#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 37 of 1
These will be need for speed graphics in 2010
Kinda broken performance from my game 
But anyway, looks pretty interesting
Also, only 50% of GPU usage
Try experimenting with in game graphics settings
But better solution will be:
1 install github desktop
2 clone nfsu2remix repository
This way you will get latest and greatest version of mod
Game is heavily cpu limited, try ocerclock ram and cpu if you can.
we know there are some problems. Some of them will bee fixed in thee next release. For 0.4.0 a full oveerhaul is planned to fix these issues but i cant teell more
Bro talking like he's under nda π
What's bro blabbing about?
blabbing?
Just letting you know, the releases aren't much different from the actions
They are actually older
not talking about that, i talk about our mod versions
Me when I don't know what I'm talking about
Are you talking about me or him π
U
We're also tagging the next u2rtx version as 0.3.0, not related to remix's version at all 
Oh
I thought you guys were talking about remix versions
Ffs
Get a creative version numbers or something
There are "rules" for software versions: Semantic versioning. The last release was called 0.2.0, so we're keeping up adding to the minor version number atm
I know about that i was joking lol
So much for keeping the people not in the dev server up to date
Dude, Remix isn't officially out yet. They've put a ton of hard work into this project and it's the single most active project in the community. They don't owe us anything.
Hey man, we will keep you guys up to date. As is said i cant tell you uch about 0.4.0 because we are not working on it right now. We work on 0.3.0 so you guys can have a better experience. 0.4.0 will be an complete overhaul of mod-structure, lighting and more. Also plenty of mesh replaces are planned. But that is really all we know right now. We will give further information about things when we are completely shure about the things we want to do in 0.4.0.
I am sorry that i cant tell more, but it is how it is.
But we hope you guys will still have a great experieence in 0.2.0 and when it releases also in 0.3.0 β€οΈ
hey guys i'm pretty new to the rtx remix stuff is there any release that i can just drag and drop into u2 or is it not available yet?
nvm its pinned im silly
I mean... Me and Hemry made just 3 headlights in last half a month(and they haven't been put in game properly, just import-ready models) π₯² What type of updates here he's talking about when we don't progress with such a fast pace
is cloning disabled for the nfsu2remix?
Yeah, dont know it either, tjats why i explained
Shouldn't be, it just don't work downloading the files as zip because it uses a special git extension (LFS) for storing large files in a separate server, and only pulls content using git commands/desktop app
git clone, fetch, pull, etc. should all work fine
I tried it with the one that's pinned and i got an access denied pop up, it might be something I'm doing wrong since its my first time delving into rtx stuff and git hub in general so I thought I'd rather ask
Oh, yeah. You must setup your github account with ssh keys to identify your machine. Can't just clone anonimously afaik
I'd recommend you to stick with 0.2.0 release file as it is much easier to install. Cloning the stuff from github is intended for developers and has its own complexities to deal with. Nothing too difficult, but can be a pain sometimes
fr i cant understand these ones lmao
@vestal pier how is the performance on your 3070 (using dlss performance and lower path tracing quality)
This one mod is soooo hard to refrain from installing, as a NFSU2 fan π
(but I will patiently wait until it's done to have the best experience)
In its current state it's not really a matter of "Best experience" to be honest
It's barely even a good experience at the moment, too many things to fix ^^
So waiting is definitely the way to go
Cars still look like plastic toys and the car paints won't work etc etc
We'll hopefully get there in time though!
Continues to beg remix devs to add specific compatibility for this game
Well, by "best experience" I meant whatever it is at the end. Hopefully this can be done. For now I'll be replaying NFSU2 on my Steam Deck OLED when that arrives π
Y'all putting it like actual devs is kinda funny
like c'mon, knock it off with the formal style
I am a dev, this is just how I look at this stuff
If that bothers you then I apologize
listen man I don't want to hurt you or anyone just because I feel like everything said here feels like some update note from devs
very closed and formal style from you guys feels odd
What about what we're doing feels closed to you?
