#NFSU2 (Need For Speed Underground 2)
1 messages · Page 32 of 1
ive never used miui so i cant comment
the one thing ill give every other manufacturer that isnt google is that they dont use material you
but they were poorly optimized, after that i would Rank Samsung, but bloatware, and only then i would rank Pixel
but i use root to shut that off
I rank Pixel as 3. because there Software is optimized and not full of bloat. But there Option menu is too complicated
yeah google really needs to sort out the settings menu
but in terms of everything else pixel just works better
Hands down one of the best features that I'll instantly miss
I like pixels. My friend has a pixel 4. Really good. The camera is leagues better than my budget, but still really good Samsung camera.
and the shit i dont like i just use root to shut off
while still having all the things that make pixels great
now playing
direct my call
call screening
Hmm
Custom notification pane
Also. Hate manufacturers that use gesture navigation. Can I please just have 3 buttons on the bottom.
Custom lock screen clock
You can enable 3 button navigation on Pixel I just don't like button navigation
I know. I forced my friend to do it when he got it lol.
Developer options in the launcher settings
Interesting
Custom icon pack in the launcher
And I even still pass SafetyNet
So Google Pay works too
Yeah losing google pay is a huge bummer
What are you talking about it works fine
u guys using google pay?
I even have a modded Twitter that blocks ads
No, it's just that some phones loose google pay when you root
YouTube vanced.
They all do, you can use root to spoof it
I know. Extremely useful
Only if you want to put up with MicroG
I don't
Well, micro g is only an annoyance for the first time setup.
Why bother with it at all when you don't need to
once and never touched again
Then let's not forget that Substratum still exists to theme apps
Here's the thing. I'm chronically attached to my computer chair. I don't use my phone as much. So all I need, is a phone with a really good camera. That's it. I'm still using the default ringtones and everything. The only real customization on my phone is the wallpaper.
Which is fine, I'm just saying that this is all possible on a Pixel and not so much a Samsung
Samsung's root tweak scene is pretty much non-existent nowadays
Surely, after rooting the phone, you can do most if not all of this stuff.
Hmm
AOSP + Pixel
Hmm
AOSP + Pixel
AOSP + Pixel
The one for the S23 Ultra is dead
I tried using the phone for a solid month and couldn't get over my gripes with it
And couldn't get rid of Samsung's quirks
1 for is sure and never will change: i never ever will gat an eaten apple called iPhone 🤮🤢
yeah the s23 had nothing last i checked
Here's the thing. S23 is really expensive. So not a lot of people developing for it.
The cheaper the phone, the more people develop for it.
i mean the pixel is almost as expensive and it has plenty of development
True
Google's 2022 flagship device features a 6.7" 120Hz AMOLED display, Google Tensor G2 octa-core chipset, and either 128/8GB, 256/8GB, 128/12GB, 256/12GB or 512/12GB of storage/RAM. It sports a 50/48/12MP main shooter with OIS and Laser AF, and a 10.8MP selfie camera.
The PIxel 7 Pro is powered by...
last one is the S22 Ultra...
This is extremely enticing to say the least.
Guess I know what I'll be doing tomorrow
Announced in Q1 2023, the Samsung Galaxy S23 Ultra comes with a 6.8" Dynamic AMOLED 120Hz display, with a resolution of 1440x3088, and features Corning Gorilla Glass Victus 2 protection. It's powered by a Qualcomm Snapdragon 8 Gen 2, along with either 256/8GB, 256/12GB, 512/12GB or 1TB/12GB of...
wiping your phone, losing access to all knox apps that cant be fixed with knox patcher, and installing magisk?
this is why i dont even bother with importing samsung phones
I just wanna have some fun modding my phone
if i unroot my pixel its back to factory defaults
no issues at all
no broken apps
no lost warranty
i've gotta recommend against using a custom ROM for your daily phone. it can easily prevent you from using banking apps properly, along with google play
im not using a custom rom and my phone passes safetynet fine
and all but the highest tier of play integrity that literally no app uses
if you're on the stock rom, then that's pretty much my point. things work fine, lol
any time i've used a custom ROM, i had to deal with google play not working, or banking apps refusing to work
thats safetynet
and its not hard to get around it
i did all of the recommended steps
i ended up having to swap between 4 different ROMs before one worked right, and even then it wasn't perfect
this happened on multiple devices as well, so it wasn't just for that particular phone
anyway, that's just my view on it. hopefully it works if you go for it
most phones dont really have a custom rom scene anymore anyway
So apparently there are fix modules that can be installed to get most of the Knox functionality back
most, not all
you still wont have samsung pay or pass ever again
they cant be patched to work
Hmm
Samsung pay, I don't really care about
Google pay should still work
Samsung pass, however
That's hard
i would have overlooked them if i liked the rest of the phone i use google pay and 1password anyway
youre lucky to be able to root it at all since in the us market you cant do that
my s23 is an imported saudi arabian phone
with a ksa csc
I'm not in the us, so that's not a big problem
read the first half of that sentence
Yeah
i just in general hate samsung mobile
I'm fine with them tbh
their anticonsumer bullshit is just too much for me
either be full apple or be full android
at least i know what i got into having an iphone
but its also not my primary phone
and it has a case and screen protector on it for that exact reason
Not having at least a case on any phone is just irresponsible.
