#NFSU2 (Need For Speed Underground 2)
1 messages · Page 8 of 1

One problem at a time.
I do have a feeling local_8 is the max distance. It gets set to 1000 by default at the start.
Yep. That's a. uhh. game.
how to setup underground 1 rtx?
how to setup underground 1 rtx?
Sounds like this is actually a DLSS issue, and to improve it we need a repro that we can pass off to their team to dig into. Could you post a github issue with detailed repro instructions?
@jade briar as well, since you were part of that conversation
It's not that hard to reproduce, actually. Dlss is just really prone to ghosting when the camera is moving at a very high speed.
Go to issues on the rtxremix repo, click on new issue, fill it out.
There’s instructions in the text box to follow
i've had those artifacts in every game i've run on Remix
it'd be nice to see it fixed
Mhmm hmm yes, go to ... then scroll down to ....
what am I missing here
oh wait
I'm dumb
💀
💀
how to setup underground 1 rtx?
As I understand it, DLSS has to be tuned up with specific examples of problems, so it's valuable to give their team specific examples of it failing.
Alright,
Maybe it is path tracing in general which is causing problem
Low lighting condition also causes ghosting which I know will never go away
Increase the light intensity is a common solution to a lot. The USD spec isn’t the best with explaining how the intensity works, so you need to set it higher than you think.
The game is set in night so it's another issue
Unless more bright lights + anti culling methods
USD intensity = candela * 1000 / (4PI(0.01r)*(0.01r)) where r is the radius of the light in cm.
||I hate the candela unit, I need to convert it to lumens sometime in the future.||
hmm. Lumen is better
Lots of light in the scene means less noisy darks. Remix’s exposure bracket tends to over brighten a lot so you don’t realize how dark it actually is.
Lumens is the standard in NA. I think candela might be a theater thing.
How to run ug2 rtx remix
Check pins
its me you dum dum
get trolled
how to setup underground 1? too dark
Categorize textures> add lights to textures
@ember cobalt
Add this as a sticker.
Custom check pins with Shiny road, and nvidia green color.
mm, okay
no guarantees it'll stay though. all of us mods dislike stickers afaik, lol
ngl. I like stickers. I'm just tired of typing check pins over and over again lol.
Thx


its the trail and error process....at first ur game i will be dark black...alt x select evry thing as ui ur srceen will show then disable the directional light..rest adjust the settings u like...u need to select the right texture under right catecory in order to properly work... now dont ask me how to do all of that...
how to dissable directional light?
this one?
widescreen fix
remix-0.2.0
bridge-remix-4d6dc56-6-release
dxvk-remix-e010672-87-release to .trex folder
and Underground_2_RTX_remix_0.1
rename d3d9.dll to d3d9.asi
in dxvk.conf edit
d3d9.shaderModel = 0
d3d9.customDeviceId = 0110
d3d9.customVendorId = 10de
in bridge.conf useSharedHeap = True
something wrong?
I haven't tried underground 1
The car texture problem is bad.
Okay, I have an idea.
Is it possible to turn on the headlights?
Not yet.
Let’s hear it
Yeah I failed, so nvm?
Fair enough 
So here's something interesting that I discovered with the culling issue.
It’s the clamping on the float of the object should be culled or not.
There’s a range where it decides to cull it out or not and it uses a float up to that comparison.
Couldn’t tell you why it does that tbh.
Aight. Keep your secrets.

Upon further review, I think it’s just that you’re on the edge of having it culled and go back and forth between it. It probably does some math to make sure that it’s slightly out of frame before it culls so that it isn’t too jarring.
Yeah, well. Cool. But why is the added light disappearing?
If the object is still there.
And not culled yet.
aren't lights seprate objects from the pole?
Yea I think the meshes are separate
They are.
hmmm.
That could be the reason.
The game is hiding the bulb object.
And not the pole.
idk about this but in gta sa the lights culling is kinda seprate from the other objects
so even if you managed to fix the objects' culling, you will still have the same n of rays
The way it fades looks like it's ssr
yeah burrito playing us all this time

told u guys it only renders whats on screen....if we can keep lights while camera is away that will fix...there must be a draw range
Thank u. I didn't realize that.
Just use top down camera ( ͡° ͜ʖ ͡°)
Tiling? As in the sidewalk?
Oh shit thats quite sick tbff
Look at the road.
compostion of texture in a whole
Ahh right yea nvm I had similar issues when doing texture work with later titles
Worth noting we do not obey USD's definitions for what those fields mean. Internally Remix's lights are measured in radiance (or luminance, whatever you wanna think of it as), and then to store in USD we normalize it down to a color+scalar, so a light with radiance 100, 10, 1 will have a color of 1, 0.1, 0.01 in the USD and an "intensity" of 100. That intensity is not representing some sort of radiometric intensity though, just a scalar in how we derive radiance.
