
||
Nah it’s okay, don’t want to have my social life fall apart trying to level up my reverse engineering skills.

Show NFS:U2 latest results, I'm sure will 180°, become an enthusiastic fan and start cheerleading you in the quest of defeating culling 🙃
I don't think it's that easy
||Already explained it, they’re just bored with sitting around all day while I look at memory addresses
||
The cons of having someone that cares about you.
@tawny elk very low effort meme xddd
💯
0x5c7ec0
0x5c80cb
"the culling function is located at these addresses"
Babe wake up! I found the addresses!
the soy social interaction girlfriend vs the chad underground 2 reverse engineer
give tutorial pls
pins
So this line gets the distance to a point in 3 dimensions but has a scaling factor to it:
fVar4 = _??CullDistance / SQRT(fVar4 * fVar4 + pfVar2[1] * pfVar2[1] + *pfVar2 * *pfVar2);
It’s the Euclidean distance formula
Which would defiantly be convenient to see if a point is a certain distance.
Oh so the loop goes through all the cases, but keeps the same param_1_00 set.
Where my math majors at 
ask chatgpt! it can definitely do advanced mathematics. in fact, it's so smart that 2+2 != 4 sometimes

it's good at deconstructing strings, but not actually working with them a lot of the time
have you tried bing?
i've had far better results with bing's AI than chatgpt
it did like 75% of the work on this script
Bing tries to search for an answer too often for me and makes it fail :/
I don't think moral support works here
That's all I can provide.
ah, yeah. that is annoying
Bard is better at avoiding the searching, but it still tries sometimes.
bard is just generally not great unfortunately
