#NFSU2 (Need For Speed Underground 2)
1 messages Ā· Page 28 of 1
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
any reason i'm getting around 20FPS?
Change graphics settings
i've messed around with it
I'm using a 4090 0_0
I'm going to go through all the steps again, maybe i've missed a step
Try a lower dlss preset first
in the rtx remix settings?
cool, thanks i'll try that out in a bit and report back
Set your preset to ultra to gain fps for whatever reason.
Those do lighten up my mood
That worked! thanks
is it okay if I send these pics to someone for their project?
can i use the Redux mod with RTX remix? or am i pushing it?
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.
#1096847508002590760 message
Go for it
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.
ahh making sure i didn't miss something thanks
is there a guide on how to do it manually?
thank u
reinstall and follow the instructions in the pinned message carefully
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 š š
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.
896
624
This is annoying
Do anyone notice a massive framedrop when arriving at beacon hills through the west bridge all the way up to south jackson heights?
Yeah github notifications can be spammy some times. You can disable or customize them:
https://www.c-sharpcorner.com/article/how-to-disable-email-notifications-on-github/
Yea he's e-mazing alright
You just could have used the alüha release and everything would have worked lol
Yeah, the version we currently work on and the alpha are different. They have different textures and lighting.
what was the issue? I have issues where it is too dark or waaay overbright
Hey @ember river. You happen to have grunge textures similar to this?
Top down leakiness
ah, that's the one i'm using
i followed some dude on YT
lol
Where is the proper file?
install via terminal?
does rtxremix have cli?
ā¤ļø
github
sweet thanks
i have
trying to mesh two mods into rtx lol
it seemed to work, but i'm starting over
Nah, I don't keep them around. When I run out I usually just photobash
I used a bit of those leakiness textures in the city center east tunnel heading to beacon hills
i've done goof'd lol
looks like tha tis causing it
when that is changed, it's to dark to play
maybe i've screwed something up
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
Can you point me towards some resources?
I need that for a texture
Bridge or actual dxvk file?
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
The one you drop inside the .trex folder
That one?
#remix-beginners-guide message
Those areas don't have any custom lighting right now.
Take a look:
https://www.textures.com/search?q=Leak Decal
Itās in the queue(tm)
seems to be working great now
if someone wanted to vaildate that lol
very nice
can you take a look at my video and see if it is what is expected?
ah, VLC is your friend
i can post pic
Thanks!
which hud are you using?
ah, very cool
eral
dw about it
ayyy 32:9 gang
RTX Remix skydome support when?
We just need the original skyboxes upscaled, they look great
What
the skydome
It's an edited hdri
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
^^ this guy scrums
if a project doesn't have a to do list with 50 PMs filling it constantly I'm not interested 
Yeah, cause I'm reading stuff from time to time, and I'm so lost, but want to help
..yeah guys what's the status? Uh-huh, thank you, can it be done a little faster?
I'm a senior pm now
haha
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?
you triggered a lost video i love.. lol https://www.youtube.com/watch?v=y8OnoxKotPQ
it's because of the way our backend works
// merch: https://merch.krazam.tv
Heyo. Yes, we've recently set up a GitHub Projects kanban-like board. Head to the projects tab in our github š
https://github.com/Ekozmaster/NFSU2-RTX-Remix
Someone also give him the instructions document for artists
Where is it
Guidance for Texture artists Naming and paths Texture names should match material hash with prefix added: Prefix list: ..._albedo; ..._roughness; ..._normal; ..._emissive; ..._metallic; ..._opacity. Example: 1290B1ECE63951FA_albedo.dds, 30AB9D52A75E6601_metallic.dds, 53B3E936B785E132_emissive.dds...
@rich plank
Thank you, reading it rn
We can't replace car materials yet, they have random hashes everytime someone changes a decal, vynil, paint color, etc. But if you don't assign materials to the replacement meshes in OV they'll inherit the original material from the game, so it should be a matter of UV unwrapping the new meshes on the same position as the original ones
Hm, do you have a dump of any geometry to test out UV transfer?
I think I can try to make this work
You can dump it yourself
Yeah, but I'm currently cloning git repo, maybe someone have it on hand
Yeah, like maybe someone was tinkering with it already. If not its ok, I'll do it myself
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
Gotcha, btw which version of the game is best to run?
The latest patch afaik, 1.2
That is right. Cars don't have headlights in version 0.2.0-alpha of the mod
Pirated? It's not on gog as far as I know
Whatever floats your boat
I understand. I thought I installed it wrong ksks, thanks.