Aw man another measurement of lighting 
Ye luminance is just easier to work with because it makes a light get brighter if it gets bigger, since it kinda is defining how much light is coming out of every point of the surface in every direction. People often find units of power or intensity a bit confusing because it means the light doesn't change in brightness as it gets bigger, though it's just preference I guess in how it should behave in an editor. Realistically we just use units of luminance because that is the unit carried by rays in ray tracing so there's no conversions needed.
Are you able to define the radiance unit into a physical one at all?
Luminance is candela per meter squared
so if you know a candela rating for a light you can divide it by the surface area of the light in Remix (based on its radius) to get luminance (assuming it is evenly distributed across the surface)
In practice though unless you are trying to be super accurate with matching stuff to physical light sources with known values you can kinda just use arbitrary numbers and just fit whatever looks best, just try to avoid super big numbers as those might get clamped and that's about it :p
I’m trying to be physically accurate, I can’t let all these years of lighting design go to waste 
|| Im volunteering at a cat shelter. ||
it's possible, but not very helpfull
what happened to @cerulean summit's textures? o:
very nice
Sorry, I've been moving the last couple days. I posted them the other day
Here it is, though Uncle Burrito has done a good job so unless there's a demand for it, I'll work on other textures instead
Well, your texture looks nice, but the problem is that as soon as you enter a multi lane road, things just break apart instantly.
They do tile?
I haven't completed every variant of the texture if that's the problem
They do. But you start to see a lot of repetition. Across lanes.
Ah, yes. That was my initial critique of yours, which I tried to lessen, and now you've done even better still.
I could fix that, but as I said, unless there's a demand for it I won't bother because your own texture is awesome now.
try complex shadows culling fix
I mean... The cracks are the only thing I can see wrong with it. I don't understand?
Yeah. That's the whole problem. There's cracks literally everywhere.
I'm glad I made it so that every type of road texture uses a unified roughness and normal map. asphalt_generic_r, and asphalt_generic_n.
This makes iterating suuper easy.
Just use a noise texture to blend the cracks.
Obviously make sure to mix 4 offset noise textures to keep it tiling... Or just use a tiling noise 🤦
yeah.
Then again. Any density of noise will just cause the tiling to appear again.
I think in this game's specific case.
Less is better.
No fancy cracks or puddles.
could you also make it more rough?
Yes..
i'm surly not even attempting to work on any of this, just relaying what I've seen
lol my ug1
Need for speed modern warfare
welcome back

are these to bright?
I think they look good
When's Adam gonna be back in business
I already am fam
better it is xD
if you could improve your old textures a bit further it would be awesome. The new ones dont fit and the old ones are looking clean and more realistic
mov dword ptr ss:[esp+C],466A6000
Yeah I'll be replacing them
How does ghidra say this is equal to 15000 in decimal
dont know
Can you ask it for me?
is this hex or what is it?
Therefore, the hexadecimal value 0x466A6000 represents a very small positive floating-point number, approximately equal to 0.000000000000000000000000001169.
these behave strange, i only need to move one inch and the get culled
did i maybe added light to a mipmapped texture?
yeah, was a mipmapped texture...
i wish we could turn off mipmapping... i know that it is possible with voodo wrappers, but then remix wouldnt work
Love it
Thought you could turn mips off with dxvk or something
i can look for it

there's LOD bias adjustment, but it's only for dx11
you may be able to adjust it through nvidia inspector for the game itself
Yeah, you can set the LOD bias to something stupid
Like, -100000
Used to do this when I had a MX4000 and a FX5200, it would help on the performance on some games
(but you had to do + instead of -)
ya
i didn't know of this setting until like 3 years ago, lol
it helps so much with older games though
nvidea inspector? never heard of that
gives you a lot more control over per-game settings
nice thx
hey guys saw the rtx vids on youtube and I so want to try it out. from where can I buy underground 2?
Ebay
dont see any difference
what value did you adjust?
you'd want -3 i think
do i have to put it into the gamefolder?
you have to apply it to the game profile for the game at the top
but i dont want mipmapping. if i set it to -3 isnt it getting worse?
