#NFSU2 (Need For Speed Underground 2)
1 messages · Page 22 of 1
Try disabling ReSTIR (the github issue)
Or do the thing with boiling filter I described there. Maybe it is something like that now
Setting the filter didn't help, disabling ReSTIR completely did
Finally, epilepsy mod disabled :3
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
Glad it's not broken for me :3
(with old Adam's lights)
I’ve become really concerned that even with sharing rtx confs, there appears to be a difference in visuals as @ember river discovered.
Ye old adam

I'm gonna be honest. Your lights are super bright for basically everyone except you
If we're protesting, than I'm not happy about Adam using AE for setting up lights
I use ae
You don't set up lights
Which was expected when using someone else’s rtx conf. But it seems that didn’t resolve it
Well I found an alternative setting for ReSTIR that have been working for me and the lighting is somewhat acceptable (althouth I see sparkling everywhere)
How would I use AE when setting them up? From my understanding you want to light the scene with a fixed exposure and then add AE afterwards.
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
Yea that’s what I’m doing now. It’s up to the user if they want to use AE. I didn’t know that it would be so problematic to use when I first started 
That’s how the game typically looks when I use one of your guys rtx confs.
I just saw you saying you have AE ON right now
I do not. I believe Burrito does.
I'm blinded by the lights
Overbuffed light samples somehow
That’s a lot of fireflies (?) going on.
Yup, it is a ReSTIR thing, cause when I disable it, I get a clean view
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.
Which I do know for a fact, that many sources are very close to geometry.
But they appear on trees. Guess they're not illuminated at all?
Oh yea, those have no lights.
It makes sense, if there is some floating point imprecision when computing lighitng diving by a very small distance and number blowing up 🤔
But from this article it still could be from sources being too close to geometry.
Which I don’t understand why I don’t get the same problem. My mind is starting to wonder if it’s hardware related
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
Yeah maybe we should start asking ppl with the same problem, which hardware and driver version they're using
Maybe getting some more data can help
I’ll setup a test rig for it tonight
Place lights increasingly close to a surface and see if it triggers the problem.
Or y’all can setup one 👀
Nah, it sure works. But such fireflies only appear around the light source
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We're in NFS topic
My hypothesis is something FP related with certain hardware/driver configurations causing ReSTIR to fall apart as you said.
New fix: only 3080s on driver version xyz are supported 
it'd be an upgrade for me so I'm ok with it
Could we get a test/benchmark scene put together to test what performance/bugs we get with various configurations?
Would be nice
Later on some of that could be dockerized and setup as CI for the repo 🤔
Is there a race replay mode in u2?
Hm I guess, let run a race real quick and see if I can save the replay
Yes. Once you finish a race, you can watch replay. There's no way to save it. That's how I made my initial comparison video.
Fug
Nah I'm still in heaven with the old cfg
Try turning on horizon fog from game settings
where are downloaded that? when i download from release page its old one (im noob in github soorry)
Nothing. Also tried many other game settings
That is it. A new release since 0.2.0 hasn't been rolled out yet
on that (old) release evrything is fine
Also. Horizon fog fixes the minimap and nitros bar
maybe try latest adam lights? delete old one obv
Nah it's a remix bug
actually i had it before, it fixed after fresh install, when i updated bridge, dxvk, and gpu drivers, maybe smth about that?
@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.
I'm working on merging new adam lights but found some issues with game/hardware/driver/idk compatibility which are making our lives harder. Coming to a fix I think we could make a new release
3080s only 
I see. It is just that it makes my texturing work harder since lights aren't accurate anymore. If I could mimic the same look as adam's pictures at least then I could move on
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
Yeah, I did discover that.
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
I think they're not merged into the main mod.usda
yes but i did that subLayers = [.... problem is no texture (on github), so no lights
"traffic lights (texture on car)" emissives i gueeeeees
you talking about player car or traffic cars?
traffic
those are merged into main
player will be nice too
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.
A quick run through some of the ReSTIR research and it the ReSTIR bug looks like if it wasn’t doing any shadow rays.
ok but when i try github version of traffic emessives, they are broken, textures become grey, and red
github is extremely WIP and stuff isn't guaranteed to work from there.
If you don't know how to adjust and edit usda files I recommend using the release build.
yep thats why i was asking for full version of emessive textures of traffic lights, cuz idk when u update things next time.
they're all right here
i know basic stuff of .usda connecting each other this:
ok make sure the traffic.usda is pointing to the right folder where you have those textures.