Is this about the dev server again or just the general way I conduct myself?
Ah nvm
Well i am sry we sound that formal to you.
But how do we are supposed to talk about the current state of development? We know its just a mod, but well, its fun to me atleast to give smth back to the community what the og devs are not willing to do.
So if it is too formal om sry again
Real devs act like that for a reason. If we're gonna do this, we better do it properly.
Half assing stuff is gonna cause many problems later down the line if by some miracle, the project gets big, and there's lots of assets to keep track of
Bro posting the same 3 screenshots for the 50th time
yet it still shows how far we gone since start of that which is crazy
Get remix toolkit early access challenge (hard)
just tell em why you need it, make something good and maybe they'll feature a video on yt
Idk how EA will respond
Nein
you guys think my laptop 3050 can ~~ run ~~ walk the game with this mod lol
I have a 3060 and play the game always in performance dlss preset. When I put it in quality mode however, I like to think I'm using my arrow keys to step through a slide show pages
yeah man but you have almost double the cuda and double the vram
is 4 even going to be enough to not give me stutters
If your GPU has 4gb vram total, you might be able to open the main menu, anything past that and the game will play in gif mode
oh lord
ill install it and maybe ill make a video if shadowplay even picks up the game lol
it doesnt matter if i get 0.3 or 0.2 right rtx remix btw
0.2.0 use less VRAM due to less texture replacements. 0.3.0 will probably go up to 5GB. And final release is planned to be a little under 8GB
alright appreciate it
beautiful
I think it will need more than 8
I think we will need a strategy 
Yeah thats correct
Its about 7GB right now, but that could be caused by the fact that still some textures are too big.
We have to clean them up
Delete textures we dont need and reszize the ones we will use
okay i tinkered with some settings ill send vid in a sec of the gameplay lol
figured the data might be helpful
gotta love that slow-mo action going on
hm, yeah, defenetly too big textures here... We will work on that
Thx for sharing
no problem, glad i could be of some help
really looking forward to this it looks sick
I mean... If you run out of VRAM, your whole PC will just stuck a little. We're not talking about even a single fps. It is just your settings give 18 fps
a 3050 isnt a great GPU either for full pathtracing. Maybe i can get a low profile rtx config working for low end gpus
its the bottom of the stack so yeah this is as bad is it could go basically
i am completely bound by vram there and the settings had the lowest possible texture settings, the outcome is in the video
yeah, i will work on smth
or low end gpus shouldnt use RT π
8gb? damn
8 GB is the most popular VRAM size out there. And only light placement does not increase its usage significantly
i wish i could get laptop with 8gb vram before but since the inflation and other shit i have no time to buy new one
At least you can always download light replacements solely
Needs to reduce standard U2 graphics to improve fps + DLSS. Also, max 2 light bounces
But i have an modified game with many scripts whats increase CPU usage (standard performance is not good too)
Nearly 3-5 fps with max settings (like on screens)
In menu fps is much higer
I had 6gb load for once
Single core efficiency preferred
This is odd
I have seen YouTube videos where people were having 40-50 fps during gameplay with a 3070
CPU I guess
and lower settings
maybe better path tracing settings, I am a new one in that case
that's maximum what I can get
game works kinda slow (much slower than my default game 1.5x speed xd)
Play it at default speed
00:03 - start lap
01:33 - end lap
game says that was an 00:59
90 vs 59
game works ~31s slower
LINKS:
NFSU2 Widescreen Fix: https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/nfsu2
RTX Remix: https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-0.2.0
bridge-remix: https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/5095209923
dxvk-remix: https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/5150202285
...
