#NFSU2 (Need For Speed Underground 2)

1 messages Ā· Page 28 of 1

severe solstice
ember river
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since for raytracing poly count isn't as taxing as in raster, and on the flipside, the cast iron bits uses a single 64x64 5kb .dds texture for normals, keeping memory usage quite low

alpine wind
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any reason i'm getting around 20FPS?

jade briar
alpine wind
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i've messed around with it

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I'm using a 4090 0_0

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I'm going to go through all the steps again, maybe i've missed a step

ember river
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Try a lower dlss preset first

alpine wind
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in the rtx remix settings?

ember river
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ballanced or performance mode maybe

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yup, Alt+X

alpine wind
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cool, thanks i'll try that out in a bit and report back

tawny elk
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Those do lighten up my mood

alpine wind
indigo dust
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is it okay if I send these pics to someone for their project?

alpine wind
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can i use the Redux mod with RTX remix? or am i pushing it?

sharp sinew
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Don't optimise based on feelings and hunches, Use a profiler and cut back if it says you need to. It's a modern renderer, it doesn't care about polygons.

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#1096847508002590760 message

alpine wind
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awesome

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is it normal for the cars to look flat?

safe patrol
# alpine wind is it normal for the cars to look flat?

yes, we haven't found a way to apply new materials to all cars, since every variation of paint job, vinyl, and body part gives the car a new hash. We're working on at least making materials for the stock vehicles, but until we find a better way you have to do it yourself.

alpine wind
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ahh making sure i didn't miss something thanks

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is there a guide on how to do it manually?

indigo dust
safe patrol
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reinstall and follow the instructions in the pinned message carefully

ember river
# sharp sinew Don't optimise based on feelings and hunches, Use a profiler and cut back if it ...

That is a very good piece of advice, for sure mate. Indeed any optimization should be done with metrics.
On the other hand, "Premature software optimization is the source of all evil" - Michael Jackson
Relying more on polygons than on high res textures comparing to raster is just an educated workflow guide to not let everything blow up drastically.
Atm I'm really focused on fast delivery 🚚 šŸ˜‰
https://twitter.com/addyosmani/status/314785735171518464

First do it, then do it right, then do it better - this is my mantra for successfully getting things done. It's all about the iteration.

Likes

896

Retweets

624

jade briar
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This is annoying

ember river
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Do anyone notice a massive framedrop when arriving at beacon hills through the west bridge all the way up to south jackson heights?

ember river
jade briar
sharp sinew
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Yea he's e-mazing alright

cloud crypt
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You just could have used the alüha release and everything would have worked lol

cloud crypt
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Yeah, the version we currently work on and the alpha are different. They have different textures and lighting.

severe solstice
alpine wind
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what was the issue? I have issues where it is too dark or waaay overbright

jade briar
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Hey @ember river. You happen to have grunge textures similar to this?

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Top down leakiness

alpine wind
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ah, that's the one i'm using

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i followed some dude on YT

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lol

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Where is the proper file?

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install via terminal?

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does rtxremix have cli?

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ā¤ļø

jade briar
alpine wind
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sweet thanks

spiral fable
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have any of you tried custom/modded cars ?

alpine wind
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i have

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trying to mesh two mods into rtx lol

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it seemed to work, but i'm starting over

ember river
ember river
alpine wind
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i've done goof'd lol

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looks like tha tis causing it

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when that is changed, it's to dark to play

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maybe i've screwed something up

ember river
# alpine wind

You need to use a new version of dxvk than the released one. Head to the actions tab in dxvk github page and dl the latest green one

jade briar
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I need that for a texture

jade briar
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That's something we have to solve

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yea

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Just skip them

ember river
# jade briar Can you point me towards some resources?

textures.com has a lot of them with alpha transparency so you can just slap it in your texture and compose the layers at will. I use Krita to make all the textures, if you're using something like Quixel Mixer, substance and so on I can't help much, but should be somewhat the same process

ember river
alpine wind
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That one?

dusty grove
jade briar
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Those areas don't have any custom lighting right now.

jade briar
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hmm

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Those are good

tawny elk
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It’s in the queue(tm)

alpine wind
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seems to be working great now

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if someone wanted to vaildate that lol

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very nice

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can you take a look at my video and see if it is what is expected?

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ah, VLC is your friend

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i can post pic

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Thanks!

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which hud are you using?

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ah, very cool

jade briar
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Imagine not using vlc

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VLC is like. An essential.

desert trout
jade briar
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eral

jade briar
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dw about it

open atlas
cobalt peak
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RTX Remix skydome support when?

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We just need the original skyboxes upscaled, they look great

cloud crypt
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It has already a new one, and i like it

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waas it created in Blender?

jade briar
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What

cloud crypt
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the skydome

jade briar
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It's an edited hdri

cloud crypt
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ah ok

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looks a bit like this

rich plank
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Hey legends, is there a trello, or some kind of board where I can see what assets need to be redone? I know a thing or two about texture art and modelling
I would love to contribute

alpine wind
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^^ this guy scrums

rich plank
alpine wind
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lmfao

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it would be nice for this project to have something like that tbh

rich plank
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Yeah, cause I'm reading stuff from time to time, and I'm so lost, but want to help

rich plank
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I'm a senior pm now

alpine wind
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haha

rich plank
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Btw can we do replacement of car meshes? I believe it's not that hard to increase the polycount. Can someone dump some geometry for me to test out?

ember river
jade briar
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Someone also give him the instructions document for artists

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Where is it

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@rich plank

rich plank
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Thank you, reading it rn

ember river
rich plank
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Hm, do you have a dump of any geometry to test out UV transfer?

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I think I can try to make this work

jade briar
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You can dump it yourself

rich plank
jade briar
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Files are really big

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More than 500 megs

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Unless you want a singular model

rich plank
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Yeah, like maybe someone was tinkering with it already. If not its ok, I'll do it myself

ember river
# rich plank Yeah, like maybe someone was tinkering with it already. If not its ok, I'll do i...