Might be a debug view that’ll help figure out what’s going on ReSTIR and if it’s reusing bad samples repeatedly
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.
hmm. I'm not sure what's going on there if you have some traffic working and others not? Is anyone else experiencing that?
It can be temperamental sometimes to get it to work. Not sure why
I feel like it just doesn’t load the usda from time to time
#1103377328530276403 message
- first pic isnt mine, just take it for explanation what i mean, second is mone after trying to apply traffic.usda from github.
oh then you need to look inside the traffic.usda file and make sure it's pointing to the directory where your traffic dds files are.
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
Yep and i dont have those dds files
you didn't download the repo properly then
Im sorry, actually checked and they are there, idk why it doesn't work
ok then you need to make sure the paths in your traffic.usda match the folders that the textures are in
already checked
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@
]
why is it called traffic2.usda?
cuz already had one traffic from adam like lights
Did you just copy my repo and then combine it with theirs?
only usda + texture
Yea that’ll cause some problems. They’re not plugnplay right now.
Could some one record the ReSTIR bug with the ReSTIR debug views? https://github.com/NVIDIAGameWorks/dxvk-remix/blob/6533183fa0be490ee6e0cbeb25061e174919f7b3/src/dxvk/rtx_render/rtx_debug_view.cpp#L119
Wonder if we can see which part is failing
ok rename it as it shoud be still same
yep i try before the original github without urs files, no diffrence
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
yeah you've got a huge mess in there, no wonder it's not working
This should pull all .dds files, setup all usda correctly and put you in sync with our most up to date changes in the main development branch
@dusty grove Wipe your rtx-remix folder clean and just use the release from the repo.
I’m really curious if the spatial reuse one goes crazy when it occurs since you guys said it takes a few frames before it’s fully failed.
check the pins > https://github.com/Ekozmaster/NFSU2-RTX-Remix
ReSTIR's initial sample: Using EV100 view mode mapping from 0 to 6
Alright the compression algorithm will screw up everything
But there are some red bits in some alpha blended/tested things like trees, car window, etc.
Is that with the bug occurring?
Yup
What’s the spatial reuse look like? 
It is quite stable so I just took a picture
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)
Could you give a reference of what the scene looks like without ReSTIR on so I know what parts are expected to be bright?
how can i open the menu
After fresh re install, default cfg, normal game from release page,> works just fine, install of files from repo > looks like this, obv my previes files wasnt a problem
Alt+x
That is the control sample I can't get that I've mentioned. If I disable ReSTIR, the very debug view makes no sense and just renders black
didnt open
Oh I meant without the debug view.
Oh, wait
Is the game getting raytraced?
no
Then you didn't install it correctly
we told you the repo isn't guaranteed to work without some tweaking.
I'll say again. You didn't install it correctly
That's a different thing
nope i install the everything
not have lights
its dark
Could you try disabling enhanced materials and then see if the ReSTIR bug occurs?
Yes, that i know, thats why i was asking for thoose traffic.usda emessive beutifull lights texture, cuz there is none on discord. i know how to implement it with main mod.usda.
But it still isn't working. This means you didn't. Reinstall and read the instructions carefully
Helps, but the bright is still there, I guess. At least the trees aren't white anymore
~~ 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.
install widescreenfix > rename dinput8.dll > dsound.dll
@ember river baixei o ultimo e ainda ta sem as luzes de farol e tudo escuro
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
i did man
i did everything
Many out there are having touble installing the game. Think it is time for a new release guys. That simple drag and drop .zip
As I said. Mark already knows everything.
So we literally just have to wait it out
maybe rtx remix dont working on the rtx 3050
I still think a thread would be nice to share info and progress with mark
it works on any rtx card
I’ll make a thread in the #1095455547748257862 channel if that’s okay
Mark knows everything we give him, the more we provide the easier it is for them to fix.
btw maybe u installed wrong widescreen fix or ur speed.exe incompatible with widescreenfix. try mine speed2.exe
nah
I haven't really found anything that you guys are finding again, but if you do, then let either me or mark know
Use brain
Please, if you could link the repo's issue to share it in the thread, would be very helpful.
https://github.com/Ekozmaster/NFSU2-RTX-Remix/issues/63
I'll compile the info we shared so far in the issue
:(((
what is actually happening, ur game launching but no rtx effect, u can activate menu Alt+X?, or game not starting?
so obv problem is bad install of rtx remix
im gonna install again
i swear the god
install everything
but not working
WindowedMode = 4
is that true ?
