#NFSU2 (Need For Speed Underground 2)
1 messages · Page 24 of 1
@harsh topaz this. And check pins for rules and other stuff
Cool. Welcome buddy.
Take a look at the #1096847508002590760 pinned messages too.
In a nutshell, we use RTX-Remix runtime (the thing that injects in the game) to capture snapshots of meshes, materials, textures and lights in a frame as a bunch of USD files which can be opened in Nvidia Omniverse Create to inspect and produce overlaying USD files with new custom assets to inject in the game back again, using the same runtime
Huh
It's open to artistic interpretation.
i see
It looks like some materials are missing tho
So I'd say prob not
disabling enhanced assets seems to bring em back
Hm, you did follow the guide in the pins right?
yea
Does the scene get dark eventually with enhanced assets turned off?
no
Overexposed
Just start the game
Agreed. I was trying to make myself giggle. It’s early in the morning.
That install got messed up. Try reinstalling the zip from the release page.
Make sure the game isn't installed in the c drive. Or any other place that may require admin rights
Nice looking street light 
hmm
That's doable
But then again
LODs
They will look nice when you really shove your face into it
It will be full lod when remix detects the specific mesh that it is bound to
Gott increase the game's lods 10x
Fuck it
x
100x
Ez
completely redid the installation process on my hard drive
Are you using the Zip in the release section?
i may be stupid
That does appear to be true
thank you guys so much
That looks about right.
Wonder when we finally get car paints... Is it all for all cars, or u need add them manually to each vehicle?
It's something under research, because the current workflow doesn't really support changing textures.
Sorry mate, I fell asleep. Yes, mine also look like this and the garage menu is pretty dark too. Something must be adjusted. I think not everyone is using the repo stuff or synced rtx.conf files then the game might look different, but yeah, that was right at the beginning
This release is outdated and doesn't comes with repo stuff (.git folder, .gitignore...)
oh i was just using the links in the installation instuctions
how would i go about updating this
Clone the whole repo on top, throw everything at the stash and dump into the space, go to main and do a hard reset.
git clone ...
cd Need...
git stash push --include-untracked
git stash clear
git checkout main
git reset --hard origin/main
The clone bit might be a little tricky since the folder isn't empty, but is probably just a --force, or instead of cloning, you need to init a new repo in the game folder, add the repo url as origin remote, fetch everything and then proceed with the stash trick.
cd Need...
git init
git remote add origin https...
git fetch
# And then proceed with stash and reset --hard ...
😉
Also you'll need to copy the rtx.conf from rtx-remix-defaults into your game folder next to SPEED2.exe
@tawny elk are you developing using the latest repo stuff? Cause the lights might end up looking all different again. Since you said your main menu garage looks fine while the repo's is overbright, that got me worried 🤔
Oh I haven't touched the main menu garage since the last PR
I think
No I haven't, I did move the lights around in the folder structure tho
So ur still working on your own personal repo?
If ur working on ours then it should be easy to just rebase with main and get the latest stuff, as long as you're working on a new branch. If you're working in the same Lighting branch then it might be more complex to update 🤔
Adam try to work with everyone else challenge (hard)
Adam trying to learn github challenge (difficult)
Burrito try to learn github challnge (impossible)
Oh boy
No one helped me
I'm planning on making a branch with the roadway changes soon(tm)
Np, I'm just checking if you have the latest stuff on your end, so we can assure everyone gets the same final look for the game 😉
Think it might be time to some git tutorial, docs or something
You've already made one 😅
Don't look like a noob when you see any git project, but learn its POWER! Git is one of the greatest tools ever invented...
Link to source LTT video of what not to do: (Linux Challenge Part 2) https://www.youtube.com/watch?v=3E8IGy6I9Wo
Support My Work
►► Get ...
I already offered him help 😆
He said he wanted to learn on his own to practice
Ohh, sorry then, I might've got it really wrong lol

ok @ember river I had some rebasing problems but I think I got it all sorted out and the new hierarchy update pull is ready.
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/72
All it does is add folder structure so future merges can go in the right places.
Awesome.
I felt some stuff missing, prolly because you did the rebase with your local outdated version of main accidentally (Ex: before windows_emissive merge), so I:
git checkout main
git fetch
git reset --hard origin/main
git checkout hierarchyUpdate
git reset --hard origin/hierarchyUpdate
git rebase main
and got the new stuff, and also some commits ended up being dropped due to their contents being already upstream 😉
Could you pull the updated stuff and check if everything is alright?
Btw, I'll leave an approve. Seems everything is alright. If you check it and it is all there, just go ahead and merge that big buoy
yep I'll check, one sec
yep looks good, ship it
and as soon as that done I'll make a pull for a new manhole cover I just made to test everything in the new directory location
Cool. Now that you've mentioned, I've been thinking about a cool idea: With mesh replacements, we can replace individual road chunks with its own original mesh, but to add some "decals" on top, like manhole, asphalt patches, potholes, cracks... To add more depth and variety to the roads 🤔
oh totally. It's a shame that there's a perfectly good manhole in the game and the only place you see it is in the garage/lobby
If you want to do all that work then, then go ahead. Be my guest
With that, we could go back to what we've been discussing @jade briar , about the GTA V roads that tile, yet they are not apparent
yeah
That's my commits which were approved but not and somehow they stayed there waiting for branch closing
It is a good inpiration honestly. Los santos and Bayview share a lot of vibes
yeah
merged 👍
ok made a pull request for garage manhole
have Create's name been changed? I can't find a Create on nvidia omniverse, only an USD Composer
yep same thing
Okay thanks, might want to change that in the readme on github 😵💫
Sent a pull request to update readme.md
I like this, @safe patrol 🤔
Should we from now on, structure the directories like that, maybe opening a PR just for rearranging the textures' usda files?
Left a comment in the review
yeah I can do that just to orgnize things better until everything gets in their proper heirarchy location
haha, oops! see this is why we don't accept our own pull requests
good catch. I commented there but yeah, delete.
Oh, if it is not the intended hierarchy, then there is no point wasting time structuring something that won't be the final structure
yeah it's temporary
it's how I was organizing everything before we got the official organization document put together.
I'll be migrating stuff to the new structure as I go.
What exactly is this supposed to be? Concrete?
I remember it being a like a sealed concrete or something
Should be probably a metallic structure covered in non-metallic paint, so I'd go with something like this:

At least for these kind of shopping centerstands /fancy car lot
sparkly
i always imagined it as almost a wax paper type surface in that game
ok I'll see what I can do
Indeed, it seems pretty rough paper like. Although, a reflective turntable would look dope as a first view when booting up the mod for the first time
Something like this amount of shininess?
satin/gloss paint, more on the glossy end
If it helps any, that is supposedly a power coated finish on a steel.
Has anyone already made replacements for these posters? Before I go looking for suitable stand-ins or asking stable diffusion to do it for me?
Probably very unlikely to be possible with how the UVs are in this game, but this is how the pieces are in real life.
That reminds me, I wanted to do some bilboards 
oh that's cool. I might be able to do something like that, actually. The texture for this thing is just a big circle so I can do whatever I want with it.
saved for inspiration
I made replacements for almost every texture in that scene
well push them dangit so I don't waste time redoing them!
or just send them to me and I'll push them, I don't care
I will push soon. I have finished the last 'garage-type' today. Now it's a bit of lights, a bit of textures managment and clean-up, and then I will push
And it turns out I have no inspiration for what they should be 
I wanted to go and find nice high-res versions of the same company billboards but there's pretty much zero chance of that being on the legal side of copyright law
*This one, almost month old 🥲 *
You could just bake a texture for the specific object
see when you take that long to share your stuff I forget that it even exists and start redoing it.
also, why are the walls tiled?
Just for fun 
nope. Don't worry about it though, I've got a replacement texture for the wall that matches the original pretty well
@safe patrol I have posted my progress so far. So only Dynamo one I haven't imported to game
I've got a tire that's a bit of an improvement on yours too, other than that I'm happy with using your stuff
doesn't help if it's not in the repo
Is it a branch?
Wut, show it
Is it just upscale?
nope
I believe it is. Original looks somewhat like that
mesh replacements will help that, lol. looks so bad
can't imagine how bumpy it'd be to drive on it
That's the reason I made it non-transparent
hahaha oops you're totally right I'm using the wrong file
ok I'll have to sort that out. I have an actual replacement I made somewhere, I must have put it in the wrong folder.
ok so ignore my comments on tire. But I have a decent wall texture behind it.
Like a chipboard type?
Tiled as well?
no, just strips up and down. This is the original
Are you sure that's not tiles?
Why not then
why not what? Tile?
ok I found my non-upscaled tire but something is seriously wrong with it. Sigh.
oh well. So...yeah let's go with EAWorld's!
That' doesn't look okay
I guess do a mesh replacement for these
That'd look a lot better
yeah it absolutely will. I'll let someone who knows how to do that take care of it
If you want, you can model the mesh and textures and everything, and I can do the replacement for yah
Wait, why this line is purple and not brown?
ok quitting and restarting the game fixed it. His is still probably better than mine though, since I don't know how to hide how horribly low-poly it is.
I don't know. all sorts of things went wacky when I tried to reload that texture in-game
3d modeling is not one of my skills
that's a little bit better but still not great.
I'm a very very mediocre texture artist. I'm much much much worse with blender.
meh. I'm gonna push my wall texture and leave everything else alone for now.
If I give you the mesh, UV unwrapped, do you know how to visualize it and make textures to it?
sort of. I'm not very experienced at making anything from scratch.
I've been promising a video on that but until now I did nothing 😅
hmm. Found maybe a replacement for the staircase in the back of the career garage?
https://www.sharetextures.com/models/building/stairs_1
Looks pretty good. If the licenses are cool, should work very well
merged 👍
alright made a pull request with my single useful addition to the career garage, awaiting further awesomeness from EAWorld
I haven't even touched the workflow for mesh replacement yet so if someone who's figured that out feels inspired to run with that staircase, go for it.
Do you need me to review pull #67 @ember river ?
If you feel like it
you got a bunch of thumbnails snuck in there. Care to delete them?
omg yeah, I added them to gitignore, but too late, I already commited a bunch. Want me to delete them or you gonna do that urself?
go ahead and delete them. Now that we've got the hierarchy update in, let's put the road textures in the proper place:
02_materials\03_global\01_roads
So let's make that change and then I'll review again.
I'm reviewing the last PRs and will go back to it asap
@safe patrol Isn't supposed to be a usda file in garageLobby?
yep I forgot to copy it, one sec
send me directly and I can add. I'm in the middle of a rebase
*is it not "_roughness" and "_albedo" 🥲 *
oh boy. I wondered how long it'd take before I started getting in trouble for not renaming everything yet
So those are metal strips? That explains why they change color shade
I couldn't use _albedo yet because kim's script with the ability to use albedo instead of diffuse wasn't working yet. That JUST now got fixed though so I'll go through and name everything properly now.
Glossy (laquered?) wood
I mean, you've used metallic map
not for that one
the metallic map is for the manhole cover
Lobby, not career
Ah, yeah
ok taking a break to grab some lunch
What did you do to put lights in the headlights?
I didn't modify anything, this is the unmodified main branch
When I get into the game all the cars have no lights and neither do the NPC vehicles
When RTX mode is activated it no longer appears in the game options to have the headlights with lights or without lights
The in-game options menu won't do much of anything
Those are the settings for the old game
Not for the remix graphics
Ok, that is understandable
Slightly off topic I have spec wise
i9 10850k
rtx3090
32gb ram ddr4
I'm wanting to upgrade some stuff
CPU, Motherboard and GPU
I'm wanting recommendations
also do i go for a 4090 or 4090ti or wait for 5000's series?
Thank You.
I think at this point switching to a better cpu would be a better upgrade if you don't want to get bottlenecked.
I switched from 1080ti to 4090 and I remember getting higher fps in CPU bound scenerios with a 1080ti. So my next upgrade probably will be a CPU with a 3d cache
Good thing with a 4090 is frame gen can eliminate the bottleneck
the main benefits of upgrading the GPU right now:
- SER (Shader Execution Reordering) - provides a decent boost for Remix in particular
- DLSS FG - frame gen helps with FPS too of course
but SER isn't that drastic from some benchmarks i saw
and framegen is disabled in current builds
Yeah Maybe I will just upgrade motherboard and CPU and hold off till 5000 series im a bit gutted as hadn't had this build long tbh and Nvidia not allowing frame gen on 30 series cards specially 3090 sucks Thanks for the recommendations truly appreciate it.
having looked into FG recently, personally i don't really miss it
but i do wish i had SER
Apparently old cards can't do frame gen as fast as the new ada architecture
yeah, it'd almost negate the benefits entirely
Personally FG is really a game changer
i appreciate smoother visuals, but personally i value latency. high latency can really ruin a game experience for me
I played last 2 spider man games in this month and without fg I was getting around 60-65 with RT+DLAA on. With FG I can easily get 100-130 so it really feels like I'm playing on high fps
I didn't notice any latency issues while playing it
Latency becomes a problem when fps drops under around 50-55fps
personally i play at 100+ FPS is almost entirely for the latency, not necessary the smoother visuals. so while FG does yield smoother visuals, it still has the latency of 60 FPS or whatever the original FPS was
not sure if that makes sense
i totally understand your perspective though
Video Games
I tried frame gen in Hogwarts legacy
Immediately saw the ui elements getting smooshed around
And the latency got pretty bad
Never agiat
Again
I hope one day the shaders that are plaguing new releases get optimized. It’s wild how powerful these cards are and how poorly games use them.
Hogwarts Legacy was worst example of RTX in my opinion, when i decided to turn it off i had a feeling that graphics become better, and what is more important - i got more FPS, i would forgive low FPS if RTX really would done graphics great, but it didn't
(its my character from that game)
(sorry for off-topic)
Done. Can you review the PR again? Already rebased with the latest stuff in main
I wonder if whenever AMD releases FSR3 can it's frame interpolation feature be used without activating FSR?
Much like FG can be used without DLSS being activated
Would be cool to combine frame interpolation and DLSS2 for folks stuck with RTX 2000s and 3000s GPUs
Probably won't get to it until the morning but I'll do it first thing
there is a portion of lights outside the Dyno room, so I assume them to be placed in another .usda as part of "bayviewSpeedway"
These outside lights
The carcolor looks interesting. Is only the Green Part Like Foil?
Nah. A bit of metalness and roughness tweaking for entire material. That's just some difference for white-gray-black shading of a paint. The real reason I choose such livery for my tests
Ah ok And is that working with other colores too then? Or is it buggy like all time ?
Buggy for sure 😅
Nope
Have carpainting Any textures?
Yeah, but it is kinda 'dynamic'
Okey so it is grayscaled?
Colored. It contains both car UVs and applied livery on it
So for every Color it exists a seperate texture?
For every color, every livery part, every color type(like metalic, matte, etc), every body part, every accessory type, and so on...
That's kinda dynamic texture. Composite material
Oke that Sounds good so its a Lot of work, but then it would be possible to create for every Color a texture
This part requires further research
By us or by Remix devs?
Us, I guess .-.
I think it is not worth it that much for now. The search space for all combinations is huge. We would end up with probably millions of usds for every car, body part, vinyl, decal, etc., Not to mention it is incredibly slow.
But, on the flip side, just yesterday I registered an issue on remix repository with a possible solution to that and many other cases in which materials get randomize due to its albedo changing:
#general-remix message
https://github.com/NVIDIAGameWorks/rtx-remix/issues/215
Only it would still not account for the 4-5 car/wheel paint type (counting carbon fiber also)
The values I suggest for car paint are 0.2 metallic and 0.05 roughness
I mean, we'd have to choose one: simple, metallic, pearlescent, carbon, powder coating...
But one problem at a time 🙂
Maybe with the ability to write custom shaders and remix allowing to grab the game's original attributes for materials in the gpu would allow us to make some pretty cool looking materials, even for those pretty realistic car paint with metallic sparkles submerged in the paint
I haven’t gotten to the exterior of the raceway yet. It’s a very interesting location tho. Way more detailed it seems than the freeroam part.
It's not a separate texture like that, the game GENERATES new textures when liveries and stuff is applied
Exactly, the issue I posted above has an example of a texture
I still think the script that just auto adds the material definitions would be the best method 👀 I don’t think the implementation to have what we want would be as easy as that on the backend.
For me the best way I see it working would be a combination of two things:
- The backend forwarding all uniforms and stuff to our replacement material
- Being able to write custom shaders to grab those attributes and produce whatever we want (assuming, for example, the paint type would be an uniform int)
Then the replacements for decals, vinyls and other customizations would have to be done in the game files (bintex, maybe?)
Must be something we can safely share on github without redistributing original game files
Wouldn’t it be better to have the whole car’s texture be replaced using remix?
We have the meshes through captures, so you can use things like blender and substance to paint them externally.
yeah, that would be the dream. The problem is that the game reads the textures.bin files to generate the final albedo with all overlaid decals vinyls, and such
Ohhhh I’m catching up to you now.
So when it reads it, it sometimes changes the hash correct?
exactly. Every new customization generates a new albedo, and according to mark, the runtime generates a new material hash based on the first texture0 slot
#general-remix message
Hm. I’m sure there’s a way to disable the texture bake somewhere in the binary.
Proposed solution:
Force each vehicle to use a given texture every time, regardless of what decals or vinyls have been applied. Thus providing one stable hash for each car regardless of graphic customization has been applied.
I believe doing body modifications changes the cars mesh hash so I don’t have a good idea on what to do about that.
afaik the mesh stays the same 🤔
If we lock a single texture, then players won't be able to customize their cars
Is the goal to have them be able to edit in game or with an editor?
I mean, gameplay wise. To go to the paint shop, add stuff, and so on.
If I got you right, the idea is to lock materials to use a single texture, ignoring decals and vinyls, so that the material would preserve the hash
For example, using the stock textures for each vehicle, without any changes
No, you can’t rely on that. I do that for my demo rx7 and it intermediately changes mat hash
Ideally you’d want to stop it at the highest level which is probably color.
Modified my proposal:
In the binary, modify the car texture baking to point to a specific color value, and skip the addition of layers by a jump condition, or by adding a given static empty texture for every layer.
That is given the texture is somehow different on each car model with just the color applied. Which I’m not sure of.
If the changes to what generates the mat hash are easy to implement on Nvidias end, that’ll be possible for sure.
I don’t have much hopium of it rising up in the ticket queue for several months though.
I see. I noticed some mesh hasehs changing from garage to freeroam mode indeed
The car renderer is much more documented relative to the rest of the game, so it’s not a trailblazing thing.
Be a good little project for anyone wanting to get their feet wet in some RE 👀
sometimes I feel like taking the time to study, develop and propose a PR for that, but their codebase is already quite big and there is so much else to do in the game for now
I would say that getting a proper “metallic” shader would be a higher priority from us than the car texture stuff.
My proposal should apply to any use case in which materials are randonly generated based on texture changes, not our specific use case, so maybe that should give some incentive. Mark said the priority now for the project is to expand the tools' capability to ppl make more mods asap with more projects 🤔
Unlocking custom shaders on itself would already be a huge achievement
||Sims 2
||
On the meantime, maybe that issue might receive some attention
Just write a custom slang shader based off the one in use now
||/s not very easy ||