Don't think anyone would have it ready to copy, but it is not that difficult. Meshes are stored in rtx-remix/captures/meshes/ folder when you hit "Capture frame in USD" in remix overlay menu. So, just capture a frame with your car and open it in OV. You probably wanna use blender from the omniverse launcher which is built specially to deal with USD files. Anyway, just follow Mark's guide to mesh replacements pinned in #1096847508002590760 and you should be good to go

delicate jolt
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My car headlights do not have lights, how can I solve this?

rich plank
ember river
ember river
# delicate jolt

That is right. Cars don't have headlights in version 0.2.0-alpha of the mod

rich plank
jade briar
delicate jolt
jade briar
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Just don't talk about it

ember river
rich plank
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Of course, who would do such a despicable act

rich plank
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Me neither peepoYep

ember cobalt
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hmmmmmm

jade briar
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Nothing to worry about. Just talking about modding 🫔

rich plank
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Yep officer, all clear

rich plank
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@ember river Christ almighty am I doing something wrong or original UVs are kinda fucked up?
They are laid out nicely, but displaying incredibly weirdly

ember river
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Stick to the bright garages for now. They need some adjustments, that is ok. Someone will work on it soon

tawny elk
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Do you have the RTX conf from the defaults folder?

rich plank
tawny elk
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I think you got it right then

ember river
rich plank
tawny elk
ember river
tawny elk
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I don’t know what is causing so much problems with lighting. Sorry mate

ember river
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The lighting issue is also happening on our end, is supposed to be like that, don't worry. Is something we're gonna fix soon, just ignore the garages for now

tawny elk
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You can try setting up my repo but it’s quite bleeding edge. Has more lighting complete tho.

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Great question. Won’t have the answer till tomorrow night, maybe. Involves lots of bits and pieces to be modified.

ember river
tawny elk
rich plank
blazing bone
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@tawny elk is the car hashes unstable?

balmy chasm
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What do you mean? LODs?

blazing bone
balmy chasm
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I believe yes. Traffic one is the easiest way to go because you don't need to handle dynamic texture thing. Player cars are bound to be flat shaded, so I'm not sure you'd like to work on that until we figure out the way to make such shaders work on replacement

ember river
ember river
# blazing bone <@264632269174472704> is the car hashes unstable?

The cars materials are. I've made an issue that should solve this problem, but until then, materials replacements is a no no for us
https://github.com/NVIDIAGameWorks/rtx-remix/issues/215

GitHub

User story I, as a NFSU2 texture modder Would like to replace at least the roughness of car body materials, which by runtime's default are all rough, while keeping the game's original diffu...

alpine wind
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I made a copy of mine

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After it was 100% working so if I screwed something up, delete, copy, paste

balmy chasm
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even though is is severally overlit, most likely because of higher emission and sky brightness values

timid prairie
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but still beter than early

safe patrol
balmy chasm
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Some default van, taxi and most popular cars on the road in 2000s :D

tawny elk
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Chevy express, caprice taxi and not sure on the other ones.

ember river
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In Brazil we have something called the FIPE table, which is a curated data on almost all vehicles available in the country. It has standardized prices for vehicles per brand, model, year, month and so on
https://veiculos.fipe.org.br/

Probably in US there might be something similar that could be used Peepo_Think

jade kayak
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Here's a big brain idea: replace every single world and AI car texture but don't replace drivable car textures, then just make the legacy materials glossy

ember river
jade kayak
severe solstice
ember river
ember river
tawny elk
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Pop into the usda and edit it

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Or record a video and adjust things in post

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Like they likely did

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Many ways to proceed

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but which is the correct path? HmmWizard

jade briar
alpine wind
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Ive gotten around 10 hours in so far on this

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And ill keep playing it from scratch as updates roll out

balmy chasm
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Omg, is it UFO?
it is some mix of lobby and carrier garage somehow

dusty grove
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e-man can u make optional wet roads.usda? new roads look nice but personally i'm more wet roads enjoyer. (moreover in original game all roads are wet anyway)

balmy chasm
dusty grove
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btw sidewalk are not applied everywhere

dusty grove
balmy chasm
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I'm afraid that's the part of road lights which is instanced all over the map. This way it is just impossible to use different color in this area

dusty grove
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there is missing buildings everywhere, they where upsent before but i dont really remember whole street disappears...

balmy chasm
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You just broke your instance

dusty grove
balmy chasm
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Restart. If doesn't work - reisntall game

dusty grove
balmy chasm
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01_buildings is responsible for lights solely

thorny pawn
tawny elk
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I think I have that fixed in my repo Hmm

ember river
ember river
tawny elk
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If you're not interested in keeping both repo's in sync, it's pretty easy. My repo acts as a mod ontop of e-man's repo

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Now keeping both in sync, that's when you gotta start using symlinks and such

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Go on my repo and get the garage usda file and place it in the right spot and see if that does it for ya.

cloud crypt
jade briar
severe solstice
tawny elk
blazing bone
tawny elk
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Which garage do you want to have updated?

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You can replace each garage individually in their folder

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I believe there are more lights to that scene. Not sure where they are though

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Ah they're in the global usda

dusty grove
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Thats obvious that u install adam lights wrong, files and adamlights.usda just simple replase, than mod.usda shoud be renamed to whatever u whant for example adam2.usda, than put in same place as adamlights.usda
Than u open mod.usda (that one that u didn't touch - from repo) u will see layers, u just need to add one more layer @./adam2.usda.....

balmy chasm
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If you're going deeper into the Remix modding, you might want to finally learn all the workflow including usage of OV and other stuff

cloud crypt
jade briar
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Looks a lot better than ours

cloud crypt
jade briar
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yes

ember river
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Their project is fantastic. I'm also really looking forward for it. But we're also slowly catching up steam guys. Trust the process. Of course we won't be able to implement better UI and gameplay features as easily as them without full access to the code, but as remix evolves, some key features are implemented and we cover more and more of the game with better replacements, ours will also become an amazing showcase

jade briar
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Waiting for mark to fix unstable motion vectors

twin egret
thorny pawn
twin egret
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Probably haha

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I just wondered if, surprisingly, EA was not like that

tawny elk
tawny elk
bright hedge
jade briar
bright hedge
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np

soft zinc
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Following in from #offtopic-game-discussion

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how are people working on UG2 dealing with the textures? A lot of them feature HEAVY usage of lightmapping which I can't assume plays well with RTX Remix completely reworking lighting

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I've also heard the latest 'release' removed frustrum culling? Is this so that offscreen geometry can show up in raytraced reflections?

tawny elk
tawny elk
soft zinc
tawny elk
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If you disable materials in remix you can see it for yourself

soft zinc
# tawny elk Yea pretty much.

From what I understand of vertex colors, the final 'color' of the tri as a whole is achieved by interoplating a tri's vertex colors at each pixel making up the tri

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Wouldn't this mean that the meshes would have to be slightly high-poly to get the smooth 'lighting' they have in the game?