Seems only mods and such can reply in that channel 
Another theory: is the game adding the emissive textures itself, combining with the enhanced materials?
I forget how to disable the automatic emissive textures.
better we have proggres
Please type these in one message rather than 4.
yeah lol
ok man i will do it lazy way wait a second
i think i found the problem
works?
do you have an RTX graphics card?
yeah rtx 3050 mobile
shoud be enough for 720p dlss ultra perfomance)))
This thread is active if y’all wanna come help be detectives and find out what’s causing it 
Rule 3
Basically
Start reading from here
#general-remix message
Here's all the info I was able to get.
Add whatever you want, and make a ticket.
But there's an internal ticket already filed.
It’s so quiet now 👀
Check the pins 
Totally forgot 😆
Got it all working
Is this what it's supposed to look like after importing mods.usda?
Probably not
What’s the software for editing and setting lights in usd files?
Check the #1095534398134300682 pinned messages
There are some tutorials and stuff to look at before beginning
The software specifically is Nvidia's Ominiverse Create (AKA USD Composer)
Think I found out why the floor is sky blue
Guys, new PR fixing the ReSTIR overbright issue:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/65
needs approval
coolio
I didn't figure out why the ground is blue
thought it was this
Looks like it's also broken in the game too darn
Enhanced materials just turns everything into plastic

All I did was drag and drop the files man 🥹
Turn off road reflections from game settings
Any other settings that explicitly need to be off?
And how does that affect composer since I'm getting the same issue there?
Do I do a recapture after fixing my settings?
Most things should be off except for world details, and horizon fog
You shouldn't need any captures
Unless you're trying to replace textures
Then yeah
Yeah this is what was happening there lol
Strange
Turned everything off you said and adjusted sliders all the way down, restarted game and still plastic
Probably remix isn't able to find the path to textures
That's what seems to be occurring in usd composer as well
I have everything from repo in my root game folder
Hm windows is saying the .dds are invalid
Try opening them in Photoshop or nvtt
What did you open them in?
60+ fps without dlss with my new 4070 ti 
uh oh
1080p?
2k
nice
I barely get 50 with a 4090
Wtf

yeah I get 51 at 2k on the title screen garage
I'll redownload the repo in case I got a wacky one off
Checked it out, worked miracles for me
wtf
Hey, if you are downloading a zip straight from the GitHub website, textures are borked
Yeep
You have to properly git clone it for now at least
Unrelated, dust and smoke effects tank the shit out of performance for me
Got it
Generally at around 60 but when I'm driving behind someone on a dirt track it's dropping to 40s
Yep. That is true
78
dafuq
do you have 4070 ti too?
4080
How to play
ALso what's with your skybox
lovely
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
Yeah I'm following the git setup now and saw that in the readme
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
I didn't copy and paste is why I'm confused
I saw that as the issue but if I manually typed then huh
I just tried dlss and it only worsens the image does not increase the fps
U didn't copy it like this?
Nope I typed it.
I did it after deleting the $ filled by git bash and it worked for some reason
i had 5070 ti probably 
How do you guys managed to get day mode? Technically speaking. Is it a directional light bound to some global mesh or something?
#1103377328530276403 message
burrito know about that
Hahaha nice one, the sky brightness variable
Imagine in the future being able to write, say, Lua scripts to control a day/night cycle 🤔
didn't work the first fetch gonna try again
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
I see the problem.
git isn't actually installing the repo?
mmm I had residual files and it got mad
Isn't there a .git folder?
There was it was cause checkout main got mad that I didn't remove all old files
unstaged files you mean?
just throw them at the stash and blow them up
git stash push --include-untracked
git stash clear
All installed now checking game
yay
I'll check composer now
composer looks good
what's the recommended cm^2 setting?