Maybe we beg mark for a spec of the shaders and then we can work with that
I don’t wanna RE when the engineer is watching me try to piece things together.
I'm rather new to the rtx pipeline, honestly I know very little about writting stuff to pathtracers and such, I'm more experienced with raster stuff. So there is already a learning curve. Luckly we have chatGPT nowadays
I know about the physics and properties of light that PT and RT attempt to simulate.
No idea on rasterization things besides they reinvent the wheel when you can just simulate light and be done. Super EZ 
You can even do the really fun tricks if you step into full spectrum rendering and abandon that silly RGB thing.
||Mark pls tell rendering team I need the whole light spectrum taken into account so I can do a dispersive prism.||
That reminds me when I started studying raymarching. Another box full of crazy stuff, realtime 3d fractals, volumetric clouds, geometry warping/blending, infinite geometry, just wonderful
Give Mitsuba 3 a look if you haven’t already for what fun you can pull off when you use both forward and backward path tracing: https://www.mitsuba-renderer.org
||mark pls integrate mitsuba so we can have polarized windows||
mark's on vacation
Plenty of time to think about giving us the whole spectrum of light to use.
We can finally have CRIs for lights to really get that lower saturation Burrito likes. 
Regardless, would you guys be interested in my solution for disabling the texture baking on cars to allow for materials to stick? I don’t wanna go forward with it if there’s no interest.
Well, I like to play with my customized cars
This is u ↑
I didn't pay attention so I don't know what you're talking about
I wonder if it would be possible to just remove the texture from the hash algorithm without hurting the hash stability, UVs should still be uniquely identifying that stuff, and it would allow for material replacement with changing textures if I'm not mistaken, right?
I do hope NV finds a way to work with this stuff without any trickery tho
Aah ok that's exactly what i feared 🙄🙄
Need the “Live Laugh Love” one from HomeGoods first.
But that's not funny
It’s got laugh in it though
So the idea is how do we want to be able to proceed with getting the car to have a stable material hash. Eman and Ivan proposed having changes done on the NV side of things, overriding any material assigned to a mesh from my understanding.
I proposed the idea that we disable the car texture baking to the state that each car model has its own static material hash and then all the texture work is done with blender or substance. This would disable the in game graphics and paint though. It’d all be done outside of the game.
I also stated that I’d rather have the NV team get us a proper material/shader that gives us metallic / car paint rather than spend time figuring out this mesh / mat thing.
I guess my solution could be a stopgap till the NV solution is figured out 
I see this from NV side a great addition, since every game suffers from random hashes in materials. Ex: Every game has animated water somewhere
Ah, I didn’t think of that application. 
Nonetheless, I’ll go poking around in the binary. The car rendering stuff will be a side quest for the culling main quest.
Yeah, if the proposed issue works as I'm expecting, it would open a box full of possibilities for a lot of complex materials overwrites and logics
hrm
Okay, seems like that is the thing we're looking for
Remix is grumpy though
Lemme see if it ignores it with the release build