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At that point, why not just use lightmaps and save the trouble of high poly meshes?

tawny elk
tawny elk
tawny elk
soft zinc
tawny elk
soft zinc
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are you using a graphics debugger by any chance to dig into the game?

tawny elk
soft zinc
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Couldn't an old one be fished out and used?

tawny elk
soft zinc
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I've had trouble finiding directx9 debuggers myself. Closest was Intel's GPA

tawny elk
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They often sucked and required to be injected into the source code.

tawny elk
soft zinc
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I did get it to work with UG2 months back

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Although all it could do was capture frames

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nothing more

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I can't get it working anymore with ug2 on my new system though

tawny elk
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You can install a very old version of nsight and use that

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Or just do apitraces

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or reverse engineer the game KEKW

tawny elk
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There’s symbols available so it’s not bad at all

soft zinc
#

I am unfortunately horrific at low-level programming at the moment so they can only go so far šŸ’€

soft zinc
tawny elk
soft zinc
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I'd assumed that at first, but it had to be very tedious right?

tawny elk
#

For a little bit yea, the more reading and research you do about how things are typically programmed the easier it gets.

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Also the debugging symbols have been ported from the gc build by the people behind nfsunlimter so that helps a ton

soft zinc
#

I see, I see

tawny elk
soft zinc
#

Also, you'd mentioned UG2 couldnt do texture layering right?

#

How do Vinyl groups in the game allow you to place multiple textures on the same portion of the car then? Are they all separate decals?

tawny elk
tawny elk
surreal ruin
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Yeah each decal is basically a projector during editing

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And when confirmed it's all baked into a texutre at runtime

tawny elk
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I think that’s the only time there’s any sort of ā€œlayeringā€ going on in the game ngl.

surreal ruin
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Definitely, yes

tawny elk
soft zinc
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Velocity was the name of the project, sorry

soft zinc
#

Which disassembler do you use if you don't mind me asking?

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Wait, while we are that, I'd always had this one question regarding the lighting system in UG2. Never could find the answer, and am curious as to how it works with RTX Remix now

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From what I understood, UG2 uses vertex colors for 'baked lighting' on meshes.

Street lights 'casting' lights on roads use the same method right? What about car headlights themselves? Are they dynamic light sources?

tawny elk
tawny elk
tawny elk
soft zinc
# tawny elk Street lights are baked. Headlights are a texture floating above the ground I be...

I did notice a texture when I was using Intel GPA that resembled the shape the lights cast on flat ground, but I've also noticed they actively cast light on objects in front of them

Curiously enough, using the debug cam view, I've seen that car headlights can sometimes 'ignore' objects in front of them, casting them over to what is behind them

I am assuming they project the texture onto the objects then?

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wait, let me try to get a pic

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I've seen them phase through static world objects too

tawny elk
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Are you on high graphics settings?

tawny elk
soft zinc
soft zinc
tawny elk
# soft zinc Yeah

I'm not the most familar with the higher graphics settings tbh. I'd imagine it takes the light source into account in the shading.

tawny elk
soft zinc
#

If it IS a texture, why would the lack of backface culling allow it to 'pass' through the van? If any, wont the opposite happen, since it would end up lighting the van's backface instead?

tawny elk
tawny elk
soft zinc
#

I also forget to mention that I know next to nothing about reading a graphics debugger šŸ’€ At the time, I only knew to inspect textures and the various 'passes' the frame would go through before being completed

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Guess I'll learn up on how they work soon

tawny elk
#

At the cost of not being as user friendly.

jade briar
#

Adam fix the crouds

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crowds

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idk

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how spell

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ceouds

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shit

soft zinc
#

Also, the vertex limit, does the project plan to break past the 64k vertex limit soon?

tawny elk
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Unlimited vertices

soft zinc
#

isnt the vert limit hardcoded into the engine

jade briar
#

Apparently remix is very good with crazy amounts of geo

tawny elk
jade briar
soft zinc
#

Yo, that's insane!!!

jade briar
#

The game thinks it's running normally

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MY man is figuring remix out for the first time

soft zinc
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Last I messed around with it was months back

tawny elk
soft zinc
#

I knew that it somehow injected itself into the rendering pipeline back then

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not more

soft zinc
#

well, time to put my 50W 3050 mobile gpu to the test and see if it can run this

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Funnily enough, my home pc that had a 1660s and a 3500x, stronger on paper than my laptop, would CONSTANTLY drop frames to the low 20s in stock UG2

tawny elk
soft zinc
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Will performance improve with time ?

jade briar
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The game runs like 20 fps on 4090

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1440p

soft zinc
tawny elk
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||He doesn't use DLSS for context||

ember cobalt
soft zinc
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I can't imagine DLSS would even let my card get near 1080p 30 tho šŸ’€

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I wonder how the 2050 would fare

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also yes, that's a real card

tawny elk
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Very very poorly

soft zinc
#

a dumpster fire one showed into budget gaming laptops

soft zinc
ember cobalt
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with Low

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if you have Portal, see how that goes

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it's $1 right now

soft zinc
#

Where do majority of the performance issues come from though? The act of tracing out the rays themselves? Overhead from RTX Remix acting as a middle man to the rendering pipeline causing slowdowns?

jade briar
#

rt

soft zinc
soft zinc
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I see

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I take it the performane won't improve with time then oof

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well, I shall try it out regardless

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For science

ember cobalt
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try Medium + DLSS Performance first

spark moon
#

U live in the riders house

soft zinc
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I suppose I have broken something when installing the mod šŸ’€

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Though path tracing doesn't seem to be in action here, I can't quite tell what's causing the FPS drops then

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lemme try a reinstall

ember river
soft zinc
#

ladies and gentlemen

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we have 30 fps

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on the main menu šŸ’€

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Gameplay is at 12 fps (Medium + DLSS performance)

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more than I expected tbf

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I haven't downloaded the custom tex yet, I am assuming the blood red sky is due to that?

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and not due to my RX7 being transported to the lair of L̸̪͌OĢ·Ģ”ĢŒR̶͒͛D̶́̚ ̓̀͆B̵͌̚A̓͊RGLURGA͌AĢøĢŽĶÂ̶̒G̓͛͛BĢø THE Ů̷͐N̶̈́̀FĢøĶƒĢ„ORGIVING?

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:P

jade briar
#

You've been transported to mark's lair

ember river
#

Not, it is alright. You've been consuming too much devilish dark memes enough for a lifetime

soft zinc
#

wait nvm, seems like there weren't any custom texs to download

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couldnt make out the new texs were there due to how blood red everything was šŸ’€

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I'm getting highs of 21 fps

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this...is not bad performancce wise

ember river
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lol it is just DXVK version. The latest release doesn't support an very specific thing about mesh replacements so our sky sphere is on it's month period

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You have to dl the latest builds instead, in github actions page

soft zinc
soft zinc
soft zinc
soft zinc
soft zinc
ember river
# soft zinc I am also curious as to how you guys figured this out, seems VERY esoteric of an...