-3 improves it i think
that's also what was being said here
still popping in like shit...
stupid question, but you did save the profile, right?
i've forgotten that step before multiple times
yes
i know
Wait what?
this is a thing
I never knew about this lol
I'll have to try it out
seems so, but you cant turn off culling with it, would be too easy xD
new dxvk update with anti culling light
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5127571581
nice
The devs have blessed us once again by doing all the tough work for us
lol
now added lights to the mipmapped lamps. that is way easier than to search for a way to turn off mipmapping xD
question is
Did it fix the culling issue?
no, mipmapping has nothing to do with culling
makes sense though lol
my brain is at half capacity tonight
Objects further away get mipmapped to fix performance issues and to make the picture not too sharp looking
cool
go to general and then bottom experimental feature
O_O
real question is
Does this fix the issue?
normally lights would be culled in this position so it really does something
now test it with driving-
do the lights vanish behind the car
holy cow, its awesome, its tripple its genius
Last idea left for this culling thing would have it applt to terrain
though I suppose the general anti-culling works
does anti culling work at all in this game?
problem is the way i use remix i get way less culling so pretty hard for me to understand still feeling better though
noice
This feature would help with a ton of other games
like mirror reflections
as many games have the mirrors culled way more then the actual game view
no more culling though
looks like its working
amazing
but its buggy with particle effects, it does not know what to do with them xD
I mean
if you can't see the particles behind you
does it matter?
unless it applies to the sections of the particle effects that are visible-
then that would be a fairly large issue
found the problem. Only Light-anticulling has to be enabled, otherwise its activated for everything
yeah, now its working just fine
Adam, you can rest now xD
All that work
the devs have done all the hard work for you
hey, at least you know the game files better
no more cull
Oh it was posted 1 hour ago
yea
it wasn't a waste though. didn't you learn? 😛
got it half an hour ago
Okay not completely a complete waste
The glass is not half enmpy
empty*
It's hald fyll
good greif
I am dying tonight
you're speaking another language today
y e p
I can start remixing this finally 
it's 9:30 here and I am dying internally
lol
gotta love it
this is certified sleep deprived moment
cemented in history
its pinned now lol
its the happiness culling was damm annoying still need to confirm with other games still in experimental tho
Me IRL
I am an alien
This is certified JP loe
for a momment absolutly
LOVE IT wen the lights dont get culled away
very big W
How'd you get your tail lights looking pretty 👀
its still incomplete every taillight have 3 textures when all selected back light works correctly but after next load it breaks when selected as worldspace ui again reset those light until another load
i did not selected any textures as lights lol
can be noticedd in
then its emmesive only
yeah because i want to create my own lights in OV (which works pretty fine and looks pretty)
only problem are headlights...
but i will see what i can do about that
they need to fix texture breaking with worldspaceui
the new build of dxvk has caused remix to stop hooking for me, anyone else?
where did you put the files
d3d9 into game directory, the rest into .trex
check clearly where did u put it...idid the same mistake before
lol avrything goes to trex
ah xD
now get the d3d9 from bridge remix
yeah hooks now xD cheers 👌
Turn off anti culling. This will mess things up (particles)
Instead only enable anti culling lights
both d3d9 are different
ok...is it messing for u
Yeah, normal anticulling will make particles not disappear or stay longer with weird boxes and shapes lol
Turning that of fixed it
Question.. Where and what do I download for this?
check the pinned comment
You mean.....it's over?
We don't have to do the anti culling shenanigans ourselves!!?
Yes
Post video?
like video from uncle burrito when
@jade briar culling got removed babe. (frfr no cap ong)
@jade briar wake up, culling just got removed
It probably still would be useful to implement anti culling as an actual game mod. I'm guessing this doesn't know the lights exist until you look at them first?
Most likely
I don't really wanna spend more time on it though until that problem becomes a big issuse again..
Maybe It caches the light probes and keeps them in the exact coordinates even after culling
That's what I'm thinking, which means they wouldn't be on screen until they get rendered first, meaning that you need to have them on screen first
Right?
I'm not that smart, maybe the Nvidia people know this better I suppose
this is how the other anti-culling feature works
There is any way to stop the game from crashing when i alt + tab?
it's so annoying having to restart the game everytime
nice
the commit says this is only part 1
I will upload a video tomorrow with some custom added lights
even nicer?
can hope
there's likely a follow up commit with enhanced support
it seems like it'll be good
@left rapids
@hearty delta Raspect & Thanks.
sounds too good, this one 😄
no culling
bad performance
PC Specs:
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CPU: AMD Ryzen 9 3900X
RAM: Corsair Vengeance RT 16GB (2x8) DDR4 3600Mhz
GPU: GeForce RTX 3060 12GB
PSU: Aerocool KCAS 500W
Gabinete: Pouter II White
1x Kingston NV2 NVMe SSD 500GB
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Headset: HyperX Cloud Core
Keyboard: Corsair K70 M...