Pure hopium
@balmy chasm @safe patrol and anyone interested in texturing work, here is a spoiler:
#1108266959763685458 message
Strobe warning
[Flashing lights warning]
Let's see what the capture resulted in
2gb captures lol
It got props behind the camera
Hmm interesting. Maybe it is meant for dynamic objects
I'm expected like a 100MB for the whole map
Wait, even if it only works for dynamic objects, we might already be able to solve the problem of traffic cars dropping their headlights in the road due to anti light culling

{
...
while ( 1 )
{
v12 = fabs(v11[1]) * v23 + fabs(*(v11 - 1)) * v21 + fabs(*v11) * v22;
v13 = v20 * v11[1] + v18 * *(v11 - 1) + v19 * *v11 + v11[2];
if ( v13 + v12 < *(float *)&zero )
break;
if ( v13 - v12 < *(float *)&zero )
v9 = 1;
++v10;
v11 += 4;
if ( v10 > 6 )
return (v9 == 0) + 1;
}
return 0;
}
Here's the "IsVisible" function
Yea that flashing one was it watch the light from the pole
@jade briar it's happening

I don't get the video
The light source remains. It doesn't disappear
I literally see a disappearing light
Use remix's free cam
See what it shows
Doesn't seem to want to work
I think the game is having issues with it's streaming memory
hmm
Lemme try something
Look at the surfaces count. Normally it's 800 in that but with the modification it's trying to reach 3000
Back into the lab I go

It flashes in the base game as well
So I'm guess I'll have to find where ever it sets the cap on things and tell it to not worry so much

Hm. It's not triggering anything to free memory
Wonder if it's remix freaking out
Like from these errors: #1103377328530276403 message
Okay it's for sure not culling the camera anymore.
The stadium isn't visible without the change

omg u legend
progress!
Need to make 0x005BC408 a jnp to 0x005BC429
That disables the cull.
But the flashing is a bit of concern
turn on developer tools for the free cam to work mate
developer options>enable
Can't it keeps reseting the camera position
That's why I used the camera yaw animation since it's the only thing that seemed to want to keep the position
this not work for you?
nan 😦
Nan
Nan
If it is really a IsVisible function, can't you just return a True from it instead of skipping the loop or anythin?
Maybe? It's just a jmp to it and there's some area to carve out around it to put in something else
It returns 2 if it's visible 

For real?
Why would I joke about it
Happy birthday mate!
Happy birthday, I totally planned for culling to be fixed on it
Sorry I forgot to wrap it
I get an access violation if I try to skip the whole thing
Yea it's going to be easier to do some jumping around in the function rather than bypassing it
Okay so maybe just going to have to try out a bunch of things.
Or maybe I have it in reverse 
I'll take it
Not fully disabled
But I think it's good enough
Lemme send you your present @jade briar
If anyone wants to apply my fix, you can use x32dbg to patch your exe
It could be made into an ASI mod, but that's kind of over kill for what it is
Here's how much behind the car it gets now
awesome man, just awesome work
Would a little video tutorial on how to apply the patch be useful? I don’t think most people here are familiar with x32dbg
Just imported .usda files from our repo. What is this cute little sun emitting no light? also it doesn't seem to be selectable
Happy mate
tbh I think it's the exact kind of thing that should be made into an asi mod, that would make it easy to distribute as a completed file and not something you need to do yourself
Great job btw
If you know how to make an asi mod please do and just throw me on the credits.
#1129742848351273030 message TaDa
I made sure to include sound system trinity and the bliss background as required by tutorial law
Oh you just need to remove the bits after EXE for your present
huh
It's just the patched exe
Just two lines
SPEED2_-_AntiCull.exe.NotAVirus.BirthdayPresent should be SPEED2_-_AntiCull.exe
Well, yeah .birthdaypresent isn't a valid file extension, so I assumed it was a patch file
Why does everyone say Rachel from NFSU2 is hot?
It doesn't like the nocd bit maybe? I haven't had defender freak out about it.
She's generic white woman
Interesting
So a virgin
yes we need buy 4090 with you card
You can apply my patch to your own exe. I was trying to just give you the completed thing so you didn't have to wait on the tutorial