It boils down to unmark the game's skybox textures as "sky textures" so they will render just as regular static meshes, so we can replace them with an properly uv unwrapped sphere to support HDR/EXR maps. I edited a skybox texture from Poly Heaven in Krita (yeah surprisingly it supports HDR image editting) and slapped in it as an emissive texture. It very suboptimal, there is visible framedrop from this approach but well, it works

tawny elk
ember river
#

Was a very pleasant experiment indeed. A thread full o cat pics sharing elderly wisdom

tawny elk
#

All the kittens got adopted by the way aww

ember river
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special props to @tawny elk and @sharp sinew for helping in the discovery

ember river
soft zinc
#

Also, I decided to set the material colors to white. Are the walls normal mapped there? I thought the engine didn't have normal mapping

jade briar
#

@tawny elk. Whip out the UV screenshots

soft zinc
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Uhhhh šŸ’€

tawny elk
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#general-remix message

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They had a 'unique' interperation of how to use UVs

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#1103377328530276403 message #1103377328530276403 message
#1103377328530276403 message

tawny elk
soft zinc
soft zinc
tawny elk
soft zinc
#

holy f

soft zinc
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Or was some form of alpha sorting done on the roads?

ember river
#

Time for some hedge fences

jade briar
#

Bro had to touch grass for us

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Respect

tawny elk
sharp sinew
#

Looks like a cracking set up as well

ember river
# soft zinc as in remix INJECTS normals into meshes on the fly?

Remix injects full PBR rendering in a raytracing compatible way. It intercepts most of directx calls and redirects them to a 64bit process that implements a fully fledged raytracing engine. It only needs original assets to capture and perform some realtime hashing to uniquely identify the asset and replace them with what we add to the game. This give us a lot of freedom

soft zinc
#

What about SSR? You wouldn't have needed to run it at a particularly high res right?

jade briar
#

SSR wouldn't be a thing back then

soft zinc
#

as in performance wise or from people figuring it out?

tawny elk
jade briar
#

Not useable due to huge performance impact on the hardware at the time

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Also adam

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There's nothing under the map

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U bozo

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It's planar reflections

tawny elk
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Cutting edge

ember river
soft zinc
soft zinc
ember river
ember cobalt
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remix intercepts the calls from the game's renderer basically, and replaces it with its own that does path tracing

soft zinc
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That's genius haha

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Oh, and forgot to mention, I get a stable 21-25 on my 3050. I fiddled with some setting earlier from the looks of it by mistake, Medium Preset + turning on volumetric + high quality denoisers gets me 21-25 even in the city

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Funnily, my 1660s could barely hold that in stock UG2 when riding through the city šŸ’€

severe solstice
#

šŸ’€

jade briar
ember river
jade briar
#

Smart

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When I played the game first, my GPU straight up didn't support shaders, so the game would run in FF mode

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So no road reflections.

soft zinc
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Or do the differences in elevation not matter enough to make much of a diff?

jade briar
#

Hence the reflections not always lining up properly.

soft zinc
#

I see, I see

soft zinc
#

I recall the game having road reflections though? the ps2 didnt have shaders per se right?

cloud crypt
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The PS2 version of underground 2 used ps 1.2

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pixelshader 1.2, but they kept them as minimal as possible, for examples Windows didnt had shaders and reflections were tweaked down extremely

jade briar
#

He sees

cloud crypt
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XD

soft zinc
#

On that note

#

To everyone who's worked on this project and to everyone who's helped me today, thank you so so much!!! This was realllly enlightening, and to plop back into the game with path traced environments running on my laptop is insannnneee!!!

#

Oddly enough, the 25 fps doesn't seem unplayable. I'm surprised, given I'm an fps snob who usually finds sub 40 hard to play with

#

It's actually perfectly fine holy

ember river
soft zinc
#

XD

#

no but fr though, is the nvidia reflex thing doing its magic here?

#

Oh, and one last question before I sign off for the night

#

How exactly do I patch in the fancier car materials ?

jade briar
#

They still are, to some extent

ember river
# soft zinc How exactly do I patch in the fancier car materials ?

Since the game composes a new texture for each combination of vynil, decal, paint color, etc., we can't replace the car materials atm, only for a specific setup you have, which goes away once you decide to change something in your car. There is an issue explaining it a bit and proposing a solution to that. Until then, best we can do is make good materials for stock unmodified cars and traffic ones
https://github.com/NVIDIAGameWorks/rtx-remix/issues/215

jade briar
#

One day. When Nvidia gives us 3 lightspeed artists to help. We shall remodel every car.

#

Or maybe I win the lottery and commission modellers to do it

#

Both of those things are highly unlikely. But it's nice to dream.

tawny elk
#

Could make a simple 3d editor or something

soft zinc
#

Reading into the GH issue

#

"Replacing the mesh's material with a new one, even if is just a roughness overwrite in the USD, also implicitly set the diffuse attribute to null."

Why exactly does changing a material parameter set the diffuse to null?

#

Materials are made to be edited as and when we want them right?

soft zinc
soft zinc
#

I take it its procedural nature is going to be a pain and a half to implement both efficiently and realistically

#

I also wonder how far off POMs are for building interiors, ala Forza Horizon or Spiderman

#

Also, really sorry to bother you all with another question but šŸ˜…

#

This is how the game appears as it starts

#

Move to the left and the light source present there lights up your scene. Move back into your original spot and the light's influence continues

Is this a bug? I'd assumed the light didn't influence the first screenshot due to the light being culled or not being loaded. I'd thought that once it was loaded and viewed for the first time, it persists even if you make back to the same spot

#

Is my guess right here or is it something else at play causing this issue?

balmy chasm
#

That's how light-anti-culling works. It will emit light from culled referenced geo for the set time in config. You can just press B to load lights on the back when somewhere in the dark place

dusty grove
# soft zinc Also, really sorry to bother you all with another question but šŸ˜…

Shouldn't be like that, game has strong culling, so lights disappear off camera. The guys made custom light sources wich aren't affected by culling. So if you install everything right it should not be a problem, but u have a problem.
So you install it wrong:
You did download files from github? If yes looks like you don't have all files, try to download it again
OR download and install AdamPlayer lights separately > https://github.com/adamplayer/Underground2RTX

From gamereadyassets u take all files but not mod.usda, just copy with replace, than rename that mod.usda that you didn't copy, to smth like adam2.usda and only than move it into game files. After that you need to mention that adam2.usda in main mod file "mod.usda"
So open mod.usda you will see subLayers = [ .....
So as any other files you see you just add another line @./adam2.usda,
Thats it you have lights!