500 doesn't look far off
Tell me more about that. Is it something that could be easily injected in the runtime?
sadly no, it's just a hack that'd be running in the background
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
then it'd just be running in the background, constantly modifying the usda file to simulate a day/night cycle
it could also change the sky texture
I see, sadly the changes to file require reloeading of the mod
yeah, and each time that file is reloaded, it takes about a second to work
it'd be insanely stuttery
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
the mod reloads automatically btw, if that wasn't clear
any time the file is modified, it'll automatically reload
it's just slow
^^
since it can't directly access what's going on in the runtime, i don't know if that'd be possible
Unstable hashes suck
Hm... in my experiences I had to manually disable/enable enhancements, but I didn't wait long enough I guess
anyway, a form of scripting is a must for rtx-remix, I see
USD is meant for static scenes afaik
the usda files definitely aren't intended for things like day/night cycles 😛
i really do hope it's implemented at some point
if someone wants to make a time lapse video using this, that'd be pretty cool
it's totally unusable for gameplay, but it'd make a nice demo
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
Unironically how data caps work
Very. Carefully.
So I wonder if that mesh is just cursed
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?
I'd just have to edit the individual aspects of each object like how the trashbag is I'd assume
Yes you’d have to make the material part for each section of the texture.
I tried using chainner to upscale that image with an onnx model and as soon as I hit run my pc crashed
I figured it was because I had the game and composer open at the same time
Didn’t leave a dmp so can’t say for sure but that’s my first guess
most likely
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?
Yep
Material replacement is what you want to search for 
Okey dokey
How do I get the proper format to save my upscaled image as?
When I throw it into nvtt does it show me the format or is it just showing what it would export it as?
Ok I found that it does show me awesome
Crashed pc again when running upscale back to back
I upscaled as 512 and it spit out a 1024 wonder if it means it doubles the input res then
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
hmm the upscaling doesn't use any resources when running wondering if it's 3rd party application causing crash
been having a problem with afterburner causing restarts after crashing gpu driver so I'll try it with it closed
you'd download the pytorch version of whatever model you have from here: https://openmodeldb.info/
then set it up like this in chaiNNer:
@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
This is using Anti Culling Lights off
Did we ever remove hellraven's lights before merging Adams?
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.
Well, it's probably not the solution to your specific problem, but we should remove mod_lights because hellraven is busy these days, and just go with Adam's. Even though I'm not entirely happy with them.
I don't think having two different lights originating from a mesh is very optimal
With that said, Adam also said that he has to go back to heights area and adjust the lights there, so that's that
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 🤔
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
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?
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)
Have you tested it with my repo?
Lemme zip it up and post it here and ya'll can test it
I'll delete the file in like 15 minutes so people don't start depending on it
Awesome. Maybe the usda structure setup is weird, since I merged with the stuff we have on the other repo.
I think that was the light intensity from the inputs: debacle where I couldn't find them 
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)
If you want this to be a proper pbr material you need to take out all baked lighting and reflections. You can make it higher Res with an upscaler but this really needs remaking by an artist.
@ember river
Did it work?
Thanks
Aaaaall right, now we're cooking with gas

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
I diff'd it a few days ago and it seemed like mostly postprocessing differences
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
It's my secrect 11 herbs and spices I tell ya
Now the problem is: How to merge everything again
Does it not work with just my rtx conf?
can someone send me Adam's conf, and also the one that's supposed to work?
https://github.com/adamplayer/Underground2RTX Here's my whole setup minus textures
https://github.com/Ekozmaster/NFSU2-RTX-Remix/blob/main/rtx-remix-defaults/rtx.conf Here's the one that was being used that had all the restir problems
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?
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
Count and EAWorld made a lot of structural changes, from naming conventions to directory hierarchies and all the documented stuff under the pinned "Guidelines" thread which would be lost
Hm wonder what's different that causes it.
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
i see, but if rtx.conf is the main factor causing this, most of that shouldn't be affected? i'm guessing it's just a miscellaneous setting that got enabled in the release conf causing this issue. you could try starting a new conf following the set guidelines (then plopping in the textures) just to test
Well, copying just the usda director results in almos no changes:
adam's conf already works nicely. What is missing from assets is the work in these files at gameReadyAssets' root. Without them some regions have no lights (The images are with project's gameReadyAssets vs adams' ):
It finally happened. Someone else got the game to appear as mine 
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?
Surely. It would be much easier to keep everything organized, we could manage issues, PR threads, CI/CD, and everything else in a single place
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
I won't be able to do much till Friday, many deadlines this week. 
np. I'll do my best to merge everything
I appreciate it. 
So there's just a branch with the week its from, and then it merges at the end of the week?