Try the new dxvk remix
It supports anti-culling lights
this is the new dxvk remix
anti-culling lights enabled
there is some artifacting because i'm playing in a 1080p resolution with a entry level GPU (RTX 3060) and DLSS balanced/performance
could u share rxt.config for u1?
Wait wait wait wait
Ain't no way
I'll verify
🧢
Look here
No lamp in the camera and light from the back
Just enable anti culling lights snd set them to 10000
Yeah
But how good is this?
Hold on I'll test it out myself
Let me wake up properly
It is ok, game needs to first see the lights then they never cull
If you're planning to make a video, just roam around the entire map first then make the video
Nah. I want every single map object in the map to stop culling so I can get get a usd capture of every thing
what?
Makes it easier to work with
probably related to this TODO tho
i wonder though... maybe they could eventually figure out some way to store a shareable cache of some sorts so that the lights all spawn the second the game recognizes which cache to use
oh true it doesn't really help with models that have emissive textures
those get culled anyways
does this happen with anti culling (not lights) enabled?
yes
weird, i wonder what that option does
thought it might do the same as lights but with meshes
maybe there's an inverted condition and it only affects particles instead of everything but particles lul
how glossy car though
Custom material.
Is it published or still WIP?
I'm fine with all cars being the same color as long as they are not matte :D
It is published. It'll work with a default.
uhhh
a default
lemme check
A default Nissan 240SX
Will check it out, thanks!
Also, not really Remix related, but the game always opens like this with the Widescreen fix
When I change any setting, it goes centered and fullscreen
Edit the widescreen.asi file in the scripts folder.
glad to know i'm not the only one with this problem, i had to set it to BorderlessWindowed for it to work properly
guys im like a total toddler noob to rtx remix
how to i get nfsu2 to run with rtx remix
Check pins
when normal anti culling is turned on xD
pulled some lights towards the street, like they would be IRL
now the walls arent lighten up too much
this is with 0 degree
Very nice.
oh nice
this looks bad
this looks very nice
yeah, the angle makes a huge difference in how the road gets lighten up
guys
i did excactly how the guide said
and my game is still running without remix
uh
look
@jade briar can u help pls :/
no you didnt do exactly what the guide says
uhh
Did you install widescreen patch?
yes
@jade briar help him 😭
either im blind or there is no scripts folder
i didnt use the one in the guide 
You did infact not.
this thing was already there so i said ehh
Well
What if I tell you.
You don't need to rename d3d9.dll to d3d9.asi if you didn't install the resolution patch in the description?
IT WORKS
lol
Edit widescreen.asi in the scripts folder.
💀 how
try the ini file
😭
😭 help
windowed mode = 1
oke
u know a little reading goes a long way...
no work
READ WHAT THE WINDOW MODES DO
oh
do i have to ehh
AND SELECT THE ONE THAT WORKS FOR YOU
what if i tell you none of them work
what
they are rotated in the direction of travel? o: TIL
Like this
ahhhh that makes sense
Depends on the light 🤓
i thought maybe they angle them away from the driving direction so you dont get blinded but i think they just make sure the angle isn't too wide
I know, i only adjust lights, which are looking like they are angled
Depends on the fixture. You can get wide distribution ones with low glare if the city has enough money.
so whats the story with adding lights in omniverse ?
because i tried multiple times and it didnt work
ah alright, cheers for the answer
Here’s some typical distributions of area lights. Type 2 and 3 are common for regular roadway use. Type 4 and 5 are typical for very wide roads, parking lots, and intersections.
my 8 year old self wouldnt ever would have thought to play the game like this 💀
Fuck
It ain’t figured out yet. I was still hunting for where the cut off value was
Don't work.
Continue
not all has gone in vain.....yet
I'd like to try replacing the highway sound barrier with PBR when i get home, do i have to manually edit the .usda or is there a simpler way?
Use omniverse create
does it generate usda file?
#1096847508002590760 message
Went through the setup in this guide, but not sure what to do to replace a texture?
yes
- can i just use the existing mod.usda or can we somehow stack them
#1108266959763685458 message
bigbrain, thanks!
where is new file with these changes?
What's new:
-Edited Road textures even more
-Lowered the amount of volumetric fog.
-Thanks to the latest RTX Remix update, light culling can be prevented. Lights are now very stable (Still not perfect)
uhh
well
To get these new changes.
Download this
(release version)
And replace the files in the .trex folder
already did, and enable light culling
and what about Road textures and Lowered the amount of volumetric fog?
man just wants to play the game with 0 work xddd
guys just wanted to bring attention to those taillights
oh
Change this value here
300?
yes
ok.
its crazy how this is even a thing
yeah i was pretty excited when i saw the reveal
What reveal
of remix
How en-light-ening
could u please share daylight rtx.conf from 1st video Need for speed: Underground 2 with RTX path tracing
That's long gone. It looked like shit.
i wonder how the game would look if some of the street lamps would be given the classic warm colors of high pressure sodium lamps
#showcase message
When I enter the garage once, the vehicle surface reflection disappears.