GitHub

An RTX-Remix mod for Need For Speed Underground 2. Contribute to adamplayer/Underground2RTX development by creating an account on GitHub.

soft zinc
#

Also, I've noticed the rear view mirror renders everything standardly, no tracing or updated materials. How exactly is this done? If EVERYTHING is passed to remix's renderer, how do rear view mirrors get away with rendering things as they look in the original game?

dusty grove
thorny pawn
#

i hope we get proper HDRI support at some point so we can just mark the skybox as Ignore Texture, that should fix the performance stuff, because i imagine having a giant emissive skybox/sphere will cause a LOT more calculations with the rays having to travel a huge distance/multiple extra iterations

soft zinc
soft zinc
dusty grove
thorny pawn
#

Something along the lines of "if this ray isn't going to hit anything else in x radius just assume it's going into the sky" i don't have the rtx remix source in front of me but thats what i remember seeing šŸ˜„

dusty grove
# thorny pawn That's true, however there is an optimization for sky rendering if i'm not mista...

Just tried that in nfsu2, disabled sky - no difference, disabling emissive also does 0 effect on fps, so no that is not affecting performance. Maybe if get very specific scenario with simple no pbr textures and only one light source - enabling additional emissive light would increase load on denoiser as effect make fps lower, but i don't think that is good representation of real rtx remix use with ton of lights and hq materials.

thorny pawn
#

also no effect on amount of noise?

#

then it's fine i guess, but would still be cool if we get HDRI support

swift palm
#

hey guys, who can help me, my ug2 crash immediately when boot up and my d3d9.log tell me:[20:31:16.752] err: The server process has unexpectedly exited, shutting bridge down until next game relaunch!
[20:31:16.864] err: Timeout. Connection not established to server.
[20:31:16.864] err: Are you sure the server was invoked by this application and is running?

tawny elk
soft zinc
tawny elk
soft zinc
#

Got it

#

that's interesting

#

Wait, this might sound stupid but given I'd only played around with this yest

soft zinc
#

Could I, say, switch my main camera view to the og rendering engine on the fly?

tawny elk
soft zinc
#

Also, how would I place custom light sources on my own within the map?

#

Also, are the flat shading on the stacks here supposed to be normal?

tawny elk
#

Do you mean the red obstruction lights on top of storage silos?

soft zinc
soft zinc
tawny elk
tawny elk
tawny elk
soft zinc
tawny elk
#

You can view uvs in the texture coordinates debug view by the way

balmy chasm
#

@soft zinc ^

tawny elk
soft zinc
#

Also unrelated question, but, I'd used Remix's "texture viewer" to view the textures within the game scene when playing UG2. Noticed several textures, such as icons and the EA logo viewed when loading the game, were using this 'BC2' texture format. Piqued my interest so I'd look up what it was

#

Given NONE of these textures need any alpha data other than max or 0 alpha, why exactly was BC2 used over BC1?

ember river
#

I'm not sure if the extracted texture via capture ends up being the same format as the original ones that the game sends. Remix will capture the data being sent to the GPU by intercepting api calls, but I wouldn't be surprised if the textures aren't the most optimized format. That would be the least of the problems this game have Peepo_Kek

soft zinc
#

Also, your last statement left me curious. What glaring issues are there in the game?

#

Other than the wonky skybox uv I'd learnt about yesterday

#

or the lack of texture layering

tawny elk
#

The lack of back face culling means that the game had to be really careful about geometry.

#

But then some scenes/areas have loads of geometry for whatever reason.

ember river
#

I wouldn't be surprised if the original format is lost during a cpu decompression by the game and remix has to do an educated guess of what the intended format was supposed to be when capturing the texture Peepo_Think

ember cobalt
#

since it's possible to match hashes of textures pulled right from game files with what Remix exports, it definitely isn't recompressing anything

soft zinc
tawny elk
#

I believe when it’s loaded into the Gpu memory, the format is specified.

soft zinc
#

I see

opal olive
#

hi guys i saw this mod on youtube but have no idea how to download it can someone help 🫠

misty pebble
#

well this is uh.... yea

#

Things were going ok until this happened

dusty grove
# misty pebble well this is uh.... yea

You download it wrong!
Bro you download old version from realeses page on github, or you log in into github, install github desktop, and than download actual version of the mod.

misty pebble
dusty grove
misty pebble
#

I'm running the current one

#

I did swap my GPU from my 3070 to my 2060 due to PSU issues

dusty grove
misty pebble
#

Yep, it is

dusty grove
# misty pebble Yep, it is

Ok so smth wrong with config
Anyway go download latest version from github.
Install github desktop > download mod through github desktop (it will be over 2gb), delete old files put new one

misty pebble
#

Aight, I'll do that tomorrow

#

Pc is shut off for the night

cobalt peak
cobalt peak
jade briar
# misty pebble well this is uh.... yea

I suggest you stick to the release versions. You did nothing wrong. You can try to install the latest version through GitHub, but the process is a bit confusing.

misty pebble
swift palm
#

NvRemixBridge.log:
......
[22:54:57.299] info: Initializing D3D9...
[22:54:57.300] info: Message channel MessageChannelServer established.
[22:54:57.728] info: Exception 0xe06d7363 at 00007FF825BDCF19! Saving minidump to 'D:\Game\nfs8copy.trex\NvRemixBridge.exe_20230810_225457.dmp'
......

d3d9.log:
......
[22:54:57.264] info: Process set as DPI aware
[22:54:57.264] info: Sending SYN command, waiting for ACK from server...
[22:55:12.931] err: The server process has unexpectedly exited, shutting bridge down until next game relaunch!
[22:55:13.042] err: Timeout. Connection not established to server.
[22:55:13.042] err: Are you sure the server was invoked by this application and is running?
[22:55:13.042] info: [Uptime] Server (estimated): 16s
[22:55:13.052] err: GetDeviceCaps() failed with: no response from server.
[22:55:13.067] err: GetAdapterIdentifier() failed with: no response from server.
[22:55:13.083] err: GetAdapterModeCount() failed with: no response from server.
[22:55:13.098] err: GetAdapterDisplayMode() failed with: no response from server.
[22:55:13.114] err: CheckDeviceMultiSampleType() failed with: no response from server.
[22:55:13.114] info: Creating a NON thread-safe D3D9 device.
[22:55:14.114] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:14.114] info: Creating a NON thread-safe D3D9 device.
[22:55:15.114] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:15.178] info: Creating a NON thread-safe D3D9 device.
[22:55:16.176] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:16.176] info: Creating a NON thread-safe D3D9 device.
[22:55:17.176] err: ...server-side D3D9 device creation failed with: no response from server.
......