Just don't talk about it
That is one way to put it
Of course, who would do such a despicable act
Me neither 
hmmmmmm
Nothing to worry about. Just talking about modding š«”
Yep officer, all clear
@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
Welcome. The excessive exposition to cursed UVs radiation is part of your onboarding process working in this game
Stick to the bright garages for now. They need some adjustments, that is ok. Someone will work on it soon
Do you have the RTX conf from the defaults folder?
So what is the pipeline of testing if UVs are accurate then?
I think you got it right then
Hmmm none? If we model something new, we just make decent UVs for them. The game's originals we pretty much ignore until someone come and replace them with high poly models
But I mean in relation to the decals. I want to increase polycount on car models, and smooth them out, and resulting UVs look seemingly alright, but I suppose we need to try it out ingame
If you redo the car model, youāll just make it have a new material and apply your decals to the texture itself.
Oh I see. Nobody has done mesh replacements on cars yet, feel free to find some workflows and propose ideas
I donāt know what is causing so much problems with lighting. Sorry mate
Better not defining a new material, just let the runtime assign the game's original material to it, otherwise it will lose all car customizations
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
You can try setting up my repo but itās quite bleeding edge. Has more lighting complete tho.
Great question. Wonāt have the answer till tomorrow night, maybe. Involves lots of bits and pieces to be modified.
Oh, thinking better about that, I have a tip:
Find the original textures the car was using in the capture and copy them to you blender/maya/whatever project location and assign them to the mesh
Oh if you put E-Mans repo in a folder called āExtmodsā (The name of the folder is in the mod usda on mine), I think itāll work.
Why didn't I think about that? Thanks man, I'll try it out
@tawny elk is the car hashes unstable?
What do you mean? LODs?
Can we replace the car model with higher quality ones?
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
I just wont say 100% sure because I haven't tested myself, but I don't see why this approach wouldn't work
#1103377328530276403 message
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
I made a copy of mine
After it was 100% working so if I screwed something up, delete, copy, paste
even though is is severally overlit, most likely because of higher emission and sky brightness values
but still beter than early
I'd definitely agree that any attempts for new car models right now should be focused on AI traffic vehicles. Maybe we should go through and figure out what each of the traffic cars is meant to be so we have some real world target to shoot for for each of them?
Some default van, taxi and most popular cars on the road in 2000s :D
Chevy express, caprice taxi and not sure on the other ones.
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 
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
Making the legacy materials glossy is the tricky bit, the reason why I created that issue on remix page that I posted earlier today. Without having it implemented, we can't make them glossy without:
1 - losing the customizations for car paint, decals, vynils
2 - Or making every material in the game glossy, including buildings, etc
What I mean is using the Legacy Material Defaults settings for unmodified textures and PBR Material Modifiers for everything else. First one doesn't affect the PBR textures, right? And since ideally everything except cars would be PBR at some point, that setting wouldn't affect anything except cars
Interesting idea 
That's.... Sub optimal.

Hmmm that is interesting indeed. Lemme try
Well yeah still doesn't work. I was referring to those settings on my second point. The thing is, for this to work, we have to make replacements for every single texture in the game just to set their roughness to 1 if we don't want them to be shiny. Otherwise everything else becomes a soaked 2018 graphics mod
We donāt have a proper hdri support for the skybox afaik so itās a bit tricky.
Pop into the usda and edit it
Or record a video and adjust things in post
Like they likely did
Many ways to proceed
but which is the correct path? 
Oh asset dumper shader...
Anyone hungry?
Ive gotten around 10 hours in so far on this
And ill keep playing it from scratch as updates roll out
Omg, is it UFO?
it is some mix of lobby and carrier garage somehow
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)
Good we're not making the original game š
btw sidewalk are not applied everywhere
U can clearly see that by colors, remix is all yellow lights, original game is green lights
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
there is missing buildings everywhere, they where upsent before but i dont really remember whole street disappears...
You just broke your instance
nope thats from github, no changes
Restart. If doesn't work - reisntall game
Looks like 01_buildings.usda causing building to disappear
01_buildings is responsible for lights solely
possibly a missing preserveOriginalDrawcall property
I think I have that fixed in my repo 
I'm still trying to get my regular asphalts approved 
I think those specifically are another more dirty textures for unmaintained areas of the city
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
Now keeping both in sync, that's when you gotta start using symlinks and such
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.





Which garage do you want to have updated?
You can replace each garage individually in their folder
I believe there are more lights to that scene. Not sure where they are though
Ah they're in the global usda
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.....
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
UE5 remake going nuts
Looks a lot better than ours
Just because of car materialsš¤£
yes
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
Waiting for mark to fix unstable motion vectors
Would EA be the type of company to shut down a fan project on a game they no longer make money from?
is that a rhetorical question?
