#NFSU2 (Need For Speed Underground 2)

1 messages · Page 22 of 1

modest obsidian
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Umm, yeah, photosensitivity warning, I guess :D

ember river
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Try disabling ReSTIR (the github issue)

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Or do the thing with boiling filter I described there. Maybe it is something like that now

modest obsidian
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Setting the filter didn't help, disabling ReSTIR completely did

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Finally, epilepsy mod disabled :3

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On another note, glad to see headlights in the game but I think they are not powerful enough, lighting up the road just in front of the car

jade briar
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They have a weird falloff

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Something we'll have to look into

blazing bone
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ReSTIR is important tho

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The game will get even laggier with more lights now

jade briar
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It is

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Not if it's broken as hell tho nyehehe

balmy chasm
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Glad it's not broken for me :3
(with old Adam's lights)

tawny elk
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I’ve become really concerned that even with sharing rtx confs, there appears to be a difference in visuals as @ember river discovered.

jade briar
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Ye old adam

tawny elk
jade briar
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I'm gonna be honest. Your lights are super bright for basically everyone except you

balmy chasm
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If we're protesting, than I'm not happy about Adam using AE for setting up lights

jade briar
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I use ae

balmy chasm
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You don't set up lights

tawny elk
ember river
tawny elk
balmy chasm
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I want to set up scene with fixed exposure and make users decide for themself if they want to use AE or not. But if you prove you made AE work really smooth - we can rewrite rules for that

tawny elk
tawny elk
balmy chasm
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I just saw you saying you have AE ON right now

tawny elk
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I do not. I believe Burrito does.

ember river
balmy chasm
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Overbuffed light samples somehow

tawny elk
ember river
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Yup, it is a ReSTIR thing, cause when I disable it, I get a clean view

tawny elk
# tawny elk That’s a lot of fireflies (?) going on.

Reading some documentation from Pixar on this, it can be caused by a light source being too close to an object.

It's usually best to track down the source of the fireflies and eliminate it. Often these come from geometry which is very close to a light source which makes them so bright, that they'll strongly illuminate the scene through indirect contribution.

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Which I do know for a fact, that many sources are very close to geometry.

balmy chasm
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But they appear on trees. Guess they're not illuminated at all?

tawny elk
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Oh yea, those have no lights.

ember river
tawny elk
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But from this article it still could be from sources being too close to geometry.

tawny elk
ember river
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But on my case it is really ReSTIR stacking too much lighting by mistake. When disabled it goes away. It happens gradually over frames too (roughly 1 second), when enabling/disabling

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Yeah maybe we should start asking ppl with the same problem, which hardware and driver version they're using

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Maybe getting some more data can help

tawny elk
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I’ll setup a test rig for it tonight

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Place lights increasingly close to a surface and see if it triggers the problem.

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Or y’all can setup one 👀

balmy chasm
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Nah, it sure works. But such fireflies only appear around the light source

tawny elk
jade briar
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Uh huh

tawny elk
jade briar
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Uh huhhh

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Time to downgrade

safe patrol
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it'd be an upgrade for me so I'm ok with it

tawny elk
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Could we get a test/benchmark scene put together to test what performance/bugs we get with various configurations?

ember river
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Would be nice

ember river
tawny elk
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Is there a race replay mode in u2?

ember river
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Hm I guess, let run a race real quick and see if I can save the replay

jade briar
ember river
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Nah I'm still in heaven with the old cfg

jade briar
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Yep

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Here's a crazy ideo

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Idea

jade briar
dusty grove
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where are downloaded that? when i download from release page its old one (im noob in github soorry)

ember river
ember river
dusty grove
jade briar
dusty grove
jade briar
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Nah it's a remix bug

dusty grove
tawny elk
jade briar
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@ember river I have reported all these bugs to mark. I have spent hours looking for a solution on the user end, but nothing. You shouldn't waste time on this.

ember river
jade briar
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The engineers for the renderer are already working on it

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I hope

ember river
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I'm lead to believe that its gotta be some specular+indirect bounces issue from many settings I've messed around, but most notably right now I disabled secondary bounces in the Rendering > Pathtracing > Integrator and all the overbright went away

jade briar
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Yeah, I did discover that.

tawny elk
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Wonder if reading some ReSTIR papers will help

dusty grove
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can someone send traffic lights (texture on car), can see them on repo but, there is no textures for them on github, obv cuz they are not released

jade briar
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I think they're not merged into the main mod.usda

dusty grove
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yes but i did that subLayers = [.... problem is no texture (on github), so no lights

jade briar
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Lights don't depend on textures

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Unless you're talking about emissives

dusty grove
jade briar
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Ah yes

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I think @safe patrol is responsible for that

safe patrol
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you talking about player car or traffic cars?

dusty grove
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traffic

safe patrol
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those are merged into main

dusty grove
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player will be nice too

safe patrol
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player is more complicated. I've got emissives for a lot of player headlights and tail lights merged in main but there's till a ton to do.

tawny elk
dusty grove
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ok but when i try github version of traffic emessives, they are broken, textures become grey, and red

safe patrol
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github is extremely WIP and stuff isn't guaranteed to work from there.

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If you don't know how to adjust and edit usda files I recommend using the release build.

dusty grove
safe patrol
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they're all right here

dusty grove
safe patrol
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ok make sure the traffic.usda is pointing to the right folder where you have those textures.

tawny elk
dusty grove
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oh i mean this emessive texture, i cannot see traffic while driving. this happend after adding traffic usda btw pic2. That's why im asking for textures for those traffic, because clearly they aren't on github page or release page.

safe patrol
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hmm. I'm not sure what's going on there if you have some traffic working and others not? Is anyone else experiencing that?

tawny elk
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It can be temperamental sometimes to get it to work. Not sure why

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I feel like it just doesn’t load the usda from time to time

dusty grove
safe patrol
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I gave you the link to the repo where all those textures are. Make sure they downloaded properly and are in the directory referenced by the traffic.usda

dusty grove
safe patrol
dusty grove
safe patrol
dusty grove
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subLayers = [
@./adamplayer.usda@,
@./wet.usda@,
@./traffic2.usda@,
@./gu_textures.usda@,
@./eman.usda@,
@./burrito.usda@,
@./player_car_lights.usda@,
@./traffic.usda@,
@./materials.usda@,
@./ExtMod/world_sprites.usda@
]

safe patrol
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why is it called traffic2.usda?

dusty grove
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cuz already had one traffic from adam like lights

safe patrol
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oh yeah that's bad. you've got duplicates then.