He has a 3070 too
I will try
But
I think it's because of this guy
He still kinda good in new games, but not in this one
For older games you'll want a CPU with better single thread performance than multicore
It isn't overcklockable? Than you can try sell urs, and buy 5960x, its usually under 50$. Mine 5960x overcklocks to 4.5ghz. the only thing to keep in mind is cooling.
the majority of those chips have locked multipliers
only way to overclock them is modifying the base clock, which can cause issues on many systems π¦
/guys where can i get the download link,i cant find it
Get rid of hd reflections... And just to make sure: we wont support car mods
For remix a clean copy with just widescreenfix and Adams anti culling script is needed
Can be turbo boost unlocked to all cores (3300 MHz)
you don't support but it still works perfectly
Only if his motherboard supports FSB overclock
Petetions ain't gonna do shit
They already don't do anything, but this is EA we're talking about X)
Effectivness - 200 %
Lmao he left
it was already happening anyway
I prefer the community of a game to remaster it then the publisher that doesnt really care about the game anymore
Hey guys, how well does this run on a 4060 Mobile 65W?
Prob not too well
Worse than a 3070
I have a 3060 and it runs at 40 fps on ultra perf mode. You might benefit from framegen on a 40xx series
Well, framegen still has a lot of issues...
Crashes in use with riva tuner
Artifacts
Ghosting
BlackBoxes (from the hud) get drawn over the entire screen
And more
I have a 3070 on my pc and rtx remix sucks
I don't understand how it can run so badly when AAA games with RT run better ππ
Because you're simulating light
Indeed
Material properties are not assigned correctly
Ray tracing is very taxing, I agree
Looks ass rn
Yeah
I'm into this project, can't wait to see it flourish
Because its not rt, its pt, full pathtracing which is way more complex than normal rt
yeah, current RT games are really more like hybrid raytracing where most of the scene is raster, and at some threshold reflective surfaces cast rays
cp2077 and alan wake 2 are pretty much the only proper pt games out there
I'm pretty sure only portal rtx and quake rtx are considered proper path traced games. Those other games have rasterized features don't they
Alan wake has baked gi
Metro was remade from the ground up for ray tracing I think
it still has rasterized features
yes it was, but sadly has still rasterizytion
it would only be a game for raytracing/pathtracing when you really need RTX cores to run it. So it doesnt utalize the normal gpu cores
except for texture output
we know of that but that's a mod
also we have serious sam first encounter
and half life
and quake 1996
the dev of that mod is working on remix too lol
technically every path traced game ever released for technical showcase has been a mod
expect maybe Alan Wake 2 (too bad it has PT mixing up with regular GI)
i really wish we get an other pipeline for path tracing
like the one in quake 2 rtx and sultim-t mods
so it works with pascal gpus
i forgot what it was called
no no
im confused
i think it was called VK_KHR_ray_tracing
hmm
instead of ray_query
its an older less performant pipeline but works on pascal gpus
i've heard of that
but its done through either CUDA or compute units
yeah exactly
all shader based path tracing
i really dont know how sultim got path tracing to perform so well on gpus
but wouldn't that need Driver level support?
i was able to run half life rt on 720p (60fps?) on my gtx 1660 super
woah
i was able to run minecraft rtx too but it was a workaround
got 20-30 fps on 720p too
its dxr 1.0 tho
Later versions seem to got rid of pascal support
even though 16xx series is turing
probably not cuz seeing frames per second won't be good
for the average user
you can technically say you got ray tracing support but what's the benefit?
@blazing bone does 16 series gpu's support DLSS?
nope
i mean, if its technically supported archeticture i should be able to run it
with full blown PT, you kind of need all the performance you can get. honestly Pascal cards and older just have no business doing RT or PT, so personally i don't see the appeal
hmm
in 2018, Nvidia showcased how with Turing they can do RT but it increases latency a lot (bad FPS) and with the help of dedicated RT compute shaders, it gets to a playable level where you can say that its ray tracing in realtime because you're off loading the intensive task to smaller cores
maybe normal cores are better off with general tasks while PT requires tensor cores and RT cores to get playable results
Who
I think it might be sultim t
Guy makes good mods
yeah
Anything up to 24GB is fine for me π
Can vouch for the 5960X. I still use it lol and it's great when OCd
essentially a Ryzen 5 5600x
This won't happen. And even if it did - it would never be the same because:
- EA are greedy goblins
- car LicEnSiNg
- music LiCenSinG
- they'd probably f*ck up the controls anyway and make everything weirdly on rails floaty with bizzarre drift like pretty much everything after nfs shift (I tried Unbound, 2015, Heat... Horrid car physics!)