Guess thereās only one way to find out
We also will never have shader complier stutters š
because its a remake š
Thx, but I think I was able to figure that part out.
np
Following in from #offtopic-game-discussion
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
I've also heard the latest 'release' removed frustrum culling? Is this so that offscreen geometry can show up in raytraced reflections?
Thereās no light mapping. Itās done with vertex painting.
Yea up to a certain distance behind the car. I have yet to look into increasing that distance.
š³
So buildings with 'lights' on them just use vertex colors?
Yea pretty much.
If you disable materials in remix you can see it for yourself
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
Wouldn't this mean that the meshes would have to be slightly high-poly to get the smooth 'lighting' they have in the game?
At that point, why not just use lightmaps and save the trouble of high poly meshes?
At a basic level I believe thatās correct. I donāt know the exact implementation for this though.
No you just use a fine interpolation for the shading. No need to add more vertices.
affine interpolation?
I donāt think the engine had support for light maps at all. There are no layering of textures off the top of my head.
So in essence, paint the verts and have the interpolation algo smooth it out when shading the tri?
Itās probably using this since we can switch shading modes easily in the original game. https://learn.microsoft.com/en-us/windows/win32/direct3d9/triangle-interpolation
I see
About this
are you using a graphics debugger by any chance to dig into the game?
No, thereās not really any x86 dx9 graphics debuggers left.
Couldn't an old one be fished out and used?
Not really.
I've had trouble finiding directx9 debuggers myself. Closest was Intel's GPA
They often sucked and required to be injected into the source code.
Which doesnāt do 32 bit applications from what I remember
I did get it to work with UG2 months back
Although all it could do was capture frames
nothing more
I can't get it working anymore with ug2 on my new system though
You can install a very old version of nsight and use that
Or just do apitraces
or reverse engineer the game 
Thereās symbols available so itās not bad at all
I am unfortunately horrific at low-level programming at the moment so they can only go so far š
so if not a graphics debugger, what do you use?
See #1103377328530276403 message
I'd assumed that at first, but it had to be very tedious right?
For a little bit yea, the more reading and research you do about how things are typically programmed the easier it gets.
Also the debugging symbols have been ported from the gc build by the people behind nfsunlimter so that helps a ton
I see, I see
The engine is a pretty simple C++ one, if you understand that then you can see the patterns.
But isn't the disassembled version of the game all in assembly though (or heavily obfuscated if not in asm, last I saw of a person working on it [Velocity])? Even if I do have a hang of CPP works, this would necessitate knowing asm too right?
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?
Sure is, but it can be translated to pseudo C. Itās not obfuscated at all, no weird tricks as far as I know.
Bakes them into a texture any time it changes. I believe internally it has some handling of layers but the final texture does not.
Yeah each decal is basically a projector during editing
And when confirmed it's all baked into a texutre at runtime
I think thatās the only time thereās any sort of ālayeringā going on in the game ngl.
Definitely, yes
Whoās velocity? The Binary/hypercooled editor folks?
I see, I see
My memory fails me, but they were someone working on their own launcher for Ug2?
Velocity was the name of the project, sorry
I see
Which disassembler do you use if you don't mind me asking?
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
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?
Ida and ghidra
Street lights are baked. Headlights are a texture floating above the ground I believe.
The drop shadows from vehicles are just a texture as well.
I think on higher graphics settings they become factored into the shader tho

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?
wait, let me try to get a pic
I've seen them phase through static world objects too
Are you on high graphics settings?
Game has no back face culling unless thereās a ācullingā texture put into place
Yeah
Sorry, didn't get you. How does backface culling affect this exactly?
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.
I thought you meant that it was showing a texture passing through another one
I am not sure if it's a texture or a light source like you've mentioned myself
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?
It's probably both if I had to guess
Only one way to find out, you can likely see how it works with your intel gpa 
Like I'd mentioned, I can't quite get GPA working with UG2 anymore š
I also forget to mention that I know next to nothing about reading a graphics debugger š At the time, I only knew to inspect textures and the various 'passes' the frame would go through before being completed
Guess I'll learn up on how they work soon
Can use apitrace, that works on pretty much everything
At the cost of not being as user friendly.
Also, the vertex limit, does the project plan to break past the 64k vertex limit soon?
Mesh replacements
Unlimited vertices
Apparently remix is very good with crazy amounts of geo
Path and ray tracing in general don't really mind tons of geometry
No the game doesn't have to do with mesh replacements. REmix does it on the fly
Yo, that's insane!!!