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 😉
Yea the whole massive import of lights kinda confuses me 
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
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.
actually, the merge will be smoother than I expected. The only real file that needs to be merged is adamplayer.usda
What's the conflict with the merge?
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
Neat 
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
||
Where's our PM? Wouldn't a github project be very suitable for our workflow here 👀
@jade briar
Here's your daily reading:
https://docs.github.com/en/issues/planning-and-tracking-with-projects
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 
@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.
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
It's Need for Speed. A week is a long time here, gotta move fast ||https://www.youtube.com/watch?v=W-_9LcwKRQE||
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 🙏
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
Yea my local instance is all sorts of messed up 
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
Prob the tonemapper exposure. The earlier ones that Burrito had used were set at 10. By default it's 0.75.
Hmm... I've been messing with exposure and such, but it doesn't produces such a huge effect
Also I have pretty much everything that would modify the exposure disabled/set at 0.
I won't be able to do this till maybe tomorrow night/afternoon. Defiantly Friday night if I'm not completely burnt out from the week.
I like the view. This thing is slownly turning into an wallpaper engine
Slowly turning into ReSTIR showcase 
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.
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

*Good morning though 🥲 *
Gm
what is sleep
What’s up
By rewriting paths
how
Going forward I’ll be adding my changes as a PR weekly if that helps any
Man. I'm falling behind.
Yes. I'm using your conf
@tawny elk Which .usda's on your repo contain lights? Seems like just mod.usda and adamplayer.usda are not all of them
The entire usda folder has light USDAs
But it seems like you haven't referenced them?
Oh there’s a 01_lights.usda
Do you mean 01_buildings.usda?
Also don't forget that 02_materials has exactly the same named 01_buildings folder
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"
)```
adam, what does this area look like for you?
I gotta send screenshots to nile today
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.
Same area
ignore textures
huh
This looks more what my game looks like.
Even though now I'm not sure you have emissive on 1 🥲
Do y’all just want me to push a release on my repo that you guys can use?
I wanted to see how bad things can get for me. But seems like that's not on your side
What do you mean?
Now I question E-man, because I have stock ReSTIR settings and enabled
What card do you have?
3070ti
Per burrito it shows up in reference mode on higher end cards.
E-man got 3060ti, doesn't he?
I think it’s a 3060.
You can use the stock rtx config with my lights afiak, I think the AE causes it to be over exposed but that’s about it.
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)
Its additive
So you can like add 2 exactly same .usda's as sublayers and get double the brigher lights?
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
Nah. I just didn't know about this aspect
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?
This is the screenshot I'm thinking of sending to Nyle
Yet not sure about bloom
hmmmm
Also you mi-i-i-i-ight want to disable ACES finalize
It has been sent
You gonna send one only?
Id pick some more iconic places, like the ones we were talking about yesterday. The main avenue on city center, the casinos, fort union has some great vibes. The iconic start at the airport. They really sell the work u guys have been doing
What is the purpose of those screenshots anyway?
this
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 😉
Heelll yeah
How do you get those angles with the game camera without culling kicking in and eating the car wheels and whatnot?
I told you before
Use zolika's mod menu
also u missed one texture
Wut. Your build is outdated
No THis texture is some sort of rare exception, I think. I'm using the latest repo
I’ll have some time this after noon to do some tweaking if y’all need something changed.
I’m tempted to try out a dusk distant light source as an alternative one day
Nice, the daylight mod is also a pretty cool showcase
I think I’ll save the airport start and the drive to the car dealer for later when I’ve really got the look nailed down
Are you using the daytime version for this one? Why is it so bright in the background?
yes.
ah, ok. Just wanted to be sure.
Nyle wanted the day version. So I said sure.
The bounced daylight filling the scene looks so good.
Look at the difference here
We're moving away from the original look with this.
I'm ok with moving away from the original look in the name of realism, personally.
as long as it looks good, that is
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.
I can make an override usda that changes all the color temps to like 6500k+
Yeah but. That'll override every light, wont it?
bright lover 

No, I chose which ones get it
Europe with their stringent dark sky compliant designs 👀 (you are in Europe right?)
This was honestly a high. I don't think we can top this.
nope
Hm. Was it hell that’s in Europe?
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 
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
Drag the special usda above the roadways in ov.