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get rid of traffic2

tawny elk
dusty grove
tawny elk
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Wonder if we can see which part is failing

dusty grove
dusty grove
ember river
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This is bad. If you know git and how to use it in a terminal, can you do:

git stash push --include-untracked
git checkout main
git fetch
git reset --hard origin/main

Then copy the rtx-remix-defaults/rtx.conf into your game folder next to speed.exe?

This all assuming you've already installed all the dependencies listed in the README.md

safe patrol
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yeah you've got a huge mess in there, no wonder it's not working

ember river
tawny elk
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@dusty grove Wipe your rtx-remix folder clean and just use the release from the repo.

tawny elk
raw wedge
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hi

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where is the download link

dusty grove
ember river
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Alright the compression algorithm will screw up everything

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But there are some red bits in some alpha blended/tested things like trees, car window, etc.

tawny elk
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Is that with the bug occurring?

ember river
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Yup

tawny elk
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What’s the spatial reuse look like? peepoG2

ember river
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It is quite stable so I just took a picture

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Sadly I can't think of a control sample test since any methods to make the bug go away rely on disabling ReSTIR somehow (disabling itself or disabling indirect bounces)

tawny elk
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Could you give a reference of what the scene looks like without ReSTIR on so I know what parts are expected to be bright?

raw wedge
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how can i open the menu

dusty grove
raw wedge
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pls

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how can i

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open the

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menu

jade briar
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Alt+x

ember river
raw wedge
tawny elk
ember river
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Oh, wait

jade briar
raw wedge
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no

ember river
jade briar
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Then you didn't install it correctly

safe patrol
raw wedge
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i have problem

jade briar
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I'll say again. You didn't install it correctly

raw wedge
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i cant open the nvidia experience

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btw

jade briar
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That's a different thing

raw wedge
ionic prawn
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its dark

tawny elk
# ember river

Could you try disabling enhanced materials and then see if the ReSTIR bug occurs?

dusty grove
jade briar
raw wedge
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i cant change my res

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max 1280x1024

ember river
tawny elk
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~~ Is it okay if I make a sub thread for the ReSTIR bug? I don’t want the info to get lost in the troubleshooting. @jade briar @ember river ~~ can’t make one here sadly. My b.

dusty grove
ionic prawn
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@ember river baixei o ultimo e ainda ta sem as luzes de farol e tudo escuro

ember river
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Sure.
Actually, disabling the materials seems to have done a great job. I'm just not sure if it is how the game is intended to look like

raw wedge
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i did everything

ember river
jade briar
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So we literally just have to wait it out

raw wedge
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maybe rtx remix dont working on the rtx 3050

ember river
dusty grove
tawny elk
tawny elk
dusty grove
raw wedge
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nah

jade briar
raw wedge
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didnt work

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again

jade briar
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Use brain

ember river
raw wedge
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:(((

dusty grove
# raw wedge didnt work

what is actually happening, ur game launching but no rtx effect, u can activate menu Alt+X?, or game not starting?

raw wedge
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game starting

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but i cant open the

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menu

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and i have no rtx effect

dusty grove
raw wedge
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im gonna install again

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i swear the god

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install everything

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but not working

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WindowedMode = 4

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is that true ?

tawny elk
tawny elk
raw wedge
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OK

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now

tawny elk
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I forget how to disable the automatic emissive textures.

raw wedge
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game is

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not starting

dusty grove
tawny elk
raw wedge
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yeah lol

dusty grove
raw wedge
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i think i found the problem

dusty grove
raw wedge
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im gonna delete the game

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thanks for everything

safe patrol
raw wedge
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yeah rtx 3050 mobile

dusty grove
tawny elk
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Rule 3

jade briar
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Basically

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Start reading from here

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#general-remix message

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Here's all the info I was able to get.

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Add whatever you want, and make a ticket.

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But there's an internal ticket already filed.

tawny elk
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It’s so quiet now 👀

pallid river
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Anyone got an rtx.conf for this game?

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Looking to get Underground 2 set up

tawny elk
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Check the pins NODDERS

pallid river
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Totally forgot 😆

pallid river
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Got it all working

pallid river
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Is this what it's supposed to look like after importing mods.usda?

jade briar
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Probably not

torn star
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What’s the software for editing and setting lights in usd files?

ember river
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Check the #1095534398134300682 pinned messages

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There are some tutorials and stuff to look at before beginning

ember river
pallid river
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Think I found out why the floor is sky blue

ember river
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needs approval

ember cobalt
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coolio

pallid river
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I didn't figure out why the ground is blue

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thought it was this

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Looks like it's also broken in the game too darn

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Enhanced materials just turns everything into plastic

severe solstice
pallid river
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All I did was drag and drop the files man 🥹

jade briar
pallid river
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Any other settings that explicitly need to be off?

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And how does that affect composer since I'm getting the same issue there?
Do I do a recapture after fixing my settings?

jade briar
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Most things should be off except for world details, and horizon fog

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You shouldn't need any captures

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Unless you're trying to replace textures

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Then yeah

pallid river
jade briar
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Strange

pallid river
jade briar
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Probably remix isn't able to find the path to textures

pallid river
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That's what seems to be occurring in usd composer as well

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I have everything from repo in my root game folder

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Hm windows is saying the .dds are invalid

jade briar
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Try opening them in Photoshop or nvtt

pallid river
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That's how I saw they are invalid

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besides preview not working

jade briar
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What did you open them in?

pallid river
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which works for all other games .dds textures

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lemme try nvtt as well to be sure

jade briar
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I said it before. I'm gonna say it again

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Try opening them in Photoshop or nvtt

pallid river
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nvtt

severe solstice
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60+ fps without dlss with my new 4070 ti Pogchamp

jade briar
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E-man

pallid river
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uh oh

severe solstice
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2k

pallid river
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nice

jade briar
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Wtf

pallid river
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yeah I get 51 at 2k on the title screen garage

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I'll redownload the repo in case I got a wacky one off

modest obsidian
severe solstice
modest obsidian
jade briar
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Yeep

modest obsidian
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You have to properly git clone it for now at least