The game thinks it's running normally
MY man is figuring remix out for the first time
Last I messed around with it was months back
Things have changed a bit
I see
well, time to put my 50W 3050 mobile gpu to the test and see if it can run this
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
||Set your expectations low as your fps for that card||
uh oh :(
Will performance improve with time ?
holy fuck š
||He doesn't use DLSS for context||
i get 25 FPS 1440p in Portal RTX on a 3090 though. your 4090 experience is definitely borked from everything you've said
I can't imagine DLSS would even let my card get near 1080p 30 tho š
I wonder how the 2050 would fare
also yes, that's a real card
Very very poorly
a dumpster fire one showed into budget gaming laptops
rip
with performance DLSS it might be doable, maybe ultra performance
with Low
if you have Portal, see how that goes
it's $1 right now
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?
rt
Thanks for the headsup!
Path Tracing
I see
I take it the performane won't improve with time then oof
well, I shall try it out regardless
For science
try Medium + DLSS Performance first
U live in the riders house
I suppose I have broken something when installing the mod š
Though path tracing doesn't seem to be in action here, I can't quite tell what's causing the FPS drops then
lemme try a reinstall
Did you install the latest stuff by cloning the github repo or used the 0.2.0 release zip?
ladies and gentlemen
we have 30 fps
on the main menu š
Gameplay is at 12 fps (Medium + DLSS performance)
more than I expected tbf
I haven't downloaded the custom tex yet, I am assuming the blood red sky is due to that?
and not due to my RX7 being transported to the lair of LĢøĶĢŖOĢ·ĢĢR̶ĶĶD̶ĶĢ Ģ“ĢĶB̵ĢĶAĢ“ĶRGLURGAĶAĢøĢĶA̶ĢĢGĢ“ĶĶBĢø THE UĢ·ĢĶN̶ĶĢFĢøĶĢORGIVING?
:P
You've been transported to mark's lair
Not, it is alright. You've been consuming too much devilish dark memes enough for a lifetime
wait nvm, seems like there weren't any custom texs to download
couldnt make out the new texs were there due to how blood red everything was š
I'm getting highs of 21 fps
this...is not bad performancce wise
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
You have to dl the latest builds instead, in github actions page
I thought I did that
wait, the sky is replaced with a sphere? What did the og version use? A simple cubemap?
Unspeakable
whoops seems like I was using an older one
Uh š wdu mean?
I am also curious as to how you guys figured this out, seems VERY esoteric of an issue to snuff out
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
I consulted many kittens to figure this out.
Was a very pleasant experiment indeed. A thread full o cat pics sharing elderly wisdom
All the kittens got adopted by the way 
special props to @tawny elk and @sharp sinew for helping in the discovery
Oh boy. That is wholesome, well deserved
Wait, so stock UG2 uses regular cubemap textures for the skybox then?
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
Nah it's something even worse
@tawny elk. Whip out the UV screenshots
Uhhhh š
#general-remix message
They had a 'unique' interperation of how to use UVs
#1103377328530276403 message #1103377328530276403 message
#1103377328530276403 message
The normals are from remix
No cubemaps. Just the whole world in LOD form underneath the map. Much easier right?
I am kinda lost here. What's wrong with them exactly apart from sorta warped UVs? That is the skybox mesh from og ug2 just to be clear right?
You're referring to the way the game handles road reflections right?
Sorta warped UVs
Now I don't know about you but I prefer my UVs to not be warped at all.
That is the original skybox mesh ya
š that's fair
as in remix INJECTS normals into meshes on the fly?
holy f
Also regarding this, wouldn't this have necessitated the roads being translucen tto view the reflections? Why didn't this kill performances on systems at the time?
Or was some form of alpha sorting done on the roads?
Time for some hedge fences
Sure did. Roads are nearly transparent
Oh nice one! We photoscaning now
Looks like a cracking set up as well
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
So why didn't they opt for any other method at the time? Were cubemaps (which were used already for car reflections) unfeasible at the time?
What about SSR? You wouldn't have needed to run it at a particularly high res right?
SSR was a long ways away
SSR wouldn't be a thing back then
as in performance wise or from people figuring it out?
That was a typical way to do reflections. Super common at the time.
Not useable due to huge performance impact on the hardware at the time
Also adam
There's nothing under the map
U bozo
It's planar reflections
Cutting edge
My mom is a seamstress and my gf had a ring light hanging around so I just grabbed a couple stuff and set them up
so among cubemaps, ssr, and smack-half-the-map-as-low-lods-under-translucent-roads, the latter was the most performant at the time?
So in essence, all the game's og rendering engine does is to hand over its assets to Remix's engine thinking it's getting rendered by the GPU?