Screen protectors are nice to have, but you can work without them
i disagree i got through an entire year of using my pixel 6 pro caseless and it was perfectly fine when i traded it in
just scratches on the screen
I have dropped my phone while driving a motorcycle at least 5 times. The only thing that saved it, was the case.
i got through nearly a whole year with my 7 pro before it got attacked by two known defects
trying to shut down LODs with Profile inspector... Status: testing
Status Change: not working
@jade briar Topic Frame Generation: Yes it does crash the game... without: its all right, with: game goes no no
Topic DLSS: Better Performance, clearer Picture with less noice when importing DLSSv3 dll
Looking good. Just avoid using global tonemapper as it tends to crush the blacks
My Denoise Settings
Previous Denoise Settings
still pretty noisy when moving, but i am working on it
what do you mean by crushing?
help...
U have old version of mod
no
So than go to AdamPlayer github and download his lights he fixed it there
Color depth-wise
@tawny elk we should probably merge those fixes before setting up a new release
Ugh, it's so all over the place with this game. I don't remember which repo was the furtherest along.
if set correctly the colordepth will not be bad
just don't tell adam

no worries @tawny elk i messed a bit with the local settings to be more suitable on our eyes
Thats how it looks outside
a small improved denoising profile
thats the old one... both on quality
Crushed blacks 
where??
I had to turn my brightness up, but the treeline was looking crushed my b
It does look really dark tho like the buildings are painted black.
better?
Getting there.
but yeah, dont know
if i increasy the exposure even more the neon und backlights will be way to bright
Go to AdamPlayer github
https://github.com/adamplayer/Underground2RTX?search=1
Anyway that should ve been fixed already in main github
Try messing around with global tonemaping instead of local one
adam doesnt like global
well, what do you gyus think abou new denoiser setup
even when moving its less noisy
that should be fixed whoever that was
Reference
Gameplay
reflections
Is all of that stuff is more stable while moving?
a bit more stable
couldnt get it very stable, but now you can defenetly see what is reflecting
even the performancepreset gets now better denoise results
while driving its looking like that, as i said, better than before but still not perfect (screenshot taken in performance mode)
Current Problem: Denoiser gets resetted every time you restart the game... Presets dont get saved when clicking save.... complete work lost...
Can we replace the texture with light?
what do you mean?
This neon light looks pixelated, I wonder if we can hide this light and replace it with a real neon rod that emits light
Yes
sorry for asking, but i didnt saw it until now... who dafuq ruined the hole main menu background?
it looked like that before
For those who want to test the reconfigured denoiser (as mentioned only a part of the settimgs get safed, still better than the old denoiser) ( @ember river , @tawny elk , @jade briar )
Think someone added custom lights and setup the environment, but using the global tonemapper as base, and since we switched to local again, it feels out of place
Its completely out of place, even the texture dont fit anymore
think i will rework it
Great job 
Think it not saving might be a bug. Probably there might be a way to handwrite the values in the rtx.conf
I'll check it tomorrow and add to the rtx-remix-defaults folder on another branch
yeah maybe handwriting the settings will solve, i will see if i get that done, but for now i should sleep a bit XD
Me too. Good nite bro
n8
But pls guys be aware that these settings are only for testing and review purposes. I want to improve the denoiser as much as possible so any feedback is more than welcomed
Bur for real, im going to bed now, gn8, read ya in 5 hours haha XD
I mean, there is nothing on background here. Neither cityscape or street
I only talk about the textures, thats what i meant
The emissives are fully out of place and the textures themself looking odd
hey, couldn't we make our own UI?
mod it as well
the main menu blocks like 40% of the background, why not align it in column (if it is possible)
Its possible, but not with remix
im not saying you guys should
Which textures exactly
Windows, Platform, Floor, and the garages
What is wrong with them out of sudden? except emissives
And emissives
They look uglier than the old ones
No, I mean, can you explain exactly each one
Let's debate on example of any of your choise
Garage door left and right, windows are pretty small and they are nearly plain white
Trash in the background lost all its colors
Platform isnt tiled anymore (or does look like a garage platform at all)
Floor looks reallybm blurry/washed and doesnt really have rougness/normal
Enough info?
how did it look before?
wasn't it the same?
i see....
hmmm
Its the standart one
- Doors are your own preference. They're literally taken from IRL with added grunges;
- You can't edit that couple of trash on background - worst UVs in the world;
- Platform never been tiled here. And texture is taken as my pick of preference based on IRL solution + added marks;
- It may be blurry because I didn't put 8k texture, yea. But it got normal and Rougness
If you dont have eyes, the platform is tiled
Or atleast used a tiled texture
I mean... You can spend time recreating your old look with textures and lights. But it won't matter anyway because we're moving to mesh replacement
I dont want to change lights. Lights are fine. Emissive have to be reworked and textures too. And even if mesh replacements are coming, its good to have better textures for these meshes
But they will mostly not be used at any point
And why you so sure abou that?