Defender reaaaaallllllyyyy hates this exe
The one I sent or your own?
@jade briar hbd
thx
yea
I can't believe I can actually see the tunnel's reflections on the car. Truly a first.
Did it patch correctly?
Yes it works. Other than windows telling me to stop every step of the way.
does that patch affect performance at all?
A lot
ouch

I'm gonna try the daytime config. It should be a lot more stable now.
I mean you can disable culling completely and the game has a memory meltdown somewhere
#1103377328530276403 message
Not with the patch I sent out
If you do this: #1103377328530276403 message. Then it melts down
Now, we just need to disable the lods
That'll probably be overkill if I think about it
I know zmenu has the option.
But the distances can be significantly increased.
I can add it to the binary patch
It disables distance culling. Which I always have enabled because it improves lights popping in the distance
There's a LOD option in there somewhere too now that I think about it

Is it an oom error?
No I got that error too during testing. I don't know what's causing it. But if you use the release builds. It doesn't pop up
Error is about futureGeometryHash or something.
It will go away if you click ignore enough
Game is very stable
Also the day version is actually fully playable now because the shadows don't disappear

Adam you lied
I've been smashing ignore for the past 5 minutes
Gotta smash that like button and subscribe
||BIG PAPA PICKLE||
wasnt she brownish
Color grading.
How's the lighting looking?
pretty good but fix the car
Driving lessons are necessary.
Looks great, but learn to drive.
Driving lessons got it
I think one thing that can be done is use the anti culling patch and the no world culling in the zmenu plus removed LODs to capture a huge usd with the whole map in it
It'll make adding and replacing assets much easier
The anti culling patch does help with captures. I’m currently slowly gathering all my captures together to have the whole map.
Tru the no world culling. That also adds a whole bunch of things in the game world.
OV really isn’t having a good time with how much is in the scene tho just a heads up. Might be a good idea to break it up into chunks of the map.
You could try doing the whole map with zmenu. I’d be interested in seeing what it produces.
I think it'll make a huge capture with ever single thing in the map, but objects far away from the camera will look like shit
Only one way to find out
I'm pooping rn
That's disappointing
There's some other sort of culling going on here
That looks like the whole part of the map that’s in memory.
There might be a way to solve that but I’m not sure if it’s really beneficial
Woww guys, so you really got the culling issue at last
Big thanks to the dev at NFSUnlimter for posting the debug symbols.
Now that's illegal.
👀
Maaan you got to update your rtx.conf + repo usdas & textures
are u now with ur pc? can u send it in zip?
omg, I totally forgot I promised that to u guys, sry
I need someone to review my bollards 
What do you want changed?
It is just that you're outdated, textures, the color grading/tone mapping stuff, these overbright lights and so on
Should we just remake the rtx.conf?
Like delete and make one from scratch
Nah, the one we're using now if working great. It is on rtx-remix-defaults folder
I'll zip and send the new stuff for you guys
wtf
So what do you want updated?
I have that
deep fried bicycles
hmm so you probably don't have adam's merge for lights and stuff. Wait...
I haven't updated in a while
Well, it is a 500+mb (1.2gb) file, discord is having an introspective time loading it
Nah I'm gonna update it via github
I wish it was real.
Can we get some of the branches closed on the github? The amount of them is getting quite large.
Also, is the amount of USDAs a temporary thing or final? I thought we were putting them in the heirarchy?
Me too
Good one. Most of the were merged already
We are, slownly, migrating to the new structure
Gotcha 👍
If anyone wants to open a PR focused on that specifically, that would be great
I'm going to do one with the lighting usdas
Should we get rid of hellraven's mod_lights.usda?
How about put it in the 01_lights and just label it something like zArchived-Hellraven_Lights.usda
But that'd cause double lights, wouldn't it?
We don't have to reference it in the 01_lights.usda
I even think the reason why some of your lights look overexposed, is because you work on just your lights, but when we get the file, we have both your mod and mod_lights.usda causing double lights
Which rank?
Probably. I'll move his in the PR I'm putting together
huh
Rocket league.
Just get rid of it
Oh I got confused too lol
D1
My top was D2 but damn...
My bad
Oh same here.
Just a thought: is it still necessary to keep doing the branches like this? I feel like it's slowing things down a ton.
I know it's to avoid people working over each other but I don't think that was as big of an issue as we thought.
Duos?
I only play 2v2. 3v3 is a clusterf*k and 1v1 is nice but I like the dynamic of playing with teamates, even though soloQ is such a joy
Yes sir.
Duos is better than 3s and 1s tho if i solo queue mostly i get shitty teammates so i have to carry them mostly
Underground 2 Battlebit squad bonding 
Yeah the problem is that git requires a little bit of experience because of its shenannigans, but I see it integrating our workflows really well. We can review eachother stuff and suggest some fixes, like the bollards that only work on my machine perfectly fine but in none of yours did
which rank u play at?
D3 mostly in duos only.
I've already closed out a bunch of the branches I'm finished with - the ones that are still open are WIP still
Compromise: Can we get some form of automatic PR approval in some way?
I'm actually very much in favor of the review system we have in place now. Both E-man and I have caught a number of things on each other's pull requests that would have snuck in and screwed stuff up if we allowed automatic self-approvals.
Having a second set of eyes to at least glance over it is a good thing
Hm, well if you guys are okay with it then let's keep with it. 
I know it slows things down but I think there's enough value in it to keep it in place.
If you guys would prefer, we could keep working on git stuff and you can send things directly to us, so we manage PRs and stuff and you can keep working on your changes without having to worry about git ops
I see even git desktop is a bit difficult to grasp
Nah it's fine. I didn't realize you guys liked the pace that things were going. I'm used to working in just a main branch or maybe an alternative branch to keep the speed up.
I'd invite u to play now but I might have a couple more matches before going outside to touch some grass, so maybe another day 😉
I found that chunking up things into smaller branches that are committed and then deleted and then move on to the next branch helps with the speed problem considerably. It makes it way easier and quicker for those of us reviewing pull requests if there's just a few concentrated changes we have to worry about too instead of a giant list.
instead of an AdamLighting branch for example, make a branch for just the small area you're working on. Finish that area, merge, and make a new branch.
after it's merged it can be deleted so it's not cluttering up the branch list
Sure mate.
Let me know if you wanna play.
Oh yea that's the plan now, it was just the intial one that was vague
I'll hopefully be done with the hotel plaza soon
Then it's onto either the airport or the beacon heights.
Are we only using global tone mapping for the color balancing?
Do we have post processing volumes in omniverse? Or are the PP settings only global?
Pp volumes? Heh. There's bare minimum pp in remix as of now.
Yeah no I know it's rather limited, but a volume is essentially an area designated in the editor to where it will be applied
So that different rooms can have different colour grading etc
I know. Remix doesn't do that rn
Right, that's a shame! Sounds like Omniverse needs a bit of an update!
Although that's hardly news haha
Last month was like the first time ov got updated in a year
Huh
if I remove d3d9.dll, then it works, if I leave it, then no (
1st image is default Local Map, 2nd is the current Global tonemap, 3rd is what I'd propose we set the local to.
Delete the current d3d9.asi and rename your d3d9.dll to d3d9.asi
Fucks me over everytime I update remix for this game
wtf
updated dxvk #166 and bridge-remix, now not full screen))
my car is blue, but rtx makes it red)))
🥲
Make sure to put marker tape down to stop you from stabbing it with a shovel later 
Every time I tell a contractor do anything in the ground they dig up so much stuff 
2 zones done, 2 to go. And I need to reconnect the front yard.
Yeah this is all because when we had a new patio poured they came in with a bobcat and tore up the old system. So I yanked it all out and am redoing it all myself
Our frost line is 36" down so I don't think I'll ever want an irrigation system. Ice be spooky.
New patio
Can you use RTX-Remix to heat up the grill?
My office looks over said patio. It's on the second floor and gets pretty hot in the summer. I've often fantasized about doing water cooling and sticking the radiator outside the window. But running it all the way down to the grill is even better!
Big cooling/heating loops are under rated. Wish residential places had things like chilled water loops and steam heat.
@tawny elk @ember river just added Solids and Materials from UG1, UG2 and MW.
It's based on asset dumper code but this will allows to open those assets of global folder or stream thing. I am adding ug2 support too. I was just adding ug1 and mw
But i decided that can help... It will take while to figure model replacer on stream but will work
We can dump assets with remix 👀
Yes, but I was talking about world edit 😁
For loading the geometry map and view
Not exporting
Ah gotcha
After loading
We need a saving method and colision replacer
And voila half way done
Collision replacer 👀
Yeah it's world edit that I'm working for mw