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Unrelated, dust and smoke effects tank the shit out of performance for me

modest obsidian
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Generally at around 60 but when I'm driving behind someone on a dirt track it's dropping to 40s

pallid river
#

dafuq

severe solstice
pallid river
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4080

dusk mango
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How to play

pallid river
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ALso what's with your skybox

severe solstice
pallid river
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lovely

ember river
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Hey, yes the zip download option isn't working. I have to fix that missleading README.md. Right now, if you want the game to work properly, you have to install all the dependencies as usual like in the Hell's video, but the mod part you must git clone, maybe checkout into main and pull everything.
The problem is that .dds and usd binary files aren't stored in the repo itself. Under the hood, it uses Git LFS to store them in another Large File Storage server while in the repo it only keeps a text file pointing to the actual .dds file. It will download, checkout, and perform all versioning stuff transparently, it is just the zip download that saves space.
If you download the zip´, you probably still can do a git pull (if you're in the main branch) to dl all the actual .dds files

pallid river
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Yeah I'm following the git setup now and saw that in the readme

ember river
# pallid river lovely

This is a known bug when copying the link from the site and using git bash on windows. It copies some hidden characters before the https. Paste on a text editor and copy again

pallid river
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I didn't copy and paste is why I'm confused

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I saw that as the issue but if I manually typed then huh

severe solstice
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I just tried dlss and it only worsens the image does not increase the fps

ember river
pallid river
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Nope I typed it.
I did it after deleting the $ filled by git bash and it worked for some reason

severe solstice
ember river
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How do you guys managed to get day mode? Technically speaking. Is it a directional light bound to some global mesh or something?

severe solstice
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burrito know about that

ember river
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Imagine in the future being able to write, say, Lua scripts to control a day/night cycle 🤔

pallid river
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didn't work the first fetch gonna try again

ember cobalt
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if modifying mod.usda didn't cause huge lag spikes, you could just write a python script to update the value every second to make a fake day/night cycle

pallid river
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I see the problem.
git isn't actually installing the repo?

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mmm I had residual files and it got mad

ember river
pallid river
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There was it was cause checkout main got mad that I didn't remove all old files

ember river
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unstaged files you mean?

pallid river
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deleted old files and now it's running

ember river
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just throw them at the stash and blow them up

git stash push --include-untracked
git stash clear
pallid river
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All installed now checking game

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I'll check composer now

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composer looks good

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what's the recommended cm^2 setting?

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500 doesn't look far off

ember river
ember cobalt
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sadly no, it's just a hack that'd be running in the background

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for example, to launch the game, you'd run a bat file that launches the game and also starts the python script that modifies the mod.usda file

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then it'd just be running in the background, constantly modifying the usda file to simulate a day/night cycle

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it could also change the sky texture

ember river
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I see, sadly the changes to file require reloeading of the mod

ember cobalt
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yeah, and each time that file is reloaded, it takes about a second to work

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it'd be insanely stuttery

ember river
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If that worked and the user didn't had to reload the mod, the same concept could be used to watch for materials in player's cars and change roughness to smooth, since for each car customization the materials get a random hash due to how the game builds the car albedo texture during runtime

ember cobalt
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the mod reloads automatically btw, if that wasn't clear

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any time the file is modified, it'll automatically reload

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it's just slow

pallid river
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^^

ember cobalt
pallid river
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Unstable hashes suck

ember river
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Hm... in my experiences I had to manually disable/enable enhancements, but I didn't wait long enough I guess

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anyway, a form of scripting is a must for rtx-remix, I see

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USD is meant for static scenes afaik

ember cobalt
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the usda files definitely aren't intended for things like day/night cycles 😛

ember cobalt
ember cobalt
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it's totally unusable for gameplay, but it'd make a nice demo

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i did test remix with reloading the usda file hundreds of times over the span of an hour, it never crashed. it should be fairly stable

slate surge
#

Unironically how data caps work

tawny elk
pallid river
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So I'm assuming for something like this where the texture file encompasses multiple objects, it wouldn't be possible to add proper material to them?

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I'd just have to edit the individual aspects of each object like how the trashbag is I'd assume

tawny elk
pallid river
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I tried using chainner to upscale that image with an onnx model and as soon as I hit run my pc crashed

ember cobalt
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did you have the game open at the same time?

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upscaling is very VRAM intensive

pallid river
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I figured it was because I had the game and composer open at the same time

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Didn’t leave a dmp so can’t say for sure but that’s my first guess

ember cobalt
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most likely

pallid river
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First time upscaling an image
before I get too far, can I even upscale assets in UG2?
Like change a 256x texture to 512x or higher?

tawny elk
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Yep

pallid river
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Cool

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Now I just need to figure out how I replace the original with that one

tawny elk
#

Material replacement is what you want to search for PeepoInvestigate

pallid river
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Okey dokey

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How do I get the proper format to save my upscaled image as?

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When I throw it into nvtt does it show me the format or is it just showing what it would export it as?

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Ok I found that it does show me awesome

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Crashed pc again when running upscale back to back

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I upscaled as 512 and it spit out a 1024 wonder if it means it doubles the input res then

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Nope seems to always spit out as 1024x must be the model doing a 4x and tile size is for the model to work properly

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hmm the upscaling doesn't use any resources when running wondering if it's 3rd party application causing crash

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been having a problem with afterburner causing restarts after crashing gpu driver so I'll try it with it closed

ember cobalt
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@pallid river also, why are you using onnx?

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it's slower than pytorch (pth files)

pallid river
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@ember cobalt Just the first one I saw with chainner

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where woukd I use pytorch?

ember cobalt
#

you'd download the pytorch version of whatever model you have from here: https://openmodeldb.info/

then set it up like this in chaiNNer:

ember river
#

@tawny elk my buoy, think I can't approve this PR for now. The lighting has gone wild. There is something weird going on, everything is sparkling bright 🤔. Found another of those bright shines near this region, and beacon hills + jackson hights lighting is waaay overbright. Not to mention that everything has just become very yellowish. Somehow the game unlocked mexico tonemapping.
I don't think it is something with your work, given by your pictures. Seems to be an issue that only happens on my end. Could someone else try this PR?
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/62

GitHub

Using this new branch to merge Adam's WIP as to not delete the original "Lighting" branch.

jade briar
ember river
#

Nope, but I tested earlier without the mod_lights.usda file (I suppose his lights are in this file). IIRC I recorded the video without them.

jade briar
#

I don't think having two different lights originating from a mesh is very optimal

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With that said, Adam also said that he has to go back to heights area and adjust the lights there, so that's that

ember river
#

Well I just tested combinations w/wo mod_lights, w/wo adamplayer.usda, and w/wo the 01_lights directory and the only stable setup is using mod_lights.usda only 🤔

jade briar
#

That's a fat L for adam

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Someone respawn hellraven

ember river
#

Haha no, its got be something else. The guy is an electrical engineer, I'm sure he knows some stuff. It is visible from his pictures that the game looks pretty on his end.
If we manage to find what is going on, at worse it might be probably just a matter of writing some automation scripts to adjust everything

ember cobalt
#

i've suggested it before, but have you guys totally swapped configs and see if the issues still remain? like using adam's rtx.conf, usda files, and whatever else?

ember river
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I've tested with the old one that comes in the 0.2.0 rar release and the new one added by adam (which only changes the scene scale to 0.01)

tawny elk
#

Have you tested it with my repo?