Cuz most of meshes right now have weird UVs. So you'd need to choose between recreating same weirdness or applying textures as normal human
When i created my textures back then i only used square textures. The UVs didnt mattered at all when i replaced them
Because the og textures where just squares too
And that's not the case for half of them at least
Its is, the floor for example uses the same square texture in a row, which you also can see in ov
Well, as the person who did touch all of those textures, I can tell you that floor, platform and manhole are the only ones to be untouched
When looking from above they are used that way, atleast for the floor
Majority of textures in lobbies won't be transferred to mesh replacement
1 big mesh could make it better
But we will provide a new release before we are actually changing meshes
And you can contribute to anything else we haven't touched instead of being the 100th person redoing main lobby. Especially when it awaits for mesh replacement
this
Why did it got touched anyways? That werent 8k textures i used. 1440p at max. They could have stayed. Why lower quality?
we need complete asset replacements rather than relying on 4k textures on old geometry, it can give it a much better look with mesh replacements
I know that
Main lobby texturing is part of my Generall lobby texture replacement which included all of known garages/shops. We created a poll to vote for which textures to stay and to merge. Can't remember your option being in the repo before it actually
It was lol, i shared them to burrito
These were the very first texture replacements besides wet roads
The first one i made, but a smoothed version because burrito meant the normals were too much
So people were choosing between this and merged version
This obe looks way better than the merged one. Poeple must be blind
I didn't complain about blindness
The rail where the platform moves on could have been easily added too it
However, it is how it is, lets see what the future with new mehes brings us... (hopefully good textures 😅)
Oh yeah. Create UV's which would need like 1x128 map with 1 pixels per color!
Whuuuut, i dont understand a thing😅
I am more lighting and texturing... not mehing xD
Imagine having like thousands of UV shells referring to exact one pixel on this super small texture. Super memory efficient
Like you different Scene Scale param while capturing?
For this release, best thing I see would be to focus on just adjusting garage lights to the local tonemapper, or the tonemapping settings hellraven just came up with, and let it rest for a while. As burrito mentioned, let's focus on the roads first, Speedrun towards new release. There many more stuff we are expecting to improve with a 0.3.0 release that are just waiting final touches to be done, like packing up dxvk, bridge & widescreen fix together for easy install
And better denoiser settings too🤌
The parallax room's albedo and emissive textures are complete. Should I proceed to create the normal map? What are you guy thoughts on this?
Well, Normals won't be visible at any point. But will eat up some memory
Alright, that means I can now start experimenting and working with the geometry node.
sometime in the future, when you guys would've remixed this game, please remember to put a little easter egg with everyone's credit on some billboard
maybe a gaint burrito
😆
Looks good. Think you'll probably use the albedo map as emissives too, rather than just the lamps. Not sure how the denoiser will work with the rooms being lit by using emissives just on the light bulbs 
That's a lot of opacity rendering for something that's just a background element?
Not sure that's a great approach
There are many opacity renderings. Should I replace them with simpler meshes?
Yeah geo-cutting them instead of rendering opacity is probably going to be a better approach
Opacity ain't fun for renderers, and can be super janky in path traching
Don't want to let simple background stuff soak it up
Think it is not the final texture yet, just the collection of assets awaiting bake
Oh? Righto, just try to keep opacity maps to a minimum in-engine 🙂
Probably best to make sure those are delegated to cars and close-camera props
And vegetation ofc
where can i download mod files canr find in pins
Ok
#1103377328530276403 message
https://github.com/Ekozmaster/NFSU2-RTX-Remix
RTX Remix mod for Need for Speed Underground 2. Contribute to Ekozmaster/NFSU2-RTX-Remix development by creating an account on GitHub.
not asking for guide...link for game ready files
ok damm... got it...
"i dont need guides"
Ok
Install github desktop
Clone repo
And don't forget about latest bridge and dxvk
already done all still this
Textures missing, come on, you didn't clone repo, you downloaded it straight from github, thats why only some files get downloaded.
Install github desktop into pc
Clone repo
thanks
https://www.dsogaming.com/mods/starfield-gets-its-first-ai-upscaled-4k-texture-pack/ since we've discussed AI upscaled textures before, how bad do we think this will be
Depends on the source.
Upsclaing from a good enough res to 4k won't be as wonky as going from 512x512 to 4k.
I mean in fairness to that it'll be working off textures made to 2023 standards and not 2004
That too
Basically if textures are 1440p and you scale them to 4k it looks much much better and doesnt need as much space as in 1080p
i don't see how they could screw these textures up
these are really easy to upscale, even if you pick a shitty model
Where did you obtain the "rough.usa" file? It is not included in the GitHub repo.
Well yeah, I noticed that sliped through in the last merge. The mod.usda refers to an unexsiting rough_only.usda file
Ok then.
rtx.config is incomplete
I believe I have ignored the file in ".gitignore" but forgot to remove the corresponding line in mod.usda.
cant see rain
Use eyes
GREAT
do not all cars have headlights/tailights or am I missing something
Pretty much this, part of the reason I stopped trying to polish my ESRGAN packs so far is that trying to pull from 128x or smaller textures is squeezing detail from a blurry rock jpg.