Garage textures
https://youtu.be/0ApmmH7zI8s
Here's a showcase for my texture work. I have uploaded all of that into the branch, but haven't created a PR. Want to do a little voting session to choose which textures will not be in the final repo
A little preview for my project I've been working on in RTX-Remix community. I have prepared a pack of texture and light replacements for all types of lobbies.
Our community: https://discord.gg/rtxremix
Our github: https://github.com/Ekozmaster/NFSU2-RTX-Remix
Now replace the old models
Oh, just a head ups, if you do a capture before entering the dyno, as in during the animation, you can capture the whole room. There’s more detail in it than you think
It captured all room. There are so many items in there, but none of them can be viewed because you can't move camera, unlike in other lobbies
Oh right 

Nice video It looked really good as soon as models can be replaced can expect a lot better as can add more stuff to make it look and feel like proper Garages
speaking of models replacements, good morning y'all (actually it is almost 3pm here but I just woke up), is time to understand why tf my bollards aren't working on your machines @balmy chasm @tawny elk

nice
So u not gonna send it in discord, its just going to be released on repo?
I know this channel is for u2 but you guys know a lot more than me
and i think the motor of mw and u2 are the same
Why when I mark the ground texture as terrain does it disappear?
Copyright I guess. Open in browser .-.
Actually open link
yeah, i did
Yeah I'm trying to merge this bollards branch which also contains the 8k asphalt textures so you guys can also check them
afaik "terrains" are supposed to work with another different logic and aren't simply meshes placed in the game world. Just ignore the terrain category, the whole world in this engine is built with simple static meshes anyway
thank you so much 🙂
Did you upscale the normal and rough maps?
specially those
@jade briar What's your rating?
Mark said we can use all the polygons so I'm gonna use all of them
anyone know what could cause my game to look like this?
You don't have any textures in the textures folder probably
where do i get textures
If you downloaded the 0.2.0 release zip file from the links, they should all be there. In fact, the installation that uses git commands or repository downloads isn't working as expected for everyone. Try installing using the 0.2.0 zip file instead of using the main page steps. There is a video on how to install the mod:
https://www.youtube.com/watch?v=U32QaB23Mws
https://github.com/Ekozmaster/NFSU2-RTX-Remix/releases/tag/v0.2.0-alpha
those files did the trick thx
Okay
This isvvery neat
I'd say high res geo adds a lot more detail to the scene than just textures
Indeed. I'm being conservative still. This one has 1k faces only (before triangulation).
It has only albedo for now. I will add the other maps next and then will proceed to the top slab and the pillars
I really want to get back into making stuff for this game
Why did you stop?
Other projects, laziness, and lack of motivation caused by the mess that is the replacement workflow right now.
Also girhub
GitHub
Just make stuff and give it to us and we'll put it in GitHub if you're struggling with it
Aw man, I feel it. I see you've been struggling with git stuff, and haven seen you adding anything else since then.
Git is an awesome tool, but rn it feels like I kind of put you away from the project by proposing using it.
Would you be up to join a discord call where I could sit down and walk you through all the shenannigans so that you become a git expert and can go back to work full throttle again?
I just can't do it now cause Im going out, will be back home in 3 hours but not sure if I'll be working on the project
I could do that. But not right now. It's literally 4:30am
Good thing added geometry in path tracing isn't that big of deal 
BVHs are a blessing 
If you want later you can use my tool to replace models instead using rtx meshes replacer. You will have to unload/load sections of map
I know i am just saying this and didn't happen yet. But it's progressing.
I added today huff, comp and JDLZ compression and decompression
I am gonna try to do ug1, ug2 and mw decompiler + compiler.
That's alot of stuff todo...
Mark suggested doing replacements in Remix iirc for performance reasons
Mark?
NV_Mark, one of the Remix engineers
Oh... Well it's a good feature but beggining to lost the smackables
And other stuff because they will become static like it happens on maploader.
This is awesome, really. Im really looking forward for what we can build with your tool.
Indeed, mesh replacements make more sense to do as much as possible in remix side, since the original game will use FFP, which is reaaally slow to upload vertex data to GPU on every frame just to it be captured later by remix and converted to raytracing internal BVH structures.
But, on the flip side, there are instances in which the game reads and generates stuff "procedurally", which we cant just replace with remix easily. An example, the cars diffuse textures which are composed by overlaying decals, vinyls and stuff on top of the base color. For that we'd need to replace the individual textures directly in the game files
Im pretty sure there will be use cases for mesh replacements using your tool
Keep up the great work 😉
🙂