It has overrides for the roadway lighting that makes it more “cinematic” and cooler
My mod .usda looks like this in the lighting-merge branch rn
Hmmm I think my usda references all those lighting usdas already unless you changed it
Yea, but they might just be too bright for their tastes as well 
probably both
The main menu is also over exposed
sigh. I broke something and now remix won't launch at all 😦
Did you make sure to rename the DLL to asi if you updated remix?
I thought it looks nice with the gloss 
that was probably it, thanks
updating my graphics drivers and then I'll try again
Okay so for alternative lighting styles:
- Cinematic

- Japanese?
- Euro?
- Cyberpunk?
- Pure

Game gets over exposed cuz of light bounce settings, adam cfg uses 0 and 4, if u try smth more like 1 and 8 u will need to lower exposure
I see. Maybe the light is just too wide
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.
Im using the same rtx.conf he provided now. Should be the same look 🤔
I also used a dark colored car when setting up that scene 
Know most time in game it looks fine actually (adam cfg), maybe adam uses low monitor brithness or smth.
Anyway when i use adam lights i go for 1 8 bounce, no AE with expo at 0.250 instead of default 0.750.
I’ll make an alt and call it “Pure”’ where it’s the exact cct and color as the original game where possible.
You don't have to go for EXACT
Just something that's easier on the eyes
Especially with the brightness
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
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
I'll write some scripts to replace all intensities to a multiple like 0.75, for testing purposes
Thanks that fixed it. I really need to remember to do that when I update.
I think Kim already made one
It has CCT tuning as well
You asked me to give them spaced out look earlier
Yeah I don't remember if E-Man or EAWorld did those. I've replaced a few other grass textures too - overall pretty nice improvement.
those medians are mine. Added couple weeks ago
There ya go. Yeah big improvement.
Would you like a different look for them now?
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.
It is spaced out, but a bit too much.
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
The color grading isn’t as intuitive as I’d like so I didn’t mess with it. Let me know if you make any progress with it.
There are no “accurate” values sadly without setting the tonemapper to like >0.1.
Unless you mean color temperature
Yes, color temperature alone. Intensity and specially color grading are all dependent on so many aspects of the render engine that is impossible to come up with a standard
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
Hm. Should I be using the global tonemapper now that I think about it more
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
as someone without the game i appreciate it
These are also good markers for how the mod looked at certain time which I like
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.
I'm really enjoying it now
Speaking of which, do you guys like the in progress photos when I'm working in an area or would prefer just a before and after?
I'm really excited to see how the hotel plaza will look after completing the whole area.
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
@jade briar why didnt you apply the translucent shader to the glass yet?
I have to figure out the whole github workflow
If you prefer, you can keep sending stuff through discord and some of us can pick it up and add through the git workflow. That way you don't need to learn it and can focus on your work 😉
github desktop makes it pretty easy
Oh man, I just had some expectations broken
Would be magical if someone had figured it out, but sadly the mod doesn't
It disables far off culling. It helps a lot with light pop in, but not camera culling.
Yea there are ints for the hq lod distance and a lq lod distance in the exe
Maybe the mod author could be contacted, see what he have found
I asked him if he'd do a comission to get rid of culling and he didn't answer
Hmmm interesting
Sad. I was going to propose this idea
I can toss him a bone again but no promises.
I sent him a message. 3 times. No answer. I know he's alive because he chats in his own server.
Well that would be nice. Maybe through some other media too. Guy has a patreon, yt and discord channel
He might of only had the same amount of progress as me. See his carbon SDK: https://github.com/Zolika1351/nfsc-sdk/blob/main/include/Draw.h
SDK for creating NFS Carbon .asi plugins. Contribute to Zolika1351/nfsc-sdk development by creating an account on GitHub.
Unless this is it 
Hmmm interesting. Such things might be pretty difficult to find, maybe cheat engine could help? I've once used Ghidra which does some very decent disassembly work, and has some tools to work on runtime too, but it is a ton of work to find anything meaningdful
Good thing I spent a lot of time learning how to use all those things when I was trying to figure out culling in the first place 
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?
Everything is in the exe afaik
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... 
What is this DoCulling?
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 
oof
This code seems to be related only with skybox loading. No sure what you're pointing to
The **??**Skybox is a guess at what it does

@ember river are you comfortable with cheatengine?
Not exactly. I know how to find some basic stuff like floats in memory for money, car position, etc.
I know it has some capabilities to memorize pointer paths and stuff to generate trainers
Sure. You mean, more reflections?