Well, i think i get back to work and try to get a better denoiser again... hopefully the settings are getting safed this time because i use the old dlss file again
looks like widescreen patch only works for 1440p and lower
Also for 4K
It can check wich res your running on the pc as default and set it to it
If the monitor only can handle 1440p it will be set to 1440p
But you can set it manually
For x you set 3830
For y you set 2160
But if the problem is crash related it could be that either your gpu or remix itself cant handle it
Or you should disable framegeneration
My problem is the game launches borderless and partially off the screen.
If I choose 1440p desktop res it works
Set wudescreenmode to 4
any rules for adding headlights/taillights to cars to ensure they work?
I see on one car they are just children of the windshield
tried all the above, no luck.
Thing is in the past I could alt+enter to fix but now it no work
So the application is running in borderless fullscreen not as a window
which explains why all the window related key binds and functions are disabled.
also wacky, the 350z has lights set up according to the usda, but they don't work in-game
but I've seen npc cars with working headlights/taillights
and in the garage as well
also should skip intros actually be skipping the intros because right now it just makes them black
Also I noticed that if Force High Res textures is not on certain textures will be like 1/4 res at all times. Which I think is just it using original game textures?
Nope, these are not original textures
Ok so just a low lod of them on the low res side?
also it just all of sudden started worked in 4k
Figured out lack of headlights was due to car geometry detail setting
still no tailights though
so no tailights due to incorrect light params.
spec and diffuse were set to 1 so there was no light emitted
less noise while moving )what you see is motion blur=
without motion blur
@tawny elk do you want to test the new denoiser settings?
or @jade briar
yeah, to make the game less noisey... We cant really make it perfect for now, be we can make the denoiser atleast a bit better
yeah the default settings are pretty cursed tbh
i wouldnt recommend to change any textures for now since we want to replace the meshes of the game
I'm not touching textures just the actual lights
I'm trying to figure out why the tailights devolve into plastic if any sort of emission is enabled near them
like it's aperature translucent but doesn't look like it at all in-game
I made the light bulb texture inside the cover emissive and this happens
Any way to fix the car pop-in and flickering of everything for a second as you approach it?
nope, not for now... got it a bit more stable with the denoiser but still happens
Gotcha, not huge deal.
Just need to figure out my super low 1% fps that happens sometimes
you dont have to forget that remix itself still is in development... its an open alpha
ik, for this game I didn't know if the flickering was from alpha blend like in other games, or from nfs
well when moving the car the shadows dont get lost anymore. They are a bit noise but they dont get canceled
when not moving its pretty neat and feels good to look at
i made the denoiser faster so that these outcomes are possible
Custom Denoiser for Underground 2. Since the settings dont get safed completely i icluded pictures of the settings so you can change them manually
@ember river @jade briar @tawny elk
sry for Ping, but thats the easyiest way to inform you
its recommended to use it with motion blur on for best results
Nice job man. I'll be taking a look at it tomorrow then
I took an appointment to change my eyes...bro
What if you had high Res source assets?
https://youtu.be/i__614yy53Y?si=SYSIGIibhyTgFfjH
This video will show an encyclopedic collection of texture usage examples of Marlin Studios by Canadian photographer and 3D artist Geoff Holman, and I'll tell you the story of why we see repeated textures in various 2000s games from different developers. I wish you a pleasant viewing and ask you to subscribe to this channel if you liked it.
htt...
NRD was updated last 2 months ago 4.2.2 still not implimented in dxvk remix...still on 4.1
Fancy
Definitely going to look into this 👀
The Punisher apparently used these assets just about everywhere so there's a chance this may work. 👀
Good lord, it's like I'm playing Hypnospace again.
https://web.archive.org/web/20000301153101/http://marlinstudios.com:80/home/home.htm
Can you buy the discs still? Would be awesome to have
Eight great texture libraries 
They’re on archive
I'd have to own them to use them
Imagine making loads of stuff and a year later getting an email or something
You’d have to get in touch with the original photographer to figure out who has the rights now
The website is completely down. I'm drafting something to send to the support email.
Guess the question is whether Marlin is dissolved or a skeleton crew at this point.
It's got a linked in and Mr marlin is there
As for the archive, there's a few on there but these are multi CD collections and very little of it is preserved there.
Oh nvm
The photographer is Geoff Holman per the video https://www.behance.net/Zargonstudios
Found Tom Marlin's facebook 🤣 maybe it's worth sending a message?
ebay
RE: Ebay, I tried, nothing there.
old archives
i think i may know some websites
well in that case i could chip some money
Same, not this month but definitely next month.
if we find a whole dataset
Moneys in the mail I swear
I'll probably use them for a Unity project afterwards anyway, I'm getting my money's worth 🤣
Should we start a group DM or something for the Marlin Studios Archaeology Project?
yeah
a group DM
i'll need some research time to get all the sources i need
Why you guys need this decades old pack again?