Coding behind rtx is hard? I won't touch because i am currently with 1050 4gb and as we know isn't even close to hold rtx...
Oh i check now the usda
It's referes texture name + plus some code.
There's no coding reqired for basic replacements. But the replacement workflow right now is requires quite a few steps
This is how I'd sum it up
First thing is that you need a rtx card
Or any card that supports hardware rt
Yep :/
The folks at nvidia are working on a tool to integrate everything. Rn we're using Omniverse Create to assemble Pixar's usd (Universal Scene Description) files to describe the replacements, and the injected remix runtime reads those files and perform the replacements at runtime. That for textures and meshes. So we basically don't do any coding at all, aside from some python scripts to help with workflow stuff
the domino meme where the small piece is pixar making toy story and the big one is people remastering ug2 wirh pathtracing
The big one is remaking ug2 from scratch with native pathtracing support
except its not from scratch
Arguably this is way better
same physics, feeling and everything, just new graphics
basically the bluepoint approach
would make an awesome loading screen
stretch
Until now graphics are just vanilla mw.
And this will keep until I make the world edit to work

I've got family in town so I probably won't have a chance to have much activity in here. Feel free to ping me if there's anything specific you guys need me to look at or assist with but mostly I'll be away until next week
I’m currently need snipped by call of duty
Very true.
https://github.com/bluesky-dev12/WorldEditor-UG1-Remake/compare/e4810ce6f88a...6542474f4bf6 Added tpk support and 2 stuff called cars and platformcrib compilers
they are actual just default windows app meanwhile the library is being work on
till NFS Heat
and yeah, mostly for picking these tracks responsible one guy, Steve Schnur, he and his team as i remember picking tracks for NFS since Hot Pursuit 2 and its still continiuing, yes, same guy who choosing tracks for Underground Dilogy choosed tracks for Unbound
I like nfs ug2 most.
Like the songs were already made, but his choice was awesome.
I agree, i can only thank him for adding Black Betty and Riders on the Storm, i love them and i love relisten Black Betty bunch of times....but i have a feeling that at moment of Heat/Unbound he lost his touch
yes sir.
I am trying to talk but my teammate don't let me/
yeah i guess heat doesn't got that much good songs compared to nfs ug2.
and btw, nfs heat tracks were composed by pedro so you know not the same thing.
#RTX4090 4K
i am suprised 0.1 looks better than 0.2
i use 0.1 version of UG2 Remix
@jade briar in 0.2 version ray traycing of icons is disabled idk why
thats 0.1 which i use
which?
icon of info and races
The lights in 0.2 are brighter
Roads are different, so yeah
😄
@jade briar i wait for next version and now i playing with 0.1 😄
drift tracks and street x need RTX to @jade briar
I know
look at left up corner 360-370WAT of usage power now i make undervolting and save 110WAT
260-280WAT gpu now takes
Ain’t resolution safe from that thing.
Guys, my PR on bollards mesh replacement is stuck rn, and without further help from someone else's machine I can't debug this thing and can't keep up adding new meshes without identifying what is going on.
It works fine on my machine, but on EAWorld and Adam's don't. Could someone try to run it and send me the logs or something at least for me to work with?
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/67
If it was in zip, or just saperate release on repo, i woud try it, but idk how to download it from pull request.
I'll zip the necessary files for yah
Can anyone explain to me or link somewhere where i can read up on what the AperturePBR_Model.mdl is?
Idk of any sources, but as mark once said, MDL file isn't used by the remix runtime at all, the actual shader implementation that runs in the runtime is right here:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/shaders/rtx/concept/surface_material/opaque_surface_material_interaction.slangh
AFAIK, the mdl file is there to help creating materials in OV with the same inputs as the one described in this shader file, so a material from the USD can be easily mapped to this thing at the runtime
I should've searched the message:
#1103377328530276403 message
yeah just found that one too, i remember, so basically those MDL files are so that stuff looks close to what ingame will be like when looking at it in Omniverse Create? That's my understanding
I was just a bit confused because i saw the AperturePBR mdl in your pull request
Yeah, the MDL model is still referenced by the USD in order to define what its attributes are (diffuse, roughness, emissives, normals...) in the same shape as expected by the runtime shader.
I copied the MDLs to help us creating new materials in OV using that reference. Before that we're using the MDLs from the captures folder
ahhhh i gotchu, i always thought the mdls in the captures folder were model files as in meshes 🥲 that explains a lot
thank you so much
Oh I see haha, no, they're for defining materials
Right here. It is still missing the whole "textures" folder, which is too big send via discord, but that alone should allow you to take a look at them
Oh, btw, you should also use this rtx.conf
ye it's a bit of an unfortunate extension name xD
By now everything works perfect, im surprised
the light bollards are all working too like in the pic?
yep
i'm so hyped for the mesh replacements