My gpu is rtx2060, can anyone help me? I try a lot of versions of bridge

tawny elk
#

Did you make sure to change d3d9.dll to d3d9.asi

swift palm
#

I tried, but no change...

jade briar
#

You probably messed something up

dusty grove
cobalt peak
#

Why does my game become so bright at times

#

While some street lights dont cast any light at all

jade briar
#

It's an issue that has been fixed with the latest versions

cobalt peak
#

It is 0.2.0

#

Or what are you talking abou

#

about*

dusty grove
#

Update the dxvk and bridge to latest version

ember river
# cobalt peak Or what are you talking abou

The 0.2.0 versions doesn't ships the fix for this overbright issue, which is the latest Release so far. If you know your way around git, you can proceed to clone the repository from the github page into your game folder and you'll get the latest stuff that is available for developers, just not released in a neat single zip package yet

dusty grove
# cobalt peak Ah thanks young lady

Actually i woud recommend you to download newest version of mod directly from github.
So you have github page of nfsu2remix, download github desktop > put link of that nfsu2remix page in github desktop> it will download over 2gigs of files, and here you GO, you have beautiful rays coming into your eyes

soft zinc
#

How are the 'wet' roads implemented in the game? I decided to highlight legacy materials in the dev options only to notice that only the portions of the road that were wet flashed red

#

While the rest of the road didn't?

jade briar
soft zinc
#

I'd assumed it was some mesh overlapping fuckery at first

#

any chance of bumpmpping on mesh-replaced roads in the future, much like how the walls near the airport are bumpmapped?

jade briar
#

Well, every single road mesh in the game is unique, so replacing every road is gonna be a big task

soft zinc
jade briar
#

yes

soft zinc
#

What about intercepting road meshes and changing its material to a PBR bumpmapped one? To know if the mesh is that of a roads, could we use the textures as a hash since they all share the same diffuse texture?

#

oh wait, isn't this basically the car material problem again?

jade briar
#

Yes

#

We don't have materials

soft zinc
#

right, i see

#

Wait, so how are the walls replaced and textured if we don't have materials then?

jade briar
#

apparently some walls share meshes

tawny elk
#

Looks right to me

tawny elk
#

Yea it’s a bit bright cause I used a dark to balance it.

#

If you adjust your materials to the classic gloss look it’ll look a little bit better but still a bit bright.

#

I forget the exact material props but I do have it in my repos mod usda I think

#

You’ll wanna use your own texture tho

#

I will do another pass at the garages when they get the textures testing redone

balmy chasm
#

Can't believe graffiti reflection map payed off. That one on the right had no reflections with default lights at all

balmy chasm
plain lantern
#

When will be new version of UG2 RTX to download? 😃

#

0.20 is nice but lighting at URL and StreetX races is disabled and there is to dark

balmy chasm
#

You can download most recent files from github using method for devs. Not sure if URL lights available there though, but you can always bump up Sky brightness to make all the map lit more

plain lantern
#

Did there is some package of files to download

balmy chasm
#

What do you mean?

plain lantern
#

New patch

#

And lights of cars are repaired?

balmy chasm
plain lantern
#

I wanna new version of patch

#

XD

#

Gimme that baby

#

My RTX 4090 at quality settings got 45fps sometimes

balmy chasm
plain lantern
#

Yea but where are files

#

Game i got

balmy chasm
plain lantern
#

Link with ug2 patch rtx files is not visible here

#

Github i got

balmy chasm
plain lantern
#

I got

#

Thx

cobalt peak
#

Is it normal that some lights, in the hills for example don't work?

jade briar
#

Yes

#

Blame Adam

cobalt peak
#

Ah

cobalt peak
#

My game is very noisy aswell, is that normal?

#

(Look at the bright area on the street)

jade briar
#

It is what it is

#

We'll probably need to do noise optimization passes

dusty grove
cobalt peak
devout zodiac
#

Guys help me I did what video says but game cant open...

jade briar
#

Do again

cobalt peak
#

The weird thing is, on 0.1.0 there's almost no noise.

#

And I have DLSS balanced on in this pic aswell.

jade briar
#

Maybe the custom lights are causing the problem

cobalt peak
#

Yeah probably, although I really enjoy the lights in 0.2.0

#

I like the yellowish tint

jade briar
#

A lot of people did. Until adam made them yellower

#

soooooo

#

idk

tawny elk
#

I plan on making a patch for mine where it changes them to more warm colors.

devout zodiac
#

I cant find of folder which name is underground_2_RTX_0.1.rar therefore I decided to use that folder NFSU2-RTX-Remix-main

#

but it didnt work

tawny elk
jade briar
#

Could be. Someone take eman out and show him what asphalt looks like irl

cobalt peak
tawny elk
#

Looks like this

ember river
tawny elk
#

Oh yea my bad. I forgot about that.

#

@jade briar take a look at that PR and determine if his research of asphalt was correct

cobalt peak
#

I am sure it must be the custom lights. :/

ember river
cobalt peak
#

Maybe you should make the lights look more like those šŸ™‚ https://www.youtube.com/watch?v=wQLfB_ytx-M

Hello folks, we have some life in Bayview now :) In the following some update notes that i still remember I did over the past few months.

World

  • traffic is now on the road.
  • pathnodes are layed out in the city core
  • GPS pathfinding to drive to your desired destination. the blue arrow is a direction aid and leads you to your target (At the mo...
ā–¶ Play video
#

But I guess we have to wait for TUFU to be published

#

To get those

#

Bc this is rtx remix, not TUFU šŸ˜›

tawny elk
cobalt peak
#

Yeah, but the TUFU lights are really close to vanilla lights just.. More realistic.

#

The color and everything

jade briar
cobalt peak
#

Yep

jade briar
#

Of ours

#

Until lighting was changed

cobalt peak
#

Well where does one get the version before lighting was changed

#

Or is there no way to get that version anymore

jade briar
#

It's in the releases section

cobalt peak
#

Anyway, TUFU posted a new picture

jade briar
#

Bussin

#

I guess we could make a texture for the water

#

What do you think

#

@tawny elk

#

I can go and make a tiling wave bump map real quick

jade briar
cobalt peak
#

Anyway I don't want to wait for TUFU anymore, could I just put Underground 2 into unreal engine 5 myself?

#

I've been waiting for two years now.