I’ll give whatever phone number I can find associated with them a call since it isn’t international for me 
I want them pixels for MW 

That does look complete but there's a lot of volumes that aren't here, that and we still don't have a license to ues it.
ah shit
well i found one texture pack for 300megabytes
should be good for reference
Stop downloading textures y'all, I can't get on the archive anymore 🤣
i'll just upload it somewhere safe lol
this archive site is slow asf
Archive is generally safe but it seems like it's getting slammed out of nowhere
yeah this isn't going to get me anywhere
Working fine for me 
It’s about 4 minutes to download per collection for me
It'd be pretty funny if we formed some kind of loose company for this thing 🤣
Can we get that group DM going? Need to coordinate
good 'ol IDM to the rescue
@tawny elk@vague sparrow Anyone else need to be added?
i need to add yall friends first
Yep, same here
@vague sparrow You need to send me the friend request first I think.
I wonder if the road textures were from a texture collection
i can match them
So how's the texture hunt going?
we got the source textures
How many?
some
Wonder if someone can message marlin and explain our situation. He'll probably help out.
Only pack 5
that's where all the main textures are found
come join us in the private DM
Heyo, just work up. Whats going on
original texture source hunt to be precise
Oh boy, thats cool
Well, enhanced color likely work on the whole frame but the computation is fairly simple, light trails appear to work only on certain lights for example
Icic
I'd figured the O(n) operations would've still taken a lot of time
Anyone wants to review this big boy or should I proceed to merge? It has one approval already
https://github.com/Ekozmaster/NFSU2-RTX-Remix/issues/89
Looks good
Strange cull igo close to it light goes off
Nice headlights on that car
Someone tested the culling settings yet?
hey man, just wanted to metion that i could succesfully upgrade the BIOS to the one of the AMP! Extreme with 128.4% TDP Powerlimit
the old powerlimit was 105%, clock are way higher and performance is way way better than before
what bios did you end up flashing just out of sheer curiosity
GPU 4070 Ti, or what exactly do you want to know
The BIOS file you flashed
@cloud crypt I tested the denoiser settings you posted, but I think I might not be the one to test it now. My 3060 already runs the game pretty slow. I noticed it got darker and has more denoising fireflies than before. Not like your pics
Oh ok, every feedback is welcomed. I rework it again
What do you think could create these fireflys? I would recommend to only use it with the rtx conf included
what did you guys do...
dont know what dlss setting u use, but in quality its not that much
this setting solves firefly issue... its normally on 1000, when using it on 5 firefly gone
"thousand time saying you that you need latest adam lights" https://github.com/adamplayer/Underground2RTX
why its not in the main git, makes no sense
adam said that he will move his stuff to main, about 2 months ago, idk what go wrong
@tawny elk
@ember river new denoise settings, use the rtx file inside too (not changed much except pathtracing integrator and denoiser, but could be that not all are saved so pictures included again too)
this screenshot looks awesome
Actually its pretty good, there is less light reflection so you get more detail (720p internal res)
which version do you use?
you mean? dlss 3.5 + ur conf
you have to apply the settings from the scree4nshots manually since they dont get safed in the config
in the config only the main settings get saved and the pathtracing settings. The denoise settings from primary Direct/Indirect and secondary dont get saved in the .conf file
i hope that this big will get fixed in future
bro next time pls dont cut screenshot, cuz i need to click on every tab in remix to find the thing you change)
its in denoise settings... its simple to find lol
u just need to change the options from the 2 primary and the 1 secondary file
I use in performance always. Quality is too much for my gpu
Try the newer version. I fixed the firefly issue
I'm not sure what causes it, I notice it the strongest on penumbra transitions between shadow and light, with less lit regions
I'll be trying tomorrow. Going to bed rn
Same, gn8
It is
Just noticed that man Frame Generation struggles here, DLSS has issues as well.
This looks amazing
It isn't easy to just merge it with main 
Hows it going😂
Heyo. Didn't stop to test yet. Helping ppl out on some other threads. I'll be looking asap 😉
Did you have tested
I really have nothing to do except making photo of ground
i've been planning to buy this monitor for quite some time but i've been planning to buy other monitors off the internet because it seems that it doesn't have a built-in speaker. does it have a built-in speaker?
if youre using built in speakers with a monitor costing the better part of $1000 youre doing it wrong
welp it doesn't have it then
i've been worried about this because buying additional speakers would use some space in the table
and that if not placed properly, it could also look unfitting for the aesthetic
Well, i use Levovo Legion Y27q-30... 1440p, HDR400, 10Bit, build in speakers, up to 180Hz, 0.5MS MRPT, 126% srgb color, 95% DCI-P3 color and 27"... is more than enough
yeah i've been also planning to buy a laptop to experience the game
Buy the Legion Y27q-30 Monitor and don’t miss a single frame of action. The monitor’s Display HDR™ 400 support delivers colours that are true to life.
Well, those 3W Speakers in Lenovo are as cheap as you can imagine them to be. Consider that as an option if you have headphones already
I only use headphone (Logitech G Pro X) or Speakers (Logitech G560)
if youre looking at a thousand dollar + monitor and youre worried about the speaker quality your priorities are off
and if youre worried about aesthetic just use headphones
In adams lights these were off.