Yup, by means of the modifyed d3d9.dll that the .exe "imports" thinking to be regular dx9 api functions. Lil does it knows...
remix intercepts the calls from the game's renderer basically, and replaces it with its own that does path tracing
That's genius haha
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
Funnily, my 1660s could barely hold that in stock UG2 when riding through the city š
š
It depends on the game. Underground two did NOT put half the map undersimply because the map is very big, and the performance impact would be huge. They use planar reflections. You can see it when you play the game normally with road reflections turned all the way up, the reflections are lower in resolution, and the reflections don't quite allign with the road.
Since kid I used to use the "reflections" of incoming traffic headlights behind a bump to predict and avoid jumping straight in the face of a taxi cab
Smart
When I played the game first, my GPU straight up didn't support shaders, so the game would run in FF mode
So no road reflections.
From what I read on planar reflections, they work on planar surfaces (hence the name). But UG2 roads aren't ENTIRELY planar right?
Or do the differences in elevation not matter enough to make much of a diff?
Hence the reflections not always lining up properly.
I see, I see
I'd personally played it for the first time on my ps2... in the year 2011
I recall the game having road reflections though? the ps2 didnt have shaders per se right?
The PS2 version of underground 2 used ps 1.2
pixelshader 1.2, but they kept them as minimal as possible, for examples Windows didnt had shaders and reflections were tweaked down extremely
I see
He sees
XD
šļø š
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
The nostalgic visit in rt experience makes up for the low fps
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 ?
Games back then we're kinda tuned to be playable at lower framerates. Because the PS2 etc were not very powerful
They still are, to some extent
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
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.
I still purpose locking the mat hash for each vehicle and having decals and such applied outside the game
Could make a simple 3d editor or something
I'm fine with not customizing it
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?
I'm not a particularly good modeler but I'd love to chip in with modeling world assets!
also as a side-note, since we are capable of implementing normal maps here, how far off are normal mapped roads
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 š
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?
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
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!
I see, I see
Got it, thanks for all the help btw!
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?
Remix recognise rearview mirror as User Interface, so thats why rays not been traced there, you can disable it in nfsu2/scripts/widescreenfix.
wait how does sky lighting work then? just through the emissive? 
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
Since remix intercepts Api calls, how exactly are the mirrors rendered within the original engine?
Remix passes back the drawing commands for the rear view mirror back to the original engine to pull this off?
30 fps on my 3050 on the cards (no pun intended) ? š³š³š³
Remix, and path tracing overall doesn't care how many lights been calculated, remember that rays are tracing from player camera, not from light sources, the only thing that can draw more resources is denoisers, for example denoisers "like" more super reflective/matte surface, but not in between, because in between there is a lot to denoise.
That's true, however there is an optimization for sky rendering if i'm not mistaken, which does improve performance if used
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 š
This is the line where they apply the emission from the "skydome", we basically never get there because we have a custom skybox
How they exactly calculate a ray miss i'm not sure, thats where we get into restir and stuff like that i believe
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.
also no effect on amount of noise?
then it's fine i guess, but would still be cool if we get HDRI support
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?
Itās a second camera that renders to a texture.
And this camera doesnt pass over anything to Remix's rendering engine if I am getting this right?
If you just put the entire eman repo into a folder called āExtModā you can just use my repo without having to rename anything.
Got it
that's interesting
Wait, this might sound stupid but given I'd only played around with this yest
Nope just a plain old texture
Can this be triggered on the fly then?
Could I, say, switch my main camera view to the og rendering engine on the fly?
You can disable the path tracer in the debug builds
I see, I see
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?
Gotta use OV.
I canāt tell whatās going on in this image itās so dark.
Do you mean the red obstruction lights on top of storage silos?
OV?
I'm referring to the silos themselves. They're very faceted, so I'd thought they were flat-shaded
Omniverse
No PBR textures and low poly curves does that, thereās nothing in remix besides path tracing so no flat shading possible.
Oh thereās cooling towers there
But if the mesh itself is smoothshaded, shouldn't interpolation of the vertex normals in smooth shading be enough to shade it smoothly without faceting?
Thereās definitely something funky going on with the cooling towers. Iād be curious to see what the uvs and vertex colors are.
You can view uvs in the texture coordinates debug view by the way
@soft zinc ^
Time to get my obstruction lighting going š
Got it, thank you!
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?
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 
But if Remix captures the data as-is, how does it change formats entirely?
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
No backface culling, bunch of weird culling going on because of that. UVs and texture stretching are quite bad in some/most areas.
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.