Yeah low reoughness
I'll see what I can work with. Have some cool ideas
Would be nice asap. As always, my excuse is I have to send screenshots to nyle.
fixes for window transparancy
What is htis?
transparent/translucent windows. Instead of grey.
We fixed that already
oh? where?
I didn't push the update. It was a glass material used for the window.
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?
Uh
Ure talking about that translucent shader model that strelok mentioned?
Rn I'm trying to merge all adam stuff so he can start working on our repo, next I'll finish my stuff on tunnels branch as is and move to roads
Yes. I added it. Then had to leave for 3 days. You guys moved to the whole github workflow. I removed the new changes and am now figuring out how to work with github.
Ah. okay.
I guess I'll use the old textures I made for now.
Shouldn't take too long actually. For when do u need those?
I'd say go ahead and merge it so I can just focus on fixing anything that broke in a new branch.
Any time within today's date.
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

iirc, you're using one roughness map for all the different textures
Yes. At the time I didn't know how to work with Create so I just updated the same textures u've sent me. Now I think I'll take the time to update all the materials and roughness maps correctly
Ahh
_We're all learning here
_
Can you like. Take 5 minutes to update the roughness map and send it my way?
Ok. Gimme a second
I'll look into this approach sometime soon and see if I can get it to load the whole map in. 
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?
I was thinking to myself, maybe, the game was optimized to store also the precomputed BBOX's extents for all meshes. Maybe by changing that we could like, expand them to be huge and always pass the culling test 🤔
even though the map might be loaded in chunks (say, jackson heights, beacon...) it should still work well enough for us
Any way to easily tell which textures are modified and which are stock
when looking in composer
Hm, I'm not quite sure how to modify the BBOX of meshes. The tooling for meshes is kinda meh.
that would be amazing for capures I bet
Well, somehow the tools know how to parse the binary data. Another thing that could be done via scripts
Hm. Maybe I missed some tools when I first went searching for them.
On compose I don't know any, but on runtime menu there is a debug view to see unchanged materials. Those highlight legacy stuff I guess does what you want
The reason why I think loading the whole map will be the easiest: This little bit
do {
if (pppuVar2[1] == param_1) {
return pppuVar2;
}
pppuVar2 = pppuVar2 + 2;
} while ((int)pppuVar2 < 0x800ca0);
Runs through every map chunk, pppuVar2, to see if it's the one that wants to be loaded, param_1.
Sorry I should add more context to that
Hm so that SetSkybox thing u guesses had nothing to do with skyboxes, rather, it returns which one wants to be loaded?
{
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;
}
I see
When you disable it, the skybox disappeared, but it could also be that it stopped streaming in data.

Speaking of streaming, did you check the lock streaming position in zolika's mod? It locks the position in which stuff are culled so you drive alway and your car LOD turns into a something out of a Pixar Cars Ripoff youtube channel
Yes that's set by a camera pos from what I remember. It's a bool somewhere in that whole thing.
:sadge:
@tawny elk since I'm the author of the PR, could you please do the clicky stuff to approve and merge this big boy? It is for a friend
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/62
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
@jade briar What about this?
Looks pretty good
Although
I gotta ask
Looks like you selected the wrong normal map type during the conversion precess
Oh ok, haha, the cracks are inverted lol
Direct x or ogl
yep
sec
I wonder if other normal maps are also broken
probably
Thought it was Octahedral we use?
It is, is just that I chosed the wrong input type for bump map, so dark means high and light means crevices
So, here is the wetter asphalt
yeah it depends on if you're converting from opengl or directx style normals
I was using directx
my game still is crashing anytime I try and load into a race. That happen to anyone else?
I like it
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.
yeah roads are one place we can afford to go a bit nuts with resolution size
Yeah there is also the crossings
Yeah, because the roads are something you see a lot
Like a whole lot
An unhealthy amount, I'd say
Yum
Well, the textures were already handpainted and photobashed in 4k. Increasing the resolution wouldn't be that easy 🤔
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.
That second picture aren't the textures we're using rn
I would rather use my actual name instead of discord username, since for me this project is also an artwork for portifolio stuff
Emanuel Kozerski
(6000 member)
How many followed my link?
there hasn't been many joins from it recently
CountBuggula is fine. I don't do this professionally.
Old Junk and New Junk
My username is good 
Alright. Pretty sure hellraven will also use the same name
I'll also go with Uncle burrito
Am I missing anyone?