After i put my mod_lights back into mod.usda there are back again.... My lights would be needed to be brighter and some have to be deleted (like highway lights) but that way we could a more immersive experience by only keeping some of them
@tawny elk is it ok for you if i rework my lights? I mean that i delete the lights you already have added from my mod_lights and add only new ones? Like these in my pictures which were actualy missing in your lights
Couldn't imagine even more lights tbh
the other lights seem to be added in adams own repo, which sucks that they are not in the main repo... but the light bulbs in the picture above are missing
you mean like when you use them separetely I'm assuming?
Speaking of lights is it cheaper to use emissives instead for less important lights?
Emissive - disappears off camera
normal lights dont get culled away, and emissives doesnt work as we want them to work
Yeah I notice they kinda break the material of anything in front of them
just turns it into glowing plastic
but I'd assume they work well for optimization where you want something glowing or a simple light in a less important area to ut down on full lights.
Especially when we are getting to 50+ lights minimum with Adams
#1103377328530276403 message
putting this here cause it looks nice
might use it
still having this problem
could fix it...
@ember river Hi, can you investigate normals here. This wavy noise all over the texture is not intended for sure
Go for it
There’s no perf hit with tons of lights because of restir 
The first building is complete. Finally, I utilized the array feature in Omniverse because Blender cannot output instance objects, resulting in significantly larger file sizes.
Looks good
how exactly are we going to put this building in the game?
With mesh replacement, this is the original mesh.
these windows are kinda big
This is either gonna look really good, or really strange. Excited to see how it turns out.
Nothing in the game is to scale
one way it could work is to make these meshes behind the orignal geometry
Maybe
with some very dull opaque windows
Do you think putting a flat plane in front of all the rooms with a glass material would be a good idea?
I'd say yes
I have nearly completed the headlight/taillight glass with a normal map, adjusted raindrop refraction by reducing raindrop size using NFSU2ExtraOptions, added some windows refraction, recreated carbon fiber texture, and updated some interior light textures.
Are you referring to using real reflection and refraction on the glass or simply using transparent glass?
i think transparent material would work fine
glass will add more complications like refraction, we simply want the rooms to be lit up and that "look! there's rooms in those buildings" kinda impressions
but yeah it should be reflective, basically glass
yeah
I need the assistance of a mesh replacement Master. I am unable to replace the building mesh in Omniverse; after replacing the mesh, it simply disappears. However, when I open it as a single file, it works fine.
here is the file
That’s how it’s supposed to work to an extent but I’m straight up getting lower FPS with your mod. I’ll double check later.
you could load in millions of lights and ReSTIR would perform the same
actually it produces much better looking results with more lights
@ember river
I'm just talking about plain reflections so that the glass can reflect the world around the building
Does the opacity material in Remix support reflections? I believe only translucent materials can have both transparency (refraction) and reflections simultaneously.
I don't think so.
Maybe this can be recreated for the game?
We have transluecent material in Remix?
Certainly, for the car windows, headlights, and taillights, I have utilized translucent material to achieve both reflection and refraction.
Don’t use transparency with the opaque shader. You’ll destroy your frame rate.
How you got vehicle reflections?
use AperturePBR_Opacity.mdl , Opacity amount set to 0.1, without Thin-wall
use AperturePBR_Opacity.mdl , Opacity amount set to 0.1, with Thin-wall
use AperturePBR_Translucent.mdl, without Thin-wall
use AperturePBR_Translucent.mdl, with Thin-wall
does this look more reflective?
like can we use this as a window for buildings
Sorry I should have clarified, I meant alphas/dithering sort of transparency and not just adjusting the opacity as a whole.
For arch glass you’d want to just make a thin rect, mark it as thin walled, and set the IOR to the correct amount. It’ll be around 1.5-2. Might tint the glass with a greenish blue.
In the Remix GUI, set the Legacy Material roughness to 0.02 and the metalness to 0.4-0.6. This will make all scene objects highly reflective. Place the "rough_only.usda" file in the gameReadyAssets folder and edit the mod.usda file in the subLayer by adding "rough_only.usda" at the bottom line. Additionally, if you encounter disappearing textures, capture frame to USD texture will appear again.
Does that mean I should use the AperturePBR_Translucent.mdl material?
Ok, in the mod.usda that line already was there but the file missed. Thx
I didn't upload the file to GitHub, it could result in textures disappearing. In such cases, all objects will appear grey if the corresponding texture is missing from the Capture Folder.
Already have that issue with some buidlings without that file
They are kinda black with only theyre emissives
I believe I have captured nearly all the textures in the scene to resolve the reflective issue.🤣
*Like how project structure gets more and more~~ complex~~ unstructured *
Single plane, with Thin-wall
"Shell" plane, without Thin-wall
"Shell" plane, with Thin-wall
What are you trying to show?
What is your opinion on which window material is the best?
In my opinion, a single plane looks almost identical to a double-faced window material when viewed from a distance.
Just a tall rectangle with like 2cm of depth. Translucent material. 1.8 IOR. Slight blue green tint. Thin Walled.
OK
Ayo, just woke up.
Lemme sort my todo list in order.