Yeah this is a known issue, no fix yet
aha
not quite what i meant 😄 but thanks anyway
Someone say lighting 
I want to use zolika1351Menu, but dinput8.dll doesn't load ZMenu.asi
i wonder, can the street light colors be changed per-light?
if so i imagine it'd be interesting if the highway lighting and such was colored to around 589nm to correspond with high pressure sodium lamps, which color wise should be something like #ffe200
and rest of the lights in more populated areas could probably have the white high pressure sodium lamps which had significantly worse lifespan but were generally used in businesses and such
Yeah I did. Now fix it.
I want to use this menu.
Do I need any other asi loaders?
The one that comes with WidescreenFixes doesn't seem to load ZmenuASI
Yes me🤣 but now i am at work, so i cant work on it for now
Yes, I'm using it, but it doesn't automatically load ZMenu.asi when starting the game.
idk, read the readme file that came with the mod
They can be tweaked per mesh. So you can get all the street lights looking the same, but different than say a pedestrian area light.
Burrito, is it ok if i title my video as WIP4? I will name you in descrption for sure
sure, why not
I went and replaced the Ultimate ASI Loader and d3d9 and WidescreenFixes loaded normally.
ZMenu.asi can still be easily removed after the game starts, the file is not occupied and the menu function cannot be opened using shortcuts within the game.
Unfortunately we’re not doing spectrum based rending so we don’t get the monochromatic look of HPS, just the CCT
You can yes
oh? 🤔 i'm confused then, should be pretty possible
i think i should look into this in more detail myself if i get some free time
Very possible but you can not get the monochromatic effect of HPS. This is not rtx, just an example of the effect on a color chart.
i think HPS isn't inherently monochromatic since it spans across a few light spectrums
i think LPS is the one that's fully monochromatic
yeah here's a really low res chart lol
you can see that LPS is firmly placed around 589nm but HPS stretches across the spectrums a bit more whilst still being predominantly around the 589nm mark
A big annoyance to remixing the lights is that you can not use IES shaping afaik
aw that's a shame
Did we ask about IES support? We didn't right?
That stuff's proper important
IES*
lol
I think it’s in the todo list but we can beg Mark to ask them nicely about it.
Poor Mark
i mean it can wait :P
Mark Mark Mark
Constantly having to deal with our bullshit
but yeah i really wanna look into helping you guys out with nfsu2
gotta make use of the 4090 somehow 
just gotta find some free time 
but yeah i imagine you guys might want some help with mesh replacements perhaps? 🤔
The tools for mesh replacements aren't out yet
It can be done manually but it's a bit janky, best to just wait until the actual tool is out
ahhhh i thought it would've been out by now my bad, i think i was remembering the hacky janky way of doing it
Has anyone gotten the captured to scale correctly? Every time I try to add a light the size of it ends up being so minuscule like .01.
Dunno. But you should be looking at memory addresses
How can I help this project?
Was just watching you guys doing this stuff
But now I've booted the game
And the music made me want to play it again
So, yeah, lets go
idk What're you good at?
Well, I do know a bit about texturing, PBR, and a tiny little bit of reverse engineering
please be reverse engineering
Excellent
Boot up ghidra and x32dbg and find the value, agent 47.
Have we found any relevant adresses?
Uh I don’t have them in front of me. But I can send you my ghidra project in a bit.
#1103377328530276403 message
#1103377328530276403 message
Noice, will take a look into it
huh. I went to try this again now that we've got culling figured out and now the game won't launch. doesn't do anything when I launch the exe - no errors, but the process isn't running. All I've done since it was working before is paste in the latest remix builds.
weird. I'll try rebooting and if that doesn't work, I guess I'm reinstalling?
You have to place it inside the .trex folder
was that to me or someone else?
you
place what in the trex folder? The dxvk files? I did that. And like I said this was totally working before
I don't know then.
yeah, really weird. Reboot didn't do it. Other remix games launch fine. I guess maybe reinstall.
The lights are off until they aren't suddenly
IES dont work with remix.
Marc stated it somewhere else
Bummer, definitely feels like something that SHOULD be implemented!
Turn on anti culling lights with newest dxvk build under experimental features. Or wait for my custom lights
Thats true
The thing is, lights anti-culling is on in this video
Lights won't appear until the light bulb object is found by remix.
i updated it on RTX remix reddit
i wonder if this will happen everytime like we have to make the game look at lights first
can't we save their coordinates
eyy, when peopl search on internet for UG2 rtx remix update, they will see this video
alos on yoube
There's a set number of frames after which the lights saved by culling are removed
Default is 1000
I changed it to 3000
Alos
ok.