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
Need someone to approve this guy:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/31
Done
Alright, it is merged on main rn
Marketing pls gib 4090s 
I have one
Can you share?
You can keep 90 adam.
YAH
how
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
Break into pieces like a chocolate bar
ah
Old glass vs new glass (no material change just texture)
Why not?
Quality
I get it
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
It does a really meh job with PBRs.
Who said we have to use it?
I'm doing each of the maps after I upscale the resolution of the original atm
Ahahahaha. Wtf
wtf is that
For something like 3d bricks, that's a material and not a texture right?
if you do it right, it's fine. Burrito just has bad experiences with it 😛
anything with actual depth?
yuh huh
I wish I could be an upscale master like you 
I notice that if I just upscale it tends to amplify wacky artifacts already in the texture
So then when you add to pbr it looks bleh
you will be 🙂
Trying 4x-UltraSharp atm
Ok. Upscale something. Should look crisp in game, no jank, full pbr.
One of the images of all time.
that's my own model. i wouldn't recommend it for this game
Wait wut
i don't even have the game
no 😛
What would you recommend? I just picked the ones in the post
realisticrescaler is most likely to work for this game
Uh oh. When I accidentally press send instead backspace
I'll compare them to see
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
So for "full pbr" that would need a material change right?
i haven't generated PBR, i'm just talking about the diffuse texture. i think @humble niche has more experience with that
if you can get faithful textures that already have proper roughness maps and all that, then use those instead. but if you can't, then upscaling is the next best option
I've been upscaling base texture then doing the maps manually using the upscaled output.
#offtopic message
True
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.
I think with this game just making roughness, metalness, and normal maps can be enough.
You'd be surprised at how low res the textures are that aren't player cars.
256x
Most of em are 256x that I've come across so far.
Some are 64x128
Rough, metal, normal, and color are the only maps supported by remix anyways
I mean like not upscaling and adding those in.
You can add anything
I hear the secret to making remix happy is to set the color maps to have 0.01 alpha for the whole texture.
All I'm saying is no ai
What if I'm an AI?
Huh. Why's that.
Destroys framerate. Tis a joke. It's what happened with FNV.
Oh good another bit of text 
Uhhhhhhhhh
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?
Remake the color by hand and then use substance designer to create the PBR bits
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
Faithful doesn't mean that I have to remake everything 1:1. There can be differences here and there as long as the original look is still there
So far my results with AI upscaling haven't been anywhere near acceptable, pretty much everything on the art side of my projects is placeholder at best and the kind of thing you see on ModDB for every game now.
Ah. First hand experience
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.
I don't know how I replied to that
Magic
Truly
I do think AI upscaling is great as a first step but manual cleanup is a must.
And you guys are referring to an AI generating all the different maps?
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
Ai anything.
Also watch your licensing, most of the upscaler methods use proprietary game assets for training purposes which is... not ideal.
I guess I haven't done enough with it to see the issues, I've only generated 3 things
I think something that would be fun to have lots of people do is the banners and signs on the stores.
And I didn't know the licencing was a thing with datasets
Ehhhhh. Just don't cite sources :)
yes, all i've been saying
rarely can you just upscale something and not modify it after
I think cleanup is a must when adding pbr mapping to the originals as well
it's a messy conversation. it technically is and isn't. it's good to stay on the safe side with it though
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.
Check out my Red Faction 2 profile. 🤣
this has a lot of artifacts
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
See now I'm lost cause I don't really know what an artifact would be in these cases
Swirly nonsense patterns that look weird.
They just look like details that don't make sense on the object.
right, and usually are in abnormal patterns
Well now I can't unsee them
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?
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
Give me give me hand made textures made with love, or give me death.
now i wonder where open-minded burrito is
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.

i'm just messing with you anyway, lol. i respect your decision, i just don't 100% agree with why
I'll try the generate and clean-up approach and see if I can win your approval.
maintaining high quality standards is good though
I don't respect u. Fuck u
||/S||
Because honestly it would be impossible for me to create something from scratch.
It's not that hard. And there's a bunch of ways to go about it
So what quality are you guys even sticking to resolution wise here?
Idek what res most games are now
(regarding upscales, never go above 4x)
Like is 1024x too high?
You got. Nodes, photobashing, photoscanning, painting, a combination of any of these, or any other method ||(except ai)||
It depends on a case by case basis. The upper limit is 4096
16x it is