We can just hope the next nfs dont get these bad physics, but unbound was kinda in the correct direction again. You could choose between drift and grip and you also could turn off tap to drift
hope they do better next time
Everyone wants a bite.
- "What is in that for me?"
- "What is in that for me?"
- "What is in that for me?"
- To hell with overly exaggerated cinematic cameras. What is wrong with the simple lerp camera controls?
i heard that out of NFS since 2015 the Unbound has the best physics out of all of them
Yeah it has, 2015 has the worst
But lets be real, BlackBox Physics (only MW2005, UG2 and Carbon) were peak
oh really?
On ultra perf, i get like 55 fps.
what gpu
2060 super?
fr
π₯Ή
Yup, those are the peaks, though my results are mixed as I'm opening and closing blender, OV, Krita and alike all the time, but yeah
The linked message seems to be deleted
The latest Git version of this had a lot of missing textures (while the packaged release works fine)
Need to use git lfs as stated in the repo 
I did fetch the gif-lfs files too with no real effect
Why are the lights fading away in the garage? π¦
Make sure you're in the main branch, not master.
I'm not on my PC rn, but try these:
git fetch
git checkout main -f
git reset --hard origin/main
git clean -df
Also, check if you have any .dds and .usd (not .usda) files under the rtx-remix/mods/gameReadyAssets/03_meshes directory. Those are setup to be stored using LFS. If you don't have them, most likely you didn't install the lfs extension on your system and enabled on your git cli with
git lfs install
Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.
there is a guide for install the mod?
Yeah, there should be 2 right now. Mine and another one
Mine isnt up to date anymore, have to make a new one
rays
donovans
where i find the download?
how do i install?
the dxvk-remix too
#1132988164814934167 message
Download this
It will auto download both with the latest version
Does it give an error message?
do you have an RTX GPU?
It's that darn widescreen patch
yes
I forgot what it is but in widescreen.ini, you have to set core count to zero
Ug2 hates multi threading
Am already in call
Just reinstall
And remember
oh wait
Rename d3d9.dll in the main folder to d3d9.asi
That might work
I'm writing down all of these possible issues for my own play through
When are you getting the 3070?
dindnt worked
hmmmmm
Uhh
Try reinstalling everything fresh.
I'll write down steps. Follow them exactly
No need to redownload anything
alright, can you send me a file to instal the need for speed? maybe is my version
Nah, the version is fine
Soon brother...just need a nice PSU to go by
alright
No piracy
got it
I suggest using the auto downloader
i was not able to find it
is it?
yes
Put this in a folder before downloading. It'll download the files in a subfolder
Step 1. Install game, and launch it at least once
Step 2. Download the widescreen patch and install it according to the instructions.
Step 3. Download remix using the auto downloader, and drop it in the main game folder. Rename d3d9.dll to d3d9.asi.
Step 4. Launch the game once and pray that it doesn't crash
Step 5. Download the mod, and unzip the files in the game directory.
Launch the game.
That is not working actually
what i can do?
at the step 4, i launch but i cant see my car
ahhh
Looks like remix is not hooking
Or amybe the game is sticking with next gen graphics
Press alt+x
Does the remix menu open up?
i forgorπ
Most work is done on a private server with just us devs there
fuck emojis
:)
how to
THANK YOU xD
icc
Cute
Thats you
π
rtx 4080's around 50.000-70.000 turkish liras
plus a shitton of tax that's literally not used for anything besides the government's own spendings
last time they bought, like, 10.000 expensive dutch horses like bruh tf are you gonna do with 10k horses ππ
oh, great
they banned protonvpn
can't even show the news headlines about it
update: i had to give my soul to the ccp by installing opera on my phone just to get to those websites. here's the link i've gathered https://www.turkishminute.com/2023/03/10/opposition-mp-question-govt-over-expensive-horses-bought-from-netherlands/amp/
A lawmaker from the main opposition Republican Peopleβs Party (CHP) has said expensive horses were purchased from the Netherlands for President Recep Tayyip ErdoΔan, questioning the cost of the purchase at a time when many Turks find it hard to make ends meet, the Gazete Duvar news website reported.