i'd love to remake the fountain statue
Me too, there is so much to do with it now
#1103377328530276403 message
i used repo thing plus this files, maybe other guys have some diffrent base line files
I can send some models to replace when it will be ready now is usseles but i think will he good make Rulles How many triangles / verticles will Have models becuase need optimized and make lods too
I'll make a git cheat sheet for many basic operations so ppl venturing on terminal can begin working with it more easily
I dont want to make models for renders 😄😄 with 2 milions poly
Just want rulles
Btw where is last Version on Git ? I just go try it
Oh on pins sry
I think its hard to set any limits on polygon density etc. you should IMO use as many as are necessary to make it look good/decent, without unnecessarily adding polygons, thankfully raytracing doesn't care that much about how many polygons it's drawing, but obviously you wouldn't want to create a Flat wall with 5000 tris
Basically use as little as is necessary to make it look good, and for very fine grained details rely on materials is what i would suggest as guidelines/rules for polys, does that make sense?
i know for simple thing i dont think much detail just PBR texture
like wall with rocks
This is amazing.
- With raytracing and how the underlying algorithms works, we can go really high on polygon count, the processing power won't be too much of a problem, but still memory allocation is an issue, so don't worry about polygon count, just don't do excessively uneccesary high poly models, be mindful of the topology and so on.
- Regarding LODs: We are able to replace game meshes, and we're stuck with the same LOD system the game uses, which as far as I've observed, has 2 to 3 LOD levels at max, but I'd take a closer look at it 🤔
Are they ssupposed to be that small? in other places they are bigger
and u miss this texture. The rest its amazing this textures look spot on!
Yeah, like UVs, scaling of props in this game suffers some dark abuses
game dev is wild 
thank god the clouds arent made of bushes
good catch. Thx, I'll be fixing this one
you mean a guide for mesh replacement or?
No, just for git. So ppl can start using it, cloning the repo, updating stuff, jumping from on branch into another, commit stuff and so on
im interested to try Remix version of U2, and im thinking to try it out on 25th July, can someone prepare by then a good working build that would be easy to install if possible? I think it can be arranged in the meantime.
mein gut performance
@tawny elk , do you have any estimates on the lights work until a next release my boy? @jade briar told us to wait until your lights work was done
If you ping me on that day I can put together the latest build.
Lemme check my schedule. 
Sure, i'll do
Adam is fucking dead
brb. Gotta play portal prelude

I was focused on my anti culling / hash stability efforts for CoD2
🫂
Let’s shoot for end of this week. I won’t have much free time this weekend since Oppenheimer and Barbie come out.
Barbieheimer is the deal
Gen Z at its best. I laughed really hard at that, since I'm very included 🥲
Need that subway surfer addin for vscode
I'm more into gtav gameplays
Just to keep expectations in check:
Next lighting update is limited to Hotel Plaza, tweaks of garage/shop lights, and rework of Roadway lighting.
Next release lets ship everything together, remix, bridge, dxvk, widescreen fix and rtx.conf in a single zip file, so that we make sure everyone will be using the right dependencies versions and is much easier to install
v
there's a minor concern with licenses
That was my initial concern 🥲
I'm not sure if we can draw a line between one packge or another so we could ship as much as possible together and let ppl install by their own the rest
Our project uses a simple MIT license, which doesn't requires all of its modules to be open source, and the block referred in the issue seems to state that the SDK can't be distributed in source code form only, doesn't says anything about the release build, as far as my smooth brain understand about licenses:
(e) You may not use the SDK in any manner that would cause it to become subject
to an open source software license. As examples, licenses that require as a
condition of use, modification, and/or distribution that the SDK be: (i)
disclosed or distributed in source code form; (ii) licensed for the purpose of
making derivative works; or (iii) redistributable at no charge.
If you plan to do garage lights, get mine ones as a reference, so we use same mesh to set replacemnts onto
I mean. We can do it and hope no the nvidia layures don't notice.
I can't spell todfay
@ember river working for me
good lord, we have two instances working now. I woke up today, sad that we had none
You’ll have to point out to me specifically which ones you’re talking about. Or a usda with just those ones specifically.
In garages_textures-and-lights branch
Gotcha 👍
Is it clean repo install or you coppied something anywhere?
I merged all the changes in the pull request into my game directory
@ember river I have a small pull request to review. Just updating the naming scheme to be correct (albedo/roughness) and a few additional emissives I made.
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/82
Think he asks because EAWorld cloned the repo outside the game folder, and then copies stuff into the game by hand. Your setup might be the usual clone inside the game folder, right?
nope, I cloned outside the game folder and copied stuff in by hand
@dusty grove Also did some copying process from what he said
He used the zip file I've sent
#1103377328530276403 message
Ok boys, if i remember correctly Adam said that he will make guide how to make ur car paint look like car paint, is there any progress with it?
ok were i need to put it?
So that's copying process after all. And I may assume Adam did regular clone into game folder just like me
That is a relatively difficult process. You need to do that in OV, by selecting the materials of every mesh of your car body and setting those values uncle mentioned
Oh, my bad. I thought you had the repo outside the game folder
Is Emans repo is meant to be inside the game folder?
Yup, the .git, .gitignore, .gitattributes and so on should go next to speed2.exe
The gitignore file is setup to work in harmony with game files
Ah. Maybe I change my repo to live in harmony with yours so I don’t have separate folders anymore 
The readme tell how to install using the command line, bit since I made it without testing, I missed a "-f" on the last step git checkout main
Would be nice to do some of that stuff with interiors using the AperturePBR_Translucent material, specially the casinos which are right at the ground level you can see how fake it looks like
Yeah, the interiors could be much simpler, some blurry low res textures would be enough
Cool, time to RE portal prelude rtx
@cloud cryptHey wussup buddy, saw you after some time.
I guess you were busy.
I got rtx off'd
lol
Hey yeah guys, mental health was down bad... I think i can get back to remix in a week
yeah let's keep everything in one place if possible
hmm
sounds good
I tried to merge and test EAWorld's garages and broke my game 😦
I'll take a look at it. More at the end of this video there is our beloved trello-like view:
https://www.youtube.com/watch?v=yFQ-p6wMS_Y
Make a branch, do you changes and make commits for each task, and then make a pull request.
so who's gonna be the first to try the new binaries in NFSU2?
I broke my game. Trying to fix it first.
yes
I'm working on a README with explanation for the many commands + a cheat sheet with commands to use for the most common operations. Might probably help you quite a bit 😉
I don't have a 40x0 card so it doesn't matter for me
link?
My poor 3060 might be the lower reference for performance goals
I'll start with testing out the new remix build
fg?
frame gen
That makes a lot of sense
nice, where is the link
uh
I don't have a portal, how do I get the binaries without having it? 
you don't, sorry
buy portal
portal is like 2 dollars on the worst day
I'm gonna watch The Flash and call it a day.
Did I get it right?.
no
Fuck
yes but its strange to need to buy game for get a remix update


Edit: God damnit asi file name thing