#

It feels like waiting for GTA VI

misty pebble
#

body shop is still completely dark for me

tawny elk
tawny elk
cobalt peak
#

Oh damn

#

Yeah I watched the first TUFU showcase, the game looked almost like vanilla back then

#

I think I prefer RTX Remix and waiting for TUFU

tawny elk
cobalt peak
#

Anyway, I am sure that NFSU2 water is not animated, just a 2D texture.

jade briar
#

adam help

cobalt peak
jade briar
#

gta 2

#

wha

tawny elk
jade briar
#

wh

cobalt peak
#

Oh yeah, it's Seattle.

#

I think Bayview is supposed to be a mixture of Seattle and Los Angeles. (Because of the Bayview sign.)

#

But most skyscrapers remind me of Seattle.

tawny elk
jade briar
#

w

#

I

jade briar
#

Where is this guy posting

tawny elk
# jade briar adam help

Think you can right click on the changes tab and discard all the changes your GitHub program is trying to make.

misty pebble
#

was afraid of this: URL is Super Dark

tawny elk
misty pebble
#

i can at least kinda see with other cars

tawny elk
tawny elk
jade briar
#

give

cobalt peak
#

Aunt Burrito what are you doing

jade briar
#

Doesn't exist yet

misty pebble
#

Ah ok, and sadly without any headlights nor lights in general, it is near impossible for me to beat the 2nd URL

tawny elk
misty pebble
tawny elk
#

I’ll get right on it if they’re wearing a hat.

misty pebble
#

I'll go find my cat xD

misty pebble
#

nah had a issue that got arised

#

not NFS related nor RTX related so i won't say it

cobalt peak
#

TUFU looks really insane

misty pebble
#

@tawny elk I tried xD

#

i have 0 art skills

misty pebble
#

Ahan?

tawny elk
#

It’s just the material of the car itself is just a rough surface by default so it ends up reflecting a bunch of light.

#

Not so much the light sources.

misty pebble
#

would changing the paint material work?

tawny elk
#

If you also post an OC picture of your cat I’ll jump on it after the lights for the URL.

tawny elk
tawny elk
craggy plover
#

I am sorry but it seems I have broke my game. How would I go about reinstalling remix?

dusty grove
craggy plover
#

@dusty grove Thank you. I will try

#

So my game works again but its not showing the remix graphics

#

Where would I find the download for the remix settings again? It has been a little bit

tawny elk
#

Brightness at the post process level yes

dusty grove
elfin beacon
soft zinc
soft zinc
craggy plover
#

Okay I did a reinstall and now my game wont start up at all? Any fixes or is it something I did wrong?

#

I reinstalled the game made sure it started up over and over again as I was installing the remix stuff

#

Now it doesnt open

jade briar
craggy plover
#

I feel like its not as complicated as I make it to be?

#

Basically 3 different releases and it goes remix, the bridge, then dxvk right?

#

I did it once before but that was totally by accident. I dont know what I am not understanding to make it work

tawny elk
#

Rename d3d9.DLL to d3d9.asi?

tawny elk
#

@ember river any words of advice for getting the skysphere to be single sided?

#

Disregard, I broke the mesh replacement and got the fallback distant source to use KEK

ember river
#

That is weird. Is the crane lights reflecting off of the skybox mesh, like, 10km away?

tawny elk
#

Nah it's the fog

ember river
#

Oh, ok

tawny elk
#

I like it smoky

ember river
#

Well there is something I'd like to take a moment to experiment with. I think @sharp sinew was into something with the help of someone from NV that relied on not only setting the skybox texture as sky texture, but also the mesh_hashes as such in remix menu Peepo_Think

#

Can't find the thread

tawny elk
#

I found some bits in general about it, but he didn't make any progress either

tawny elk
ember river
ember river
tawny elk
#

Okay I got the distant light source from the skybox mesh replacement working, but now the skybox mesh replacement itself is gone

tawny elk
#

Wonder if this is the problem

#

Is doublesided always set to true?

ember river
#

I think the prim.GetAttribute().Get() returns a true value if it retrieved that attribute sussesfully, regardless of its value being true or false

#

If it returned false, it falls on 961 and sets to the default which is double sided, otherwise it reads the value of the kDoubleSided attribute and sets on the ternary at 957. Seems about right to me Peepo_Think

thorny pawn
tawny elk
tawny elk
#

What is the equivalent of the pyramid head in the nfs world?

thorny pawn
#

That car from Fast and Furious that has a wedge in front

tawny elk
#

Road feels a bit too shiny

tawny elk
misty pebble
#

Oh that's funny xD

tawny elk
#

Need to figure out what lights they are though cause their aiming is way off

misty pebble
#

Even just using headlights with dim lights would be cool

#

Cause with me thinking, doesn't some race tracks have no light?

tawny elk
#

Not typically ones with night races

misty pebble
#

Ah ok

#

Unless it's Lemans

tawny elk
#

It's only dark in the non-grandstand areas right?

misty pebble
#

I'd think so?

#

Crap I gotta think xd

#

I'm thinking from what LeMans at night is like

#

The 24hr Circuit De La-Sarthe

#

ik I botched that up heavily

#

Looks to be some parts of the track are no lights and others are

#

For example: the start/finish line where there are the grandstands and pits

#

But this could vary between every track

tawny elk
#

Do we get ReSTIR and do every light source?

ember cobalt
#

might as well šŸ˜›

#

when we can play this at 8k in the future it'll look great

tawny elk
#

Gotta make people need that 5090 when it comes out

misty pebble
#

XD

tawny elk
#

My repo's been updated with it šŸ‘

open atlas
tawny elk
open atlas
# tawny elk Damn. I could dim them down some more so they're like in a secuirty mode or some...

•Thanks for watching! Please Like the video, i apreciate it.
•Subscribe for more cool stuff! https://www.youtube.com/c/VideoGamesTV?sub_confirmation=1
•More NFS Gameplay:
NFS Underground: https://youtu.be/Z2xOdYOMB70
NFS Underground 2: https://youtu.be/RXlm69lDlio
NFS Most Wanted (2005): https://youtu.be/R9gizNAIhDI
NFS Most Wanted 2012: https:/...

ā–¶ Play video
ember river
# tawny elk Road feels a bit too shiny

I'm not sure if I should give up wet roads entirely. With such low res the normals look more like leather than actual asphalt. Atm the textures are 1024x8192, 1024 is too small
Would be much easier

tawny elk
#

It also gets stretched all wonky with how the UVs are.