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Lemme zip it up and post it here and ya'll can test it

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I'll delete the file in like 15 minutes so people don't start depending on it

ember river
#

Awesome. Maybe the usda structure setup is weird, since I merged with the stuff we have on the other repo.

tawny elk
ember river
#

As of now, looking at the behaviour, it seems to me that the lights are duplicated. It is noticeble from the main menu already (the overbright)

tawny elk
#

I'll just DM you the files 👍

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Let me know if that whole setup works.

sharp sinew
tawny elk
#

@ember river PAUSERS Did it work?

ember river
#

Aaaaall right, now we're cooking with gas

tawny elk
ember river
#

Thing is, I'm trying to track what exactly changed so drastically to make all the difference. The rtx.conf you sent mt is veeery different from the one in rtx-remix-defaults/, but there is something else too

tawny elk
#

I diff'd it a few days ago and it seemed like mostly postprocessing differences

ember river
#

Alright, so, with your rtx.conf, all the sparkling artifacts from the video (prolly from ReSTIR) go away, but it all must run together to work properly: rtx.conf + gameReadyAssets. The dxvk.conf and bridge.conf makes no difference

tawny elk
ember river
#

Now the problem is: How to merge everything again

tawny elk
#

Does it not work with just my rtx conf?

ember cobalt
#

can someone send me Adam's conf, and also the one that's supposed to work?

tawny elk
ember river
ember cobalt
#

if you were to just plop the textures from the release config into adam's config, would that be sufficient? what exactly is different in the release config that prevents you from just using adam's?

ember river
# tawny elk Does it not work with just my rtx conf?

To work nicely the usdas must be the same as you've sent me, and must be using your rtx.conf.
Probably something got messed up when you restructured the work from your repo's usda with the our repo's in the Lighting branch
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/Lighting

GitHub

RTX Remix mod for Need for Speed Underground 2. Contribute to Ekozmaster/NFSU2-RTX-Remix development by creating an account on GitHub.

ember river
tawny elk
ember river
#

Hmm I think it might be easier to merge than we think. The contents of the usda folder are easy to plug into our mod.usda, the remaining is work on external files like adaplayer.usda, materials.usda, etc. that requires a more careful look

ember cobalt
ember river
#

Well, copying just the usda director results in almos no changes:

ember river
tawny elk
tawny elk
#

Idea: would it be better to make a PR weekly with the changes I've made in my repo rather than trying to keep them in sync?

ember river
#

If you zipped your most up to date stuff, after merging this branch you could migrate and start working on branches and PRs from our repo. On my previous job, we used to work with short lived branches of up to 7 days. It is just awesome. Reviews are shorter, conflicts are rare and small, the commit granularity was great, all good

tawny elk
ember river
#

np. I'll do my best to merge everything

tawny elk
#

I appreciate it. aww

tawny elk
ember river
#

usually it is best to work by context. A branch meant to a clear purpose. Ex: Fixing ReSTIR overbright issue, adding lights to east tunnel, performance shop lighting...

#

with "context" being something doable in a week

#

it is not a hard rule, just a guide. That is because, following Kanban methodolies and metrics, a week is the point in which tasks begin to lose predictability. After that, the task might take 3 more days or a whole months, and in project management, predictability is key 😉

tawny elk
#

Yea the whole massive import of lights kinda confuses me HAhaa

ember river
#

Could you describe roughly why adamplayer.usda from your repo is 35kb while the one in our repo's Lighting branch is 175kb? Just so I know how to merge them properly

tawny elk
#

Prob could use windiff to check the difference. But I assume it's that I put the elements in that file in their respective usdas rather than there.

ember river
#

actually, the merge will be smoother than I expected. The only real file that needs to be merged is adamplayer.usda

tawny elk
#

What's the conflict with the merge?

ember river
#

None, I'm just comparing the files with VSCode and checking their content. At the end as our repo is merged with contributions from everyone, the only changes we need from your repo is the rtx.conf and the adamplayer.usda file, I guess

tawny elk
#

Neat peepoG2

#

I'd always lean towards the latest file when it comes to my work. It's rare that things get worse over time. ||Except the whole inputs: bit HAhaa ||

#

Where's our PM? Wouldn't a github project be very suitable for our workflow here 👀

ember river
#

@jade briar

tawny elk
#

This would make things way easier to know what's going on. Even if it's just the basic trello board implementation

#

Oh and it allows for multiple repos to be used Pog

#

@ember river is it good practice to use an issue to show progress of a section someone has been working on? Then once it's completely implemented, it's closed and turned into a PR.

ember river
#

Well that would be awesome. I was thinking about using trello, Jira or something like that, but was taking it slow so the team could get used to all the tools and workflows, but never occurred to me to use GitHub issues for that 🤔
Seems like a great idea

#

Simple and efficient

tawny elk
ember river
#

Aight mate, just pushed a new commit merging everything in lighting-merge. Can you review it and check if everything is in place? The rtx.conf is in the rtx-remix-default directory, I just changed a couple of stuff like DLSS to performance mode. Should, if I didn't mess anything up, run the same as the game runs in your repo 🙏

tawny elk
#

I get a bunch of conflicts when trying to do stuff with the branch in the github desktop so I'm just going to add comments to the "review" if that works.