I'm not as experient with DX as with OpenGL. in ogl it is common to just read the pixels of the image as a large float array and feed to the GPU in a buffer. DDS has some specialties regarding how it compresses stuff and decompresses on CPU or GPU side which I'm not very familiar with (out of lazyness)
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 
since it's possible to match hashes of textures pulled right from game files with what Remix exports, it definitely isn't recompressing anything
I see
Couldn't this potentially lead to a scenario where Remix gets its guess wrong, leading to garbled textures after it attempts to use the wrong format for it?
If the game uses a format that has more capabilities than needed I donāt think anything would break. Remix doesnāt guess the format, the texture gets loaded into the GPU memory and remix reads it there.
I believe when itās loaded into the Gpu memory, the format is specified.
I see
hi guys i saw this mod on youtube but have no idea how to download it can someone help š«
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.
Um, I follow the video?? Could be wrong but I followed the steps that it provided
Idk what video you talking about
Here it is 2 mounth old version of mod https://github.com/Ekozmaster/NFSU2-RTX-Remix/releases
Just put it in the game
Or do what i sad in previous comment
That's where I got it from. The 2.0 version
I'm running the current one
I did swap my GPU from my 3070 to my 2060 due to PSU issues
Remix, brige, dxvk, are all latest stuff right?
#remix-beginners-guide message
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
Who is this because I look like him
I will scream and shout like a child if they cancel the UE5 remake
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.
Aight, I'll do that then. Thank you
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
Did you make sure to change d3d9.dll to d3d9.asi
I tried, but no change...
Try reinstalling
You probably messed something up
Maybe try different (latest) game version, some times remix or widescreenfix does not work with old versions of nfsu2, you don't even need to download full game just get the speed.exe file.
Why does my game become so bright at times
While some street lights dont cast any light at all
It's an issue that has been fixed with the latest versions
#remix-beginners-guide message
Update the dxvk and bridge to latest version
Ah thanks young lady
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
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
Ah thanks š
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?
The wet parts are reflecting the red from the skybox
whoops!
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?
Well, every single road mesh in the game is unique, so replacing every road is gonna be a big task
EVERY single one is unique? š³
yes
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?
right, i see
Wait, so how are the walls replaced and textured if we don't have materials then?
apparently some walls share meshes
Looks right to me
Yea itās a bit bright cause I used a dark to balance it.
If you adjust your materials to the classic gloss look itāll 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
Youāll wanna use your own texture tho
I will do another pass at the garages when they get the textures testing redone
Can't believe graffiti reflection map payed off. That one on the right had no reflections with default lights at all
Are you talking about us? š„²
When will be new version of UG2 RTX to download? š
0.20 is nice but lighting at URL and StreetX races is disabled and there is to dark
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
Did there is some package of files to download
What do you mean?
Explain this line please
I wanna new version of patch
XD
Gimme that baby
My RTX 4090 at quality settings got 45fps sometimes
https://git-scm.com/download/win
https://desktop.github.com/
Install these. Make sure while installing 'git' to include git LFS extension
Now you just clone https://github.com/Ekozmaster/NFSU2-RTX-Remix into your root game folder. The way your .gitignore is up next to the game .exe
Is it normal that some lights, in the hills for example don't work?
Ah
My game is very noisy aswell, is that normal?
(Look at the bright area on the street)
Too low internal resolution, try put higher resolution by lowering dlss or bumping up ingame resolution through widescreenfix
Hmm i's on balanced kinda weird, anyway I put it to quality and it's better thanks.
Do again
The weird thing is, on 0.1.0 there's almost no noise.
And I have DLSS balanced on in this pic aswell.
Maybe the custom lights are causing the problem
Yeah probably, although I really enjoy the lights in 0.2.0
I like the yellowish tint
I plan on making a patch for mine where it changes them to more warm colors.
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
I think itās the materials imo.
Could be. Someone take eman out and show him what asphalt looks like irl
But in this pic I disabled materials, and it was still very noisy
Looks like this
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
I am sure it must be the custom lights. :/
The time to propose changes & feedback is now
Maybe you should make the lights look more like those š 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...
But I guess we have to wait for TUFU to be published
To get those
Bc this is rtx remix, not TUFU š
Theyāre pretty close. Maybe 1000k off from that
Yeah, but the TUFU lights are really close to vanilla lights just.. More realistic.
The color and everything
That's still using the default textures from the base game
Yep
Yeah same as 0.2
Of ours
Until lighting was changed
Well where does one get the version before lighting was changed
Or is there no way to get that version anymore
It's in the releases section
Yep thats the version I had in this pic
Anyway, TUFU posted a new picture
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
Where do they post these?
He just told me this was from real life not ingame
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
body shop is still completely dark for me
Go for it, not sure if the game animates water tbh
Only after you compile all the shaders.
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
Prob gonna take a look at them here this afternoon and use a sun light source to see how they look in that.