I'm still in debt of testing hell's denoising settings 
Sure, I hated that since day 1, but decided to move on. I removed that grid normals at some point, but they still affect some places so I will take a closer look at what interference pattern is causing it
Actually, think I'll rework the sidewalks in 8k
Check if the mesh's origin is located at (0, 0, 0) in the capture in OV. If so, you must compensate for that, translating the mesh vertices in blender so the origin is still at 0,0,0 but the vertices match the original mesh location
I know. Just something I got in my mind for a while
Does it also work with just moving mesh pivot to zeros?
A quick way to do that is Ctrl+A -> Apply location and rotation transforms
This happens for unique meshes like buildings or the road pieces. Other meshes that are instanced multiple times like props, the common walls I've been replacing or the car meshes are all located near origin already so one replacement fits them all
I have finally learned how to replace the mesh. It appears that array instancing geometry in Omniverse does not work in Remix, so I ended up using Blender to export the USD file. The mesh runs smoothly in Remix but runs very slowly in the game. I believe Remix operates differently from Omniverse. I suspect that the large number of instances in the mesh is causing the issue, so I may need to join them as a single mesh in Blender beforehand.
To be fair you should change your approach. Using a ton of separate cubes is Vertices intensive, while somewhat Texture efficient. But considering the fact all building are far from camera - you can just use a single low res textured plane as background after the glass wall
I've never added dozens of meshes to a single mesh before, so I can tell whether it is an issue or not, but yeah, if you can merge it all would be best for managing and assigning materials too.
Also, the simpler the mesh, the less headache. Apply all modifiers, triangulate the meshes, 1 material per mesh, and so on
Poly count isn't that much of a problem in RT. Having to merge them all would result in roughly the same as it would require a texture atlas with all the background variations, to map each room's background to the correct texture in the atlas
Considering what he said, verts count should decrease
I think you're exporting all the original geometry as is instead of baking a cube map for each room, right? That might be your performance issue. Millions of polygons
To improve performance, I need to join the multiple objects into a single mesh because the Export Geometry Node defaults to exporting them separately.
There is a "Realize Geometry" node that you can attach just before the output node in geo nodes that merges them all 
Also, "Join Geometry" node does the merging for yah
Oh now I've paid more attention, it is not actual geometry, just billboards/plain textured rects.
Then maybe you're enabling opacity blending for the whole building even for the solid walls rather than separating the alpha tested objects on their own mesh 
Yeah I’m aware of how it works I’m just wondering where my FPS went lol. Maybe my DLSS preset changed or something.
I have already used the "Join Geometry" option, but the "Visual Geometry to Mesh" function did not work as expected. When I pressed "Visual Geometry to Mesh," the entire mesh disappeared.
Hmm I dont use that option. Rather, I go to the modifiers tab and "apply" the geometry node, so it commits to the mesh. It will still disappear, that is why you need the "Realize Geometry" or "Realize Instances" (forgot the name)
Between join and group output nodes
After adding that node, maybe your right click option should also work
It's called "realize instances." Thank you very much!
@cloud crypt Just tested your latest denoising settings (v.06), and I love them. I'd say the game got a bit too dark on less lit areas like jackson heights, but is just my personal opinion, overall it has gotten a nice moody look. For the denoising though, I have no down sides to point, it looks perfect to me. I'm playing on performance mode, and against your recommendations, disabled motion blur, and it still looks quite good. First thing I noticed improved a lot were the exaggerated guard rails reflections that are now gone, same for chain link fences and other highly reflective metallic surfaces.
Question now is, how to share that properly?
Glad to hear that my latest denoise settings work this good🙏
And with the darkness, well, that could be fixed if you raise up the exposure of the tonemap by 0.05 or 0.1
But well, the denoise settings getting deleted everytime we boot up the game again, so that is still an issue that needs to be fixed
Wanna file an issue for that on the combined repo?
as soon as I don't waste my time on something like this....
Heyo gang @jade briar @tawny elk @balmy chasm @safe patrol @desert ridge @cloud crypt
Just created a "Release 0.3.0-alpha" milestone to help managing the project. Now we can tag the issues and tasks on our projects boasrd (https://github.com/users/Ekozmaster/projects/1) that are planned to be delivered on the next 0.3.0-alpha release, just like I did for the overpass textures uncle mentioned
🔥
So in regards to my FPS woes, it appears perhaps the partially broken dxvk version was at fault?
Updated and now I'm locked at 60 even in the funny 300 light area, where I was getting ~40 the other night.
And everywhere else my FPS is more stable of course.
You need the game obviously, then you need to use git to grab the repo.
Instructions are provided by readme
Is this different than Adam's culling asi?
Like do I use one or the other or both
You can use both. The option is available in zolika's underground 2 mod menu
I wish it fixed the vehicle LOD's too
The taxi model is just hilarious to see
And there is no fix for the light flickering right?
Guessing that might be denoiser and not the game though
Here's hoping for DLRR then
I think my only real issue with this atm is the car headlights.
Second would probably be the car materials.
Otherwise everything is really good.
Looks like a problem with remix getting wrong motion vectors from the game.
That would explain the funny FG and DLSS artifacting
Same issue that F123 has
Maybe
Also anyone else having horrendous 1% lows?
how i can use new 0.30 textures?
You can install them from the GitHub repo. The instructions are there. The setup is a little complicated, but should be doable.
What do you see?