Ok.
This gameplay shows Need For Speed Underground Lap Knockout on hard difficulty modded with RTX Remix 2.0 running on RTX 2060 Super.
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They are definitely fucked up the thumbnail😂. But at least they mention @jade briar. Thought it was kinda cool
Oh boy
Cool, an NFS Heat screenshot in the preview
TH-those are not.. screenshots from the-...
Not misleading at all :D
I-....
Not even the right thumbnail 💀
I love how there are no actual screenshots or videos of Remix in the article
that headlight needs to go
for now
we got wfcttech guys here too
Wccftech*
why ?
it looks bad
Mf most likely didn't even pay attention to the video
it doesn't stutter when you record so....W?
not having any light looks bad...just for the showcase
This triggers the trauma I had first time moving from CAD to Blender, I was in disbelief until I found how to do precision modeling, I was like "do people really work like that 😕" but apparently they can work really well.
I suppose it's more natural for those with real life experience and skill to reason in terms of parameters they are used to and come up with numbers in their head that will good/have the desired look.
In the end is a matter of getting used to
Moves from engineering software to art software
Things aren't to scale and precisely calculated
Surprised
It’s like going from saying something is a certain length to going entirely based on the relative size.
So when you’re using CAD or a parametric modeling, you’d say a wheel is 16” in diameter, done.
With blender and polygonal modeling, it’s more of, “This looks like 16” based on how it looks relative to the car”
I signed up for a CAD class as a teenager.
First day I showed up, learned some basic stuff and asked my teacher "Hey how on earth do we edit UV's with this thing?"
My teacher turn to me and asked "What's a UV"
That's when I stopped going to CAD classes.
It’s also why until they did LIDAR scans of the cars in MW(?), the proportions were off compared to the actual cad.
yeah but what does UV mean, its a 2d image that marks all the vertices it corresponds to but what does UV mean exaclty
No UVs in CAD world, only in the visualization part. Texels still confuse the hell out of me since I learned CAD first.
So XYZ is the coordinates used for the mesh right?
Didn't realise it was just CAD until it was too late
Cad is cad. Art is art. You can't do one with the other
yes but how do you break down the word UV in this? is it world transform or something?
lol
im spitballing words here
So the coordinates used for the texture applied to the mesh are in the UV system.
Whenever I try to run the it closes in 5 seconds?
UV was chosen because it came before xyz.
" The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics."
Nfs underground 2
Thanks Wikipedia
finally someone with logic
the wiki editor knows it
UV mapping is just setting a specific mesh surface to a specific texture map area.
I think we're all aware haha, we're just pissing about

apparently remix uses this for volumetric lightning
https://www.slideshare.net/DICEStudio/physically-based-and-unified-volumetric-rendering-in-frostbite
Froxels
not saying that it uses "this" but something like it
Volumetric lighting is typically based around voxels yes, I’m not quite sure how it works in path tracing though.
My nfs underground 2 is closing after a few seconds after installing remix. Does anyone know why that would be?
Adam teaching basic knowledge while the chat is about more advanced things
I’m explaining it to all the lurkers 
You didn't download the latest bridge
Or downloaded the wrong version
Ah in path tracing it has its own fun implementation. No voxels afaik.
There's been a few people making this mistake, and even I had trouble with it. The instructions may need to be clarified as github isn't very clear to people unfamiliar with it and it isn't obvious where to download from
Interesting. I made a Github account but nothing changed when I click the pinned link for bridge.
Yeah I'll update it
You need to click on the latest post on the page
It doesn't look like a download thing, more like a bug report or a thread or something, at least it did for me
Yeeeh Github is one of those things that programmers love and everybody else on the planet hates
I think it's the latest commit, so the latest green one (I don't really know what I'm talking about)
Excuse the mobile layout. I still have no pc rn
Oh okay! That making more sense thank you
lol kinda cool how bad i am at following instructions and making the game look weird xD
Next major update. I'll make a video tutorial. Where I scream at the viewer
lmfao
wd be fuhhni
Can you use a really trash mic that constantly peaks?
Or make it like an early YouTube tutorial with the notepad and unregistered hypercam 2
And that one song that was always chosen for those videos
oh is that an LoD thing?
009soundsystem
Dreamscape
Trinity
Born to be Wasted
Holy spirit
i've also included a free version with limited features so you can try it out ;)
[GET ERODE IT] https://www.blendermarket.com/products/erode-it
like and rate 5 stars for more tutorials
FAQ:
Q: Song name?