#

might just wipe my local repo and then redownload the lighting-merge branch if you'd prefer me to make the changes

tawny elk
ember river
#

So, the idea is to you boot up the game and check if the game looks the same. You'll need to wipe your repo from it and add ours, just back everything up first 😉

#

Also, if there is some work that got lost during the merge and overall if it looks decent

#

btw, what did you change in your RTX conf that made everything so dark? I'm back on main branch using your rtx.conf and, before the lighting was ok, but now it is all dark.
Before I could bump 240SX headlights from 400 to 800 and could see a lot. Now I had to bump all the way to 5000

tawny elk
#

Prob the tonemapper exposure. The earlier ones that Burrito had used were set at 10. By default it's 0.75.

ember river
#

Hmm... I've been messing with exposure and such, but it doesn't produces such a huge effect

tawny elk
#

Also I have pretty much everything that would modify the exposure disabled/set at 0.

tawny elk
ember river
#

I like the view. This thing is slownly turning into an wallpaper engine

tawny elk
#

Slowly turning into ReSTIR showcase KEK

#

I'm curious to see which part of the map becomes most wallpaperesque once I'm done with it. It's a tossup of the riverfront in beacon hills, Fremont Street, or maybe the one of the dense urban areas.

ember river
#

This casino one is surely my favorite. I like city center's main avenue between the tunnels. The airport sure gives some cool vibes when standing next to that huge bright window fassade

#

Alright, gotta go to bed

tawny elk
balmy chasm
#

*Good morning though 🥲 *

elfin beacon
#

Gm

tawny elk
#

FeelsStrongMan what is sleep

jade briar
#

guys

#

help

tawny elk
#

What’s up

jade briar
#

So

#

Lets say I want to merge your repo

#

With eman's

#

How

balmy chasm
#

By rewriting paths

jade briar
#

how

balmy chasm
#

Well, you start by adding his .usda as a sublayer for mod.usda

#

Like this

tawny elk
jade briar
tawny elk
#

Is that a full install of my repo?

#

Including the rtx conf

jade briar
balmy chasm
#

@tawny elk Which .usda's on your repo contain lights? Seems like just mod.usda and adamplayer.usda are not all of them

tawny elk
#

The entire usda folder has light USDAs

balmy chasm
#

But it seems like you haven't referenced them?

tawny elk
#

Oh there’s a 01_lights.usda

balmy chasm
#

Do you mean 01_buildings.usda?

tawny elk
#

Yep

#

I think

balmy chasm
#

Also don't forget that 02_materials has exactly the same named 01_buildings folder

tawny elk
#

My usda references:


(
    metersPerUnit = 0.01
    subLayers = [
        @./usda/01_lights/01_buildings/01_buildings.usda@,
        @./usda/01_lights/02_roadways/02_roadways.usda@,
        @./usda/01_lights/05_global/0105_Global.usda@,
        @./usda/01_lights/04_unique/0104_unique.usda@
    ]
    upAxis = "Z"
)```
balmy chasm
#

Aaaahhh

#

Got it

jade briar
#

I gotta send screenshots to nile today

tawny elk
#

I won’t be able to do much till later this evening EST

#

If you drag the unique usda above the global usda, you can get the 6500k roadway lights.

balmy chasm
jade briar
#

huh

tawny elk
balmy chasm
#

Even though now I'm not sure you have emissive on 1 🥲

tawny elk
#

Do y’all just want me to push a release on my repo that you guys can use?

balmy chasm
#

I wanted to see how bad things can get for me. But seems like that's not on your side

balmy chasm
#

Now I question E-man, because I have stock ReSTIR settings and enabled

tawny elk
#

What card do you have?

balmy chasm
#

3070ti

tawny elk
#

Per burrito it shows up in reference mode on higher end cards.

balmy chasm
#

E-man got 3060ti, doesn't he?

tawny elk
#

I think it’s a 3060.

tawny elk
balmy chasm
#

Also do you know if higher sublayer rewrites entire mesh content of one specific hash, or it just adds them to the following layers (in case they overlap)

tawny elk
#

Its additive

balmy chasm
#

So you can like add 2 exactly same .usda's as sublayers and get double the brigher lights?

tawny elk
#

Yes if they have different file names

#

I’d suggest adjusting the exposure or AE to get the scene to be brighter tho

#

Lemme know if that works 👍

#

Thought you were trying to brighten things up

balmy chasm
#

Nah. I just didn't know about this aspect

ember river
#

Morning ppl

#

I see u've been busy guys
About the repos merging, this is what the lighting-mergd branch is doing, merging both repos so all Adam's content comes to ours

#

Did someone else try this branch?

jade briar
#

This is the screenshot I'm thinking of sending to Nyle

balmy chasm
#

Yet not sure about bloom

jade briar
#

hmmmm

balmy chasm
#

Also you mi-i-i-i-ight want to disable ACES finalize

jade briar
#

It has been sent

ember river
#

You gonna send one only?

jade briar
#

He asked for one

#

Adam player try not to make piss yellow lights challenge (hard)

ember river
#

What is the purpose of those screenshots anyway?

balmy chasm
#

this

ember river
#

Well, I think this is time to show the best we can. Might result on ppl growing eyes on the project

#

Some wallpaper worthy ones 😉

jade briar
ember river
#

Heelll yeah

#

How do you get those angles with the game camera without culling kicking in and eating the car wheels and whatnot?

jade briar
#

Use zolika's mod menu

#

also u missed one texture

ember river
#

Wut. Your build is outdated

jade briar
tawny elk
tawny elk
ember river
#

Nice, the daylight mod is also a pretty cool showcase

tawny elk
safe patrol
safe patrol
#

ah, ok. Just wanted to be sure.

jade briar
#

Nyle wanted the day version. So I said sure.

tawny elk
#

The bounced daylight filling the scene looks so good.

jade briar
#

Man

#

The god damn lighting

#

Adam

#

Bro please bro

jade briar
#

We're moving away from the original look with this.

safe patrol
#

I'm ok with moving away from the original look in the name of realism, personally.

#

as long as it looks good, that is

jade briar
#

To me, honestly doesn't look that good.

#

There's something up with the street lamps. They're wayyy too bright

#

I'm once again asking to use hellraven's lights as a reference.

tawny elk
jade briar
#

Yeah but. That'll override every light, wont it?

severe solstice
#

bright lover aww

jade briar
tawny elk
jade briar
#

hmm

#

Also. Less bright.

tawny elk
jade briar
#

This was honestly a high. I don't think we can top this.

tawny elk
#

Hm. Was it hell that’s in Europe?

jade briar
#

Yes.

#

He's in germany, I think

tawny elk
#

I remember us talking about this a month ago. He has a different reference on what urban lighting looks like and it shows in his lighting style NODDERS

jade briar
#

Okay. Here's the thing

#

Hold on lemme find the thing

ember river
#

Hm...I like the yellowish tones, mimics some references from forza horizon 5's north city (forgot the name), but I must agree with the lighting being way too bright

tawny elk
#

It has overrides for the roadway lighting that makes it more “cinematic” and cooler

ember river
#

My mod .usda looks like this in the lighting-merge branch rn

tawny elk
#

Hmmm I think my usda references all those lighting usdas already unless you changed it

safe patrol
#

oh that would explain it, since it would double them all up right?