Anyway, I am sure that NFSU2 water is not animated, just a 2D texture.
I said where
adam help
Oh in the GTA 2 discord
Seattle from the bay.
wh
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.
6000 x 3498; F 4.5, 1/3, ISO 3200 Cold Press Bright (12 x 7), Metallic Matte (12 x 7), Canvas (24 x 15), Lustre w/ Frame (24 x 15) F 4.5, 1/3, ISO 3200. This photograph features the skyline of Seattle in Washington State, taken 'free-hand' from Hamilton Viewpoint Park in West Seattle.
Correct.
Where is this guy posting
Think you can right click on the changes tab and discard all the changes your GitHub program is trying to make.
was afraid of this: URL is Super Dark
Super secret discord.
i can at least kinda see with other cars
I havenāt touched any of those yet
Itās right next to where they keep the remix toolkit.
Aunt Burrito what are you doing
Doesn't exist yet
Ah ok, and sadly without any headlights nor lights in general, it is near impossible for me to beat the 2nd URL
Gotta wait till the full release to do that
Or if you send me an OC picture of your cat, Iāll bump it up in the priority. 
xD i can see if i can take a photo of my cat and put a hat on it. Deal?
Iāll get right on it if theyāre wearing a hat.
I'll go find my cat xD
TUFU looks really insane
Ahan.
Ahan?
Itās 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.
would changing the paint material work?
If you also post an OC picture of your cat Iāll jump on it after the lights for the URL.
Itās an issue that we still havenāt figured out. Do we redo the material every time the hash changes? Prevent the hash from changingā¦?
If youāre interested the first solution of changing it yourself, just set the material to use these #1103377328530276403 message
I am sorry but it seems I have broke my game. How would I go about reinstalling remix?
Delete gamereadyassets, all .cfg files that you find out in game folder, than just update remix dxvk and bridge
@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
Brightness at the post process level yes
Look here first #remix-beginners-guide message
For moded nfsu2 textures itself look at the pinned message here.
aHAN
ic
this is the source image for the 'background' image texture in og ug2?
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
You probably messed something up.
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
Rename d3d9.DLL to d3d9.asi?
@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 
That is weird. Is the crane lights reflecting off of the skybox mesh, like, 10km away?
Oh, ok
I like it smoky
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 
Can't find the thread
I found some bits in general about it, but he didn't make any progress either
It's like I'm really in the PNW
It was in some game's thread, maybe cod, idk
Isn't it that forza horizon 5 intro with the huge sandstorm?
Something like that
Okay I got the distant light source from the skybox mesh replacement working, but now the skybox mesh replacement itself is gone
Wonder if this is the problem
Is doublesided always set to true?
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 
Silent Speed Hill Underground 2
Wonder if searching through the portal usdas for doubleSided will uncover anything
Peak gaming.
What is the equivalent of the pyramid head in the nfs world?
Road feels a bit too shiny
Turns out I already had lights
Oh that's funny xD
Need to figure out what lights they are though cause their aiming is way off
Even just using headlights with dim lights would be cool
Cause with me thinking, doesn't some race tracks have no light?
Not typically ones with night races
It's only dark in the non-grandstand areas right?
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
Do we get ReSTIR and do every light source?
Gotta make people need that 5090 when it comes out
XD
I would point out that one of the cutscenes has you break into the URL track and that it probably doesn't actually host night races
Damn. I could dim them down some more so they're like in a secuirty mode or something
ā¢Thanks for watching! Please Like the video, i apreciate it.
ā¢Subscribe for more cool stuff! https://www.youtube.com/c/VideoGamesTV?sub_confirmation=1
ā¢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:/...
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
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
I'll take a look at it after I finish the hedge fences
Iāll take a look at it after I finish trimming the hedge fences
Nah I got no where with sky's mate. I was getting some crazy backwards direct shadow noise thing. That said I did somehow get distant light and a custom sky dome working together. No idea how but I'll upload the mesh in a bit so you can have a play if you like
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
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
Try overclock it to 2ghz, if you're lucky with silicone lottery there won't be that much heat. (obv do this through curve, not just slider +x)
memory OC too
I was up all night, now I managed to put Underground 2 into UE5
No, but it looks really close to it, that's why I think Bayview is a mixture of LA and Seattle. It's a picture of Seattle.
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.
I'll push it as much as I can. It's limited to 50 atts of power tho
Icic
What does that mean lol
Interesting
I see
Ah
@tawny elk
What do you think of these textures?
Roughness is kinda weird
@ember river
The cracks should be lower in reflectivity since water would puddle in there
Too smooth. Needs to be almost be white.