A: Dreamscape by 009 Sound System
Q: You forgot (insert thing here)
A: Yes, I did
Q: GD profile pic?
A: That's not a question, but the answer is yes
Uncle Burrito have done a terrific job in incredibly short time but if I have to be honest yours looked more "refined" even if WIP, I don't want a rivalry to start but maybe we can make a healthy and constructive approach where we pick the best available
Idk I never assumed it'd get this much publicity
Just me fucking around seeing what's possible
well you did chose one of the most iconic race games ^^
refer to me as dwight
Attrm
dum dum
what does it mean?
Assistant to the regional manager
that's me bruh
that's me
Uh-huh
Thanks. I hope there's no rivalry. I think the discussion has improved both our textures.
As it is, I won't be able to use a computer for the next day or so anyway so for now I can't work on my road regardless
I will kill you
||/S||
I agree, but i appreciate Daddy Burrito's work 

Wow
Tbh, once I get hands on my pc again, I kinda want to work on the skyscraper textures. I wanna see those windows shine!
Also have an idea for the skybox to get that working, though I need to check if that's already done
I agree, Uncle Burrito's texture improved after yours, if we can inspire each other is great but I also know that another one redoing the stuff you made could kill will and enthusiasm.
Depend how one take it but looks you are going along well judging by the messages so nothing to worry for... 🙃
we can make those parallax interiors
have you guys shared your updated road textures lately? I'm in the process of re-installing everything because I somehow managed to bork everything up.
Doubtful. If that's possible tho that'd be sick
I'm really curious at how the skyscrapers can look, they have great potential with ray tracing 🔥
@safe patrol idk about Burritos but here's the ones I've worked on
Thanks!
I think for right now, the roads are at a state where it's easily good enough. Focus should be on all the unchanged textures. Once we have a 'minimal viable product' so to speak, we can go back and improve.
At least, that's how I see it
OMG...🤯 maybe parallax not feasible but what about real geometry?... 🤔
maybe I should have found space on an ssd somewhere to install...this is super slow
too expensive tbh, idk maybe we can try
isn't mesh replacement not possible yet but on the roadmap?
Need for speed modern warfare
I'm ok with 15fps on an RTX 4090 to have that...
You'd have to model every skyscraper. I don't even know how to model swap with remix.
If/ when it's possible, I don't mind doing a building or two but a better material would be good enough for now
That's too much work that I'm not willing to do
Even though AI upscaling isn't ideal, I feel like running everything quickly through one just to have something to start with would be helpful, then we can take time to replace those with proper assets.
that would at least give us a baseline of halfway decent stuff.
I tried to do that with a storefront texture. It took a surprising amount of tweaking and it still wasn't great.
It depends what you're upscaling
maybe someone else will, joint effort
Instead of. Running everything through the machine lord. And then replacing it. You just replace it. Because it's gonna be replaced anyways.
Was about to add that
The game must have hundreds of assets, it'd take forever to do all of them. I do see what they're getting at
yeah, I know, I just was thinking it'd be a relatively low effort way to give everyone something to play with since it'll take time to do everything properly.
Besides, a lot might be replaced when the full remix toolset releases
I'm also just saying that because I've got enough experience playing with ESRGAN and stuff that it's something I could help with.
instead of just complaining and telling you guys to work faster 😉
Not yet worth the pain to swap models yet until they release the proper tools but something we can start to think of
3080 is too slow for this tho lmao
I'd only trust the machine lord with far away background assets. I want this to be as good as it can look. Not some janky ai upscale hackjob.
If the textures are large enough, you can get decent results from using an upscaler. But in other cases, the texture is so low resolution that it doesn't understand what to do.
use dlss
just placeholders, not the end goal deal.
idk wich dlss i used, i just enabled it lol
But why go great lengths to make placeholders? The default assets are acting as place holders anyways.
If you're using the rtx.conf from the pin, make sure to set it to DLSS and Auto.
Change the dlss mode. Dlss in my preset is set to full res acting as dlaa.
ok. I mean it's not terribly difficult to run a batch job of textures, I was just trying to find a relatively low-effort way I could help.
@safe patrol this is what happened when I tried to do full on stable diffusion upscaling, tried different prompts, models, controlnet, everything
Well, yeah I get the idea. It's just that when you really think about it. We don't need placeholders as the default assets are the place holders.
Remember, someone's still gotta go in and make all the pbr textures for it too. The diffuse is just one element of it
fair enough. I'll shut up now and watch my install bar slowly go by.
It wasn't a bad idea. Tbh, dlss and denoising is blurry enough in motion that I don't think higher res diffuse textures would really be too noticeable anyway
I feel that the PBR materials are more important than the texture size.