#

it's cumulative?

tawny elk
#

Yea, but they might just be too bright for their tastes as well shrug

safe patrol
#

probably both

ember river
#

The main menu is also over exposed

safe patrol
#

sigh. I broke something and now remix won't launch at all 😦

tawny elk
tawny elk
safe patrol
#

updating my graphics drivers and then I'll try again

tawny elk
#

Okay so for alternative lighting styles:

  • Cinematic checkmark
  • Japanese?
  • Euro?
  • Cyberpunk?
  • Pure checkmark
dusty grove
ember river
#

I see. Maybe the light is just too wide

jade briar
#

So these are hellraven's lights. With remix devs blessing us with the option to quickly enable and disable rat racing, you can easily compare how it looks.

ember river
tawny elk
dusty grove
tawny elk
jade briar
#

You don't have to go for EXACT

#

Just something that's easier on the eyes

#

Especially with the brightness

ember river
#

I'm not too fan of the game's original. It is very washed out. I like your concept for accurate urban lighting, it is just a matter of a tiny nudge towards less bright, IMO

safe patrol
#

Yeah I'm ok with changes to coloration in certain places where it looks better or more realistic but I like the darker look overall

ember river
#

I'll write some scripts to replace all intensities to a multiple like 0.75, for testing purposes

safe patrol
tawny elk
#

It has CCT tuning as well

jade briar
#

Here's adam's

#

ooh I never noticed the new grass texture

tawny elk
#

You asked me to give them spaced out look earlier

safe patrol
ember river
#

those medians are mine. Added couple weeks ago

safe patrol
#

There ya go. Yeah big improvement.

tawny elk
safe patrol
#

we need to go through and update the rtx.conf texture categories for a bunch of things. There are some sky textures that need to be flagged, and there are a bunch of textures that I've added emissives to that are flagged to add lights.

jade briar
ember river
#

Well, I lowered the intensity to 25% for 02_roadways.usda and bumped temperature to 1.3x and I like what I see, it is a mix of them two 🤔

#

I just wouldn't like to use innacurate values just to adjust the look. Tonemapping and color grading posts exists for that purpose

#

maybe we can keep the values for colorTemperature, lower intensity, and compensate with a color grading less yellowish

tawny elk
tawny elk
#

Unless you mean color temperature

ember river
#

speaking of color grading, found some cool values that looks somewhat decent to me, but my view is getting saturated and I would need to rest my eyes for a moment before making further tweaks

tawny elk
#

Hm. Should I be using the global tonemapper now that I think about it more

ember river
#

Alright so, saturation can be set to 1.
This rtx.conf has those settings now. That, together with the lights at 25% should get the lighting the a nice good looking point. There are still some points very yellowish in the city, but adjusting the color grading for them would make everything else weird, washed out or out of balance. Those could be adjusted by hand later

#

Sry for the flooding. Just wanted to keep some references of how the game looks now on different points in the city center

sharp sinew
tawny elk
#

I think the diversity in color temperature is getting dialed in well. The older areas are much warmer and dim, while the modern ones are full of light.

ember river
#

I'm really enjoying it now

tawny elk
tawny elk
timid prairie
#

Quite interested to try it out myself soon, but this will not happen this week because I am currently in Moscow for treatment due to kidney stones, for all my time there (and I have been there since June 30) I feel like hell, the very long-awaited operation to remove kidney stones is expected to happen on July 11, and honestly to me I can't wait to get out of there as soon as possible, A catheter, Bloody urine and pain in the left side of the abdomen is not what I would ever want in my life, ESPECIALLY a CATHETER, if I manage to survive it all, then I will be EXTREMELY interested in trying it all myself, even if I can't set everything up right the first time

blazing bone
#

@jade briar why didnt you apply the translucent shader to the glass yet?

jade briar
#

I have to figure out the whole github workflow

ember river
jade briar
#

I wanna learn

#

"How bad could it be."

safe patrol
#

github desktop makes it pretty easy

ember river
#

Oh man, I just had some expectations broken

#

Would be magical if someone had figured it out, but sadly the mod doesn't

jade briar
tawny elk
#

Yea there are ints for the hq lod distance and a lq lod distance in the exe

ember river
#

Maybe the mod author could be contacted, see what he have found

tawny elk
#

I asked him if he'd do a comission to get rid of culling and he didn't answer

ember river
#

Hmmm interesting

ember river
tawny elk
jade briar
ember river
#

Well that would be nice. Maybe through some other media too. Guy has a patreon, yt and discord channel

tawny elk
#

Unless this is it monkaW

ember river
tawny elk
ember river
#

Hahah nice. Are all the logics compiled in the SPEED.exe or there are some DLLs with hints for function names regarding frustum culling and stuff?

tawny elk
#

Everything is in the exe afaik

ember river
tawny elk
#

The memory address for the DoCulling points to a string

#

"LOADING_REGULAR_SECTIONS"

#

There's this string above it:
"\\\\Eac-proj7\\RACING-BLD\\PrecullerBooBooScript.hoo"

#

Hmm... PeepoPlotting

ember river
#

What is this DoCulling?

tawny elk
#

It's xref'd into that object with all the pointers

#

I've had the realization

#

That the whole time I was looking for the camera to have been doing the culling

#

But the answer isn't an explicit culling function dependant on the camera. Rather it's done with the map loading.

#

undefined ** FUN_005d3de0(undefined *param_1)

{
  undefined *puVar1;
  undefined **ppuVar2;
  
  if (DAT_00883d9c == '\0') {
    DAT_00883d9c = '\x01';
    ppuVar2 = &PTR_s_JACKSON_HEIGHTS_00800c38;
    do {
      puVar1 = (undefined *)??SetSkybox(*ppuVar2);
      ppuVar2[1] = puVar1;
      ppuVar2 = ppuVar2 + 2;
    } while ((int)ppuVar2 < 0x800ca0);
  }
  ppuVar2 = &PTR_s_JACKSON_HEIGHTS_00800c38;
  do {
    if (ppuVar2[1] == param_1) {
      return ppuVar2;
    }
    ppuVar2 = ppuVar2 + 2;
  } while ((int)ppuVar2 < 0x800ca0);
  return (undefined **)0x0;
}
#

This likely goes through the pointer list and does all those functions HmmNote

pallid river
#

oof

ember river
#

This code seems to be related only with skybox loading. No sure what you're pointing to

tawny elk
#

The **??**Skybox is a guess at what it does

#

@ember river are you comfortable with cheatengine?

ember river
#

I know it has some capabilities to memorize pointer paths and stuff to generate trainers

jade briar
#

Hey @ember river

#

So about the road textures.