#

I think getting the dry texture down and then maybe adding wetness to it would be a good idea

ember river
#

I'll take a look at it after I finish the hedge fences

tawny elk
sharp sinew
#

Only way I can get low noise results from the sky is using what remix finds for me which blows cause I want to change lighting conditions

soft zinc
#

Sussy ug2 error when attempting to launch

The instruction at 0x00000000005D2780 references memory at 0x0000000000000000. The memory could not be read.

#

Why is UG2 attempting to read the very first block of my computer memory?

#

Only happened post rtx remix

#

Also figured I'd give a headsup. Went undergground (no pun intended) using the debug camera view

#

Could one prevent the game from rendering these planar reflections to get a minor speedup to rendering?

#

Unrelated, but what I find oddly amusing that my laptop can run the game on battery at 17 fps, only shooting to 25-26 fps on AC.

#

Figured the jump from battery to ac would be FAR higher

dusty grove
cobalt peak
#

I was up all night, now I managed to put Underground 2 into UE5

cobalt peak
#

The Skyscrapers of Underground 2 look really close to those in the picture, aka those in Seattle.

#

And the Bayview sign is obviously inspired by the Hollywood sign.

#

Also, Rachel mentions somewhere in the game (some message) that Bayview is located on the West Coast.

soft zinc
cobalt peak
#

What does that mean lol

soft zinc
#

Interesting

soft zinc
cobalt peak
#

Ah

jade briar
#

@tawny elk

#

What do you think of these textures?

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Roughness is kinda weird

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@ember river

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The cracks should be lower in reflectivity since water would puddle in there

tawny elk
#

Too smooth. Needs to be almost be white.

jade briar
#

Too rough considering how much it rains in the original

tawny elk
#

I think we need to nail down the look of dry pavement and then add wetness to it.

jade briar
#

I think eman is adding wayyy too much contrast on roughness

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The road surface would dry and get wet in a linear way

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Here's what a professionally made road reflectivity (roughness but inverted) map looks like

tawny elk
#

I’ll go out in the field and take some more photos.

jade briar
#

I have like 170 gigs of very high quality textures that I found between couch cushions

#

They are great for reference

tawny elk
jade briar
tawny elk
jade briar
#

I can confirm your suspicion, thet it is, indeed, a road.

tawny elk
#

One the roads of all time in fact

jade briar
#

Agreed

cobalt peak
#

Why not just upscale some of NFSU2s textures

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Maybe not roads but you know, walls and everything

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To keep the original feeling of the game, but more realistic

tawny elk
cobalt peak
#

Dang

#

Anyway, is their a way to replace sky textures?

tawny elk
#

Yes it’s as simple as following this chart ||/s||

balmy chasm
#

Huh, too low res

tawny elk
tawny elk
tawny elk
# cobalt peak Bruh

If you search for skybox or sky dome in this thread you’ll find it. Or look for the word proposed, or cats. The cats told me the solution.

tawny elk
#

Oh update on removing more culling from the game: I actually disabled all culling from the game I believe with my current tweaks. The map streaming itself has some method of optimization that only loads in potentially visible chunks.

#

So gotta figure that out in order to get more things loaded.

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No update on getting crowds back. verySadge

jade briar
#

That's good.

#

There seems to be some sort of occlusion culling going on

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If an object is completely covering up another, it won't get rendered.

cobalt peak
#

For example, if you're in Jackson Heights most of Downtown is dark

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Aka no lights are on

tawny elk
tawny elk
#

I have it modified into saying all chunks are visible right now

#

Need to get to load more chunks

soft zinc
soft zinc
# tawny elk They’re too low res

What about remodeling the meshes by hand and baking it down to a texture? Would be laborious, but a ton of textures such as fences, buildings, etc could be done this way

plain stag
tawny elk
#

Also no baking. We can use all the polygons we want

tawny elk
tawny elk
tawny elk
craggy plover
#

Any way to fix this?

tawny elk
#

Delete the RTX remix folder and try again peepoG2

craggy plover
#

Feck lol alright

tawny elk
#

Hm. I wonder if I should reorganize my repo to be able to just be applied over Emans monkaHmm

#

Also @ember river you good for a big lighting push later today? I wanna sync the repos.

dusty grove
# craggy plover Any way to fix this?

Man you just download it straight from github, you need to download from release, or install github desktop and copy game into your pc
Shoud be over 2gb, not some 5mb

tawny elk
#

I wonder if we could get a CI build going of the main branch so there’s a bleeding edge release.

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Or if it’d be okay if I just made one and released it periodically.

craggy plover
#

@dusty grove Yes that is what I am trying to do. I have the releases downloaded of dxvk and the release for bridge as well. I have the remix0.2.0. then I have the nfsu2 remix. I go remix 0.2.0 then bridge then dxvk then nfsu2 remix

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Is that not what I do?

dusty grove
soft zinc
soft zinc
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Or is Remix using planar too?

tawny elk
tawny elk
soft zinc
#

So the separate render pass required to get planar reflections is causing perf loss if I am getting this right?

tawny elk
ember river
#

Sure, please, we need those changes to head to our next release, so ppl can install the mod much easier in a single package šŸ“¦

ember river
ember river
craggy plover
#

Am I downloading the wrong nfsu2 remix? I am downloading main. Is there a different one I should be getting?

#

I took out the gamereadyassets and then reinstalled the nfsu2 remix main

tawny elk
craggy plover
#

Is that the wrong one?

craggy plover
#

@tawny elk just to make it clear I am not talking about the remix 0.2.0. I am talking about nfsu2 remix main. Where is the releases for the nfsu2 remix?

craggy plover
#

@tawny elk wow I am so sorry for being so blind but also thank you so much

tawny elk
#

All good aww Hard to describe without it sounding really silly.

craggy plover
#

@tawny elk totally understand. I was very confused but slowly its starting to make sense as I learn kind of XD

#

I got this after going through freeway tunnel D;

tawny elk
#

wait I think I'm figuring it out

tawny elk
cobalt peak
#

I wonder, would it be nice to live in Bayview IRL?

#

Maybe I should move to Seattle or Los Angeles

plain stag
tawny elk
soft zinc
tawny elk
jade briar
#

Hey adam

#

Have you made a github issue regarding the unstable lighting in the game?

tawny elk
#

E-man solved that

jade briar
#

The uh

#

Lighting "blinking"

#

Kinda looks like when you take the temporal out of temporal denoising for one frame.

tawny elk
#

Ohhh

#

No issue on the project, but I don't really know what to do about it.

jade briar
#

Wrong chat

misty pebble
jade briar
#

Look how the lighting flashes

tawny elk
#

Ohhh

jade briar
#

mf

tawny elk
#

Need more samples NODDERS

jade briar
tawny elk
#

I like this theory