Too rough considering how much it rains in the original
I think we need to nail down the look of dry pavement and then add wetness to it.
I think eman is adding wayyy too much contrast on roughness
The road surface would dry and get wet in a linear way
Here's what a professionally made road reflectivity (roughness but inverted) map looks like
Iāll go out in the field and take some more photos.
I have like 170 gigs of very high quality textures that I found between couch cushions
They are great for reference
Now thatās a road
I can confirm your suspicion, thet it is, indeed, a road.
One the roads of all time in fact
Agreed
Why not just upscale some of NFSU2s textures
Maybe not roads but you know, walls and everything
To keep the original feeling of the game, but more realistic
Theyāre too low res
Yes itās as simple as following this chart ||/s||
Huh, too low res
Hereās a video explaining it https://youtu.be/RXJKdh1KZ0w
Bruh
If you search for skybox or sky dome in this thread youāll find it. Or look for the word proposed, or cats. The cats told me the solution.
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.
No update on getting crowds back. 
That's good.
There seems to be some sort of occlusion culling going on
If an object is completely covering up another, it won't get rendered.
Would it be possible to somehow prevent the building lights from culling?
For example, if you're in Jackson Heights most of Downtown is dark
Aka no lights are on
Yes thereās the basic occluder texture of the time that is used. You can find the texture on the wheels. Itās shows up as a black square.
Game doesnāt have a concept of those, so no. It checks if a map chunk is visible or not.
I have it modified into saying all chunks are visible right now
Need to get to load more chunks
Anyone know what's up with this btw?
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
and this too
My friend do same thing but maybe Year now - TUFU 2 Underground 2 Unreal
Thatās the plan. Redo lots of the meshes.
Also no baking. We can use all the polygons we want
Yea with disabling reflections.
No idea. Use a debugger to see whatās going on. Never had that happen to me.
Iāll look into disabling the flipped world. Seems like that might be where thereās lots of performance loss
Any way to fix this?
Delete the RTX remix folder and try again 
Feck lol alright
Hm. I wonder if I should reorganize my repo to be able to just be applied over Emans 
Also @ember river you good for a big lighting push later today? I wanna sync the repos.
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
I wonder if we could get a CI build going of the main branch so thereās a bleeding edge release.
Or if itād be okay if I just made one and released it periodically.
@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
Is that not what I do?
Man lets separate things remix/bridge/dxvk is one thing and looks like you install it right.
So the nfs part you download the releases OR you cloning newer version through github desktop, dont do 2 things together!
Now just delete gamereadyassets folder and istall tge releases thing should be fine for beginning
Right, forgot about that one
As in OG ug2's reflections?
Or is Remix using planar too?
Correct.
No itās using path tracing. No rasterization.
Right, but I recall another dev here stating that the flipped 'world' really is planar reflections and not duplicated meshes?
So the separate render pass required to get planar reflections is causing perf loss if I am getting this right?
Dunno. Just gonna disable reflections and see what happens.
Sure, please, we need those changes to head to our next release, so ppl can install the mod much easier in a single package š¦
That would be cool. I'll be working on it
Git has the ability to have nested repositories, which you can clone recursively with a special flag, pretty much what the remix repo does
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
Ahhh I think that would work cause I put the repo it's own extmod folder
Is that the wrong one?
Download from releases
@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?
@tawny elk wow I am so sorry for being so blind but also thank you so much
All good
Hard to describe without it sounding really silly.
@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;
Yea I can't get the submodule to work 
wait I think I'm figuring it out
Figured it out, don't like how it works tho tbh
Nice, it was a joke tho only a picture from TUFU =/
I wonder, would it be nice to live in Bayview IRL?
Maybe I should move to Seattle or Los Angeles
š¤·āāļøš¤·āāļøi didnt know Its joke
There's no mirrored underworld as Burrito stated. You might have a graphics setting turned on that enables it. You need to set the graphics to the specifc settings for best performance.
So they're just a render of the scene flipped upside down, not with actual meshes below the road at all times?
No, I believe there's a mirrored LOD world on high settings. But we have reflections turned off in the base game since we don't need them.
Whatcha mean, like how there's that nuke that goes off in the distance?
E-man solved that
No not that
The uh
Lighting "blinking"
Kinda looks like when you take the temporal out of temporal denoising for one frame.
OH HECK YEA!
@tawny elk The issue that I just pointed out is literally in this video
Look how the lighting flashes
Ohhh
mf
Need more samples 
Just play normally and you'll see how the lighting glitches out randomly. I'm pretty sure that it's being caused by unstable motion vectors as the denoiser gets confused and since it's temporal, the lighting goes to shit for a few frames.
I like this theory