#

Can you make them

#

✨ Shinier ✨

ember river
#

Sure. You mean, more reflections?

jade briar
#

Yeah low reoughness

ember river
#

I'll see what I can work with. Have some cool ideas

jade briar
safe patrol
jade briar
safe patrol
#

transparent/translucent windows. Instead of grey.

jade briar
safe patrol
#

oh? where?

jade briar
#

Ah

#

It was the first texture e-man made

#

lemme find it

safe patrol
#

yeah, that one was still grey for me

#

I edited it to make these

jade briar
safe patrol
#

oh, material problem, not texture problem

#

well...I fixed it texture side? I guess?

ember river
#

So @tawny elk, for us to move forward with merging your stuff, what are the next steps? Are you going to make those changes in intensity, want me to pass the script and merge, would you like to review first?

tawny elk
#

Uh

ember river
ember river
jade briar
jade briar
#

I guess I'll use the old textures I made for now.

ember river
#

Shouldn't take too long actually. For when do u need those?

tawny elk
jade briar
ember river
#

Alright then. I'll keep them at 30% intensity, but I'll only apply to the 02_roadways.usda file. Later on if something isn't quite right, we can adjust the same way

tawny elk
jade briar
ember river
jade briar
#

Ahh

tawny elk
#

_We're all learning here aww _

jade briar
ember river
#

Ok. Gimme a second

tawny elk
ember river
#

It will take more than 5 mins actually, since I need to open and paint the roughness for all variations and stuff, but should send to you in a hour, maybe, ok?

ember river
#

even though the map might be loaded in chunks (say, jackson heights, beacon...) it should still work well enough for us

pallid river
#

Any way to easily tell which textures are modified and which are stock

#

when looking in composer

tawny elk
pallid river
ember river
#

Well, somehow the tools know how to parse the binary data. Another thing that could be done via scripts

tawny elk
ember river
tawny elk
#

Sorry I should add more context to that

ember river
#

Hm so that SetSkybox thing u guesses had nothing to do with skyboxes, rather, it returns which one wants to be loaded?

tawny elk
#

{
  undefined **ppuVar1;
  undefined ***toLoadMapChunk;
  
  if ((char)PTR_00883d9c == '\0') {
    PTR_00883d9c._0_1_ = '\x01';
    toLoadMapChunk = &PTR_s_JACKSON_HEIGHTS_00800c38;
    do {
      ppuVar1 = (undefined **)??LoadWorld(*toLoadMapChunk);
      toLoadMapChunk[1] = ppuVar1;
      toLoadMapChunk = toLoadMapChunk + 2;
    } while ((int)toLoadMapChunk < 0x800ca0);
  }
  toLoadMapChunk = &PTR_s_JACKSON_HEIGHTS_00800c38;
  do {
    if (toLoadMapChunk[1] == requestedMapChunk) {
      return toLoadMapChunk;
    }
    toLoadMapChunk = toLoadMapChunk + 2;
  } while ((int)toLoadMapChunk < 0x800ca0);
  return (undefined ***)0x0;
}
ember river
#

I see

tawny elk
jade briar
ember river
tawny elk
ember river
#

:sadge:

tawny elk
#

I click

pallid river
#

So as far as textures and such go how far behind is the repo?

#

I want to work on trying replacements and such but I don't wanna do stuff that might already exist

ember river
#

@jade briar What about this?

jade briar
#

Looks pretty good

#

Although

#

I gotta ask

#

Looks like you selected the wrong normal map type during the conversion precess

ember river
#

Oh ok, haha, the cracks are inverted lol

jade briar
#

Direct x or ogl

jade briar
ember river
#

sec

jade briar
#

I wonder if other normal maps are also broken

ember river
#

probably

pallid river
#

Thought it was Octahedral we use?

ember river
#

It is, is just that I chosed the wrong input type for bump map, so dark means high and light means crevices

safe patrol
ember river
#

I was using directx

safe patrol
#

my game still is crashing anytime I try and load into a race. That happen to anyone else?

safe patrol
jade briar
# ember river I was using directx

So some unique textures are still missing, which isn't a huge problem right now because I can make screenshots in other places, butalso the resolution is not enough. I'd say double.

safe patrol
#

yeah roads are one place we can afford to go a bit nuts with resolution size

ember river
#

Yeah there is also the crossings

jade briar
#

Like a whole lot

#

An unhealthy amount, I'd say

ember river
#

Well, the textures were already handpainted and photobashed in 4k. Increasing the resolution wouldn't be that easy 🤔

jade briar
#

hmmmmmmmmmmmmm

#

Well

#

Damn

#

Also

#

@tawny elk @cloud crypt @ember river @safe patrol
How should you be credited in the nvidia post. Whatever that'll be.

#

Am I missing someone?

#

Somewhat final.

ember river
jade briar
#

I know

#

**Somewhat **final

ember river
ember cobalt
#

(6000 member)

jade briar
ember cobalt
#

there hasn't been many joins from it recently

safe patrol
pallid river
#

Old Junk and New Junk

jade briar
#

Alright. Pretty sure hellraven will also use the same name

#

I'll also go with Uncle burrito

#

Am I missing anyone?

elfin beacon
#

If you are short on names ,I'm here for you guys.

elfin beacon
ember river
#

Alright, I'll be merging my tunnels branch now so you guys can grab the new textures for both tunnels and asphalt. The changes are, aside from asphalts, the East and West tunnel access to Beacon Hills, and those wavy walls IIRC:

#

The first pic's roof idk who did

jade briar
#

Done

ember river
#

Alright, it is merged on main rn

jade briar
#

I have one

tawny elk
#

Can you share?

elfin beacon
#

You can keep 90 adam.

jade briar
pallid river
#

nice tunnels

#

Can't wait until we can do proper meshes for that nice glass that's smothered in between other stuff

#

Gonna try roughness map with it for now and see how it goes

tawny elk
jade briar
#

ah

pallid river
#

Old glass vs new glass (no material change just texture)

jade briar
#

Pretty cool

#

Although

#

Please try not to use ai upscalers

pallid river
jade briar
#

Quality

tawny elk
jade briar
#

I don't want to make some ai upscaled jank

#

I want this to be the best thing possible

pallid river
#

I get it

tawny elk
jade briar
pallid river
#

Won't remix's remastering be AI upscaled anyway?