Yes, but when people play car games, they tend to make a lot of screenshots.
i do feel like a dedicated discord for such a project would be nice tho :p
Nah, I finally got comfy right here. I don't wanna get up
I felt that too, until I realized that my my road normals were too low res, so I trippled the resolution.
High res normal maps are where it's at
yep
yeah and last time I tried to figure out an automated AI-based normal map generator I didn't get very far.
Albedo textures? When everything is quite dark anyway, not as big of a deal
Substance does a good job
I still need to look into that. I know a lot of people who use it.
It's $$$$$
I have the educational license for all the substance tools. I think sampler is the AI one, it's awesome. Can't use it for anything tho cos it's not the commercial licence
There's actually a really good ai based normal map generator called deep bump.
cool I'll look at it
> Blender
YES
||I joke||
No
Here's UG1 Config
Blender >
This should be enough incentive to not
I'll blend yer substance to bits

I'll blow you to bits
Now wana ask noobie quetsion how to pin messgae dont see pin option
Only mod can do it
If you're not on the latest alpha, it's out of date
pin this mod #1103377328530276403 message
@ember cobalt
I'm on my windows PC because NFS. I do most of my work on Linux where everything updates nicely automatically.
hmm
Question. In game is it a bit jittery at the moment?
yes
Cool then my game works now 😄
hmm
Does the game also crash when changing in game settings?
No?
D; I must have messed up some where then lol
My question is
Well like something such as vsync
the entire rendering engine has been replaced. In-game settings for video won't do what you think they will. Leave them alone.
L
Okay so just use the ALT-X
Ultimate asi loader that is
Yes.
Thanks 😄
Was this message for me or...👀
Just anyone but it was answered 😛
Use the RTX Remix menu whenever is possible to change graphical settings, unless you need to change the input it get
I wonder if these guys will be kind enough to share their assets.
Качай Дром
🚗 https://drom.ru/s/6DE 🚗
Подбери себе авто из Need for Speed
Думаю все согласятся, что впервые "что такое дрифт" мы узнали именно здесь - в горах Underground 2. И та самая культовая трасса "МАЯК", которую мы старались пройти в одном сплошном дрифте, набрав максимальное количество очков. Но каждый раз, идеально проезжая Обсерваторию и...
Well, RTX Remix(ing) looks like a continuously educational process, at least for me
It is
Car mods will be needed (I'm sure remix can't handle the modifiable body parts and kits)
Everytime i open OV and adjust things i am learning how to do it in a more efficient way witj bettwr results
I could try it with the Skyline mod
I'm mostly talking about their textyres, and such.
I talk about this
ok.
ima wait a bit for a more mature project :p
but still nice to see this game can look this good tho...
still think ea should've been first but oh well ^^
It's blackbox's game but eh
😅
No matter what scenescale I use, the actual usd layer ends up being so god damn small
scene scale
uhh
well
idk

yeah get back to culling adam

Once I get the scaling thing fixed I will
huh
When you guys add a the capture to OV, is it really small?
yes
Terribly taken out of context
lol
🤣
left handed toggle and z-up also do nothing it seems rn
I wonder if it's the reflections
You can disable reflections easily in the render loop so at least theres that
At least I hope it'd be easy

Is there any way to up the fps after installing the mod?
dlss
Gotcha
Can anyone use the rtx freecam and see if the reflection world is underneath the regular one 

It isn't. It gets disabled when you disable road reflections
Gotcha
We had a long conversation about road reflections the other day. Turns out it's a single planar reflection that's distorted to fit the roads. It breaks very easily on slopes as a result
Yeah it's alpha blended textures (semi transparent) on roads that show the mirrored world which we call reflections
Explains why the road textures are transparent
9+6
Though, to be clear, the alpha channel isn't actually controlling transparency but rather specular strength. This isn't uncommon in old games before pbr
21
shit my bad, cleaning setup lmao
you stupid
I've found the music for the turial I'll post with the next need for speed update.
original made by flareon
audio made by flareon
visuals made by x6
yea, they probably can't even have a copyright claim on that thing
I had on some ncs songs
Culling 
Do something

Cool, finally got everything working again...and now I have to go. But lights are working! Really looking forward to adding the improved lights you guys are working on.
Brrrrrrruuuuuuuuuhhhhhhhhhhhh
Oh my god
I hate language barriers.
So this one youtube channel made a very high quality re imagining of underground 2
They had remade high quality cinematic assets for a bunch of areas in the game.
I decided to reach out to them hoping that they would share their assets for our mod.
and uhh
They speak klingon?
Russian.
Oh