Hmm
Did you download the normal remix 0.2?
from this link i downloaded
remix-0.2.0.zip
Did you put it in the game folder?
there is remix-0.2.0-symbols.zip
yes
yes i got it
and widescreen fix
installed
and changed dinput.dll to dsound.dll
Now download this app and run it somewhere
#1132988164814934167 message
It should download the latest dxvk and bridge for you automatically
Would you like to open the Remix directory now? [y/n] (y):
what to write
y or n
Y
ok and copy to game folder?
Just show me the folder contents first
done
see if the game launches
its asi
And don't touch the d3d9 in the trex folder
Can you screenshot the whole game folder?
You already have it. The script downloaded it for you
🧐
im on the bridge underide but didnt had time yesterday for that, i will do them now
Whenever you start, just drag the card to "In Progress" and set you as assignee so we know you're on it 😉
ok
Download these files from the repo
And put them in the folder
where are theese files
then you did smth wrong
Hmmm
install widescreenfix, set widescreenmdoe to 4
rename dinput8 to dsound
Did you put the files in the game folder. That I told you to download
Dsound isn't necessary
Sure
it is, otherwise game doesnt start
It does
you will get dinput8 error in remix

anyways, these 2 textures shall be redone, right?
Yyyyes
Yes?
done
Files from the script installed?
Now the files from the nfs repo
done
Now try the game
works better, but there is still smth not correct
well, tried smth here
You can't download from browser
So you either have to use GitHub desktop, or git to clone it
nfs repo?
God
so i will not play
This
You will have to download GitHub desktop
Log in
And then clone this repository
Because you can't directly download from the website
I know
It's annoying
Once it downloads all the textures and stuff
Copy them all and put them in the game
@plain lantern
if you set up the repo as stated in the readme there is no copy and paste
That's for git
selected
I think it'll ask for a link now
Put this in
Nice
Wrong reply
Grander
Nice
Let me know when it's downloaded
Phone on 1%. Worried I'm gonna miss the ending where burrito has a breakdown
Now find the folder where it downlded everything
Copy everything in the game
done
And last step is that
In the rtx remix defaults folder
There's a file called rtx.conf
Copy that. And paste it into the main game folder
Where the exe is
After that. You should be done
It's 4 am, and tech support drains sanity real fast
You're a good man for helping, I'm sure grander appreciates all your help
No, it crashes the game real quick. We've let the remix devs know. Hopefully they fix it soon.
could this work as bridge underside?
thats normal...
lighting enabled at building
just look back and its fine
Also. Press alt+x. Then select graphics settings menu at the top. From there, you can change graphics settings. I think textures are set to low by default and motion blur is off. You can also enable frame gen, but it'll probably crash the game. Make sure to save settings before closing the menu and restart to reload textures.
Oh I almost forgot.
Download the script in this lonk
Link
And put it in the scripts folder
Should help stabilize the lighting
done
i can turn on everything at DLSS settings?
i mean lighting settings and Overdrive
What lighting settings?
new vs old one
i changed resolution to 3840x2160 at widescreen fix settings
use DLSS Auto
- Undervolting to 2300mhz card from 2740 to save power
too reflectice? @tawny elk @jade briar @ember river
Yes
Very reflective
hm, ok
Nice
Why are my game cutscenes just black
yea cutscenes are brooken
the lighting on the url tracks works, but in my opinion some lamps should be lit in the opposite direction. Can they be placed on the other side? @jade briar
the lamp that shines on the banners should be on the other side
The light that shines in the banners is because there's banner lights installed on it
As for the flood lights
That's adam's job
@tawny elk
how was the NVidia PBR tool named?
and its funny you can change DLSS from Quality to Performance and graphic is the same @jade briar
hmmm
How do you get headlights to work
no


Fixed in my repo a while ago
But complicated to install... i made it that way: i just put the lines that were missing into the mod.usda file and copied the other files into the main mod. Ofcourse replace files if needed and that way i could get it running without more issues... but @tawny elk , pls fix the main menu lighting, its way too bright😅
I don’t think my lighting is in the main menu anymore after EA Worlds branch textures got added?
Well, after i added your files the main menu was brighter than before
I’ll toss it on the todo list 
No idea. I forgot the scope of it.
Looks like it works to me.
only in this part i mean dont works
Headlights need adjusted
It’s not an easy copy paste sorta thing, sorry :/
My repo is also way out of sync with the main one now
if i find some lighting issue i will post screen here
one you got up 😛
ohh lamps work but they give small lighting
i see now lol
They were much brighter before
I agree but 
😦
It might need to be adjusted to your new tonemapper
thats not the problem. with default tonemap its the same
I can't help ya. The consensus was to make it that level of light.
And I really don't have the energy / willpower to go through and adjust them all again.
You're right next to a street lamp?
yes
There's lighting, it's just pretty dim.
As in it needs an emissive texture?
Yea I didn’t do any emissive textures
creating the underside of the bridges is harder than i thought... tiling doesnt work well
when tiling the resolution gets destroyed
Yepp
i try to tile this texture i created with substance sampler
UVs be wack
hm okay, should i try in unreal engine then?
What do you mean?