#

What will the difference be then

#

Outside of the quality of the AI upscaler of course

tawny elk
#

It does a really meh job with PBRs.

jade briar
pallid river
#

I'm doing each of the maps after I upscale the resolution of the original atm

jade briar
#

Ahahahaha. Wtf

pallid river
#

wtf is that

jade briar
pallid river
#

For something like 3d bricks, that's a material and not a texture right?

ember cobalt
pallid river
#

anything with actual depth?

tawny elk
# tawny elk

Okay one more cause if I upscale it 3 times it becomes

ember cobalt
#

yuh huh

tawny elk
pallid river
#

I notice that if I just upscale it tends to amplify wacky artifacts already in the texture

ember cobalt
#

upscaling text is a big no-no, but you can get good texture results

#

what model?

pallid river
#

So then when you add to pbr it looks bleh

pallid river
#

Trying 4x-UltraSharp atm

jade briar
#

One of the images of all time.

ember cobalt
pallid river
#

Wait wut

ember cobalt
jade briar
#

Bruh

#

Then shush

ember cobalt
#

no 😛

pallid river
#

What would you recommend? I just picked the ones in the post

ember cobalt
jade briar
#

Uh oh. When I accidentally press send instead backspace

pallid river
#

I'll compare them to see

ember cobalt
#

but really: if you take the time to pick the right model and fix any issues manually, it can be a good result

#

that's all i'm saying here

pallid river
#

So for "full pbr" that would need a material change right?

ember cobalt
pallid river
#

I've been upscaling base texture then doing the maps manually using the upscaled output.

tawny elk
#

#offtopic message

pallid river
#

True

jade briar
#

The moment someone shows me an ai upscaled texture that's pbr and something as good as if not better, than a hand made I'll allow. Until then, ai upscaled things are strictly banned. There might be exceptions, but not right now.

pallid river
#

I think with this game just making roughness, metalness, and normal maps can be enough.

tawny elk
#

You'd be surprised at how low res the textures are that aren't player cars.

pallid river
#

256x

tawny elk
#

Nah

#

Traffic light is like 52px or something

pallid river
#

Most of em are 256x that I've come across so far.
Some are 64x128

jade briar
pallid river
#

I mean like not upscaling and adding those in.

jade briar
#

You can add anything

tawny elk
jade briar
#

All I'm saying is no ai

tawny elk
tawny elk
jade briar
tawny elk
jade briar
#

Uhhhhhhhhh

tawny elk
#

Aw it didn't upscale funny

#

Damn

pallid river
#

So on the topic of textures faithful to the original game, wouldn't upscaling be the best possible way to do that?
You are literally taking the original texture, and increasing the quality.

#

If you were to try the same yourself here, what would you even do?

tawny elk
#

Remake the color by hand and then use substance designer to create the PBR bits

pallid river
#

Yeah this is where I'm in no way an artist so I can only do the latter half

#

But making the other maps is kinda fun since it doesn't require nearly the same level of artistic skill or design

jade briar
humble niche
jade briar
humble niche
#

I think Guided Upscaling might be an acceptable solution but as it stands I've yet to get actually consistent PBR results and hand crafted or HQ sourced alternatives is probably the way to go for now.

jade briar
#

I don't know how I replied to that

tawny elk
jade briar
#

Truly

humble niche
#

I do think AI upscaling is great as a first step but manual cleanup is a must.

pallid river
#

And you guys are referring to an AI generating all the different maps?

ember river
#

I only use Krita and chaiNNer to do my stuff. In Krita, you can select potions of textures, create filter layers that apply, say, luminosity changes, levels filters, saturation and everything to produce roughness and bump maps. It is not that difficult really

humble niche
#

Also watch your licensing, most of the upscaler methods use proprietary game assets for training purposes which is... not ideal.

pallid river
#

I guess I haven't done enough with it to see the issues, I've only generated 3 things

tawny elk
#

I think something that would be fun to have lots of people do is the banners and signs on the stores.

pallid river
#

And I didn't know the licencing was a thing with datasets

jade briar
ember cobalt
#

rarely can you just upscale something and not modify it after

pallid river
#

I think cleanup is a must when adding pbr mapping to the originals as well

ember cobalt
pallid river
#

Like the glass looked really bad because of all the little compression artifacts and other nuances would ruin the normalmap and metalness map

#

I would be curious to see what you guys considered bad results from the ai though.

humble niche
ember cobalt
#

it's not "bad", it's just far from good

#

in my image here, everything is upscaled. i just used a single model for it. most of it looks good, but the foliage has issues along with the trees

pallid river
#

See now I'm lost cause I don't really know what an artifact would be in these cases

ember cobalt
pallid river
#

I'd have to see them to know what to look for.

#

Ah

ember cobalt
humble niche
ember cobalt
#

these blocky artifacts

#

and nonsense detail

humble niche
#

They just look like details that don't make sense on the object.

ember cobalt
#

right, and usually are in abnormal patterns

pallid river
#

Well now I can't unsee them

ember cobalt
#

that'd be the point 😛

#

so you know what to look for when upscaling

pallid river
#

I'm gonna go back and look at what I upscaled ealier

#

But I do see that it still generated something that's 90% good, and can be touched up.
Useful as a time saver more than a complete replacement for texture work?

ember cobalt
#

yes, exactly

#

that's what i meant earlier

#

bur Burrito has banned it from this project, so it's off limits anyway

#

we can move to #offtopic for more discussion regarding it

jade briar
#

Give me give me hand made textures made with love, or give me death.

ember cobalt
#

now i wonder where open-minded burrito is

jade briar
#

It's not like banned banned. As I said, if I see something usable, I'll 100% allow it in. We all like being lazy.

ember cobalt
#

i'm just messing with you anyway, lol. i respect your decision, i just don't 100% agree with why

pallid river
#

I'll try the generate and clean-up approach and see if I can win your approval.

ember cobalt
#

maintaining high quality standards is good though

jade briar
#

I don't respect u. Fuck u

||/S||

pallid river
#

Because honestly it would be impossible for me to create something from scratch.

jade briar
#

It's not that hard. And there's a bunch of ways to go about it

pallid river
#

So what quality are you guys even sticking to resolution wise here?

#

Idek what res most games are now

ember cobalt
#

(regarding upscales, never go above 4x)

pallid river
#

Like is 1024x too high?

jade briar
#

You got. Nodes, photobashing, photoscanning, painting, a combination of any of these, or any other method ||(except ai)||

jade briar
tawny elk