What does turkish politics over horses have to do with Remix or NFSU2?
Need for Remix
whats wrong with opera xD
i was just giving an example
thought like sharing
i am aware how i turned the conversation of rtx graphics card prices into something else
i don't really know but i heard it's known to be giving user data to china
that topic came out when opera gx added an unnecessary jumpscare at its intro
Hey guys, how to get the latest version of the project for testing?
Still the same repo?
uhh no
They said they switched to another discord server
Discord yeah, repos are still the same
so still this one?
that's 0.2
We're still here, publicly, just handling the massive boring stuff on private 
these guys are on 0.3
Ah
I see, nice :))
Is there any way to get the 0.3 repo perhaps? For testing purposes
can we get super secret updates?
I upgraded to a 4070 now
Yup. The release files are outdated, still 0.2.0, while the unreleased stuff is way more advanced
yeah next update is definitely sometime in 2024, if the toolkit ever releases on 31st December these guys are doomed to work in weird and tediously hard workflow
If you guys know how to use git to clone a repo and pull all the files, then you can get all the latest hot stuff we've been doing
can we get one screenshot on something you guys are working on?
We're trying to wrap things up for a 0.3.0 release soon π
yeah....
Think this is the latest showcase pics I remember that shows multiple angles of the city
#showcase message
Soon (in valve's time)
LMFAO
Peculiar
are you rocking an rtx 3060? how is it running all of that for you (performance i mean)
Yes
Well, not the greatest tbh, remix as a whole is quite intensive even for games with no asset replacement, just remix injected. But it is playable, I use in performance mode all the time, the FPS drifts around 15~25. In Ultra Performance it can reach up to 40 or 50 sometimes. I notice it suffers a lot on areas with dense vegetation. Raytracing spends all of it's energy raging against semi-transparent stuff
Can't really blame it can ya. I mean I'm always raging against a semi myself
I know we're not posting a lot of progress, so here's at least something. The finished CIVIC headlights. Rendered in other software, not Remix. Next up in queue is Peugeot 206
https://cdn.discordapp.com/attachments/1165396161922879538/1188204443720745071/image.png?ex=6599ac9f&is=6587379f&hm=a00435eacfc6204e910ac917d074f00b9f55516190a8573256867c29e4e4859e&
https://cdn.discordapp.com/attachments/1165396161922879538/1188204444010156062/image.png?ex=6599ac9f&is=6587379f&hm=a82b72c979273a2aceec2d263570ed228478d874cd77c18a5d054c3db2190d81&
https://cdn.discordapp.com/attachments/1165396161922879538/1188204444312158248/image.png?ex=6599ac9f&is=6587379f&hm=4abef3ca8d908a3681a817c3729b8ee5bf0d05f7dd0011396c61a9934ad92fff&
Looking VERY damn good
Common Civic W
Do we think about doing some optimization when the project gets near its end?
Like, releasing a lower res textures + lower polign count version or something
Just turn the texture quality settings to low
Remix as a rendering engine has been implementing stuff to optimize a lot of aspects and allow per user control on the graphics. Also, since we have a lot of time and do this as a passion project rather than a product, the assets we work on are already being optimized with the best of our knowledge and efforts, but as we better get the hang of remix and raytracing shenanigans, we'll be setting goals to further optimize whatever we can.
Right now, as an example, the biggest performance hits that we can work on and we've been testing and keeping an eye on is raytracing transparent/semi-transparent objects, so we're making an effort to replace stuff like trees and fences with actual geometry to draw their shapes rather than transparent textures.
Worth keeping in mind that optimizing for pathtraced games is very different from doing it for normal games!
So even those of us with lots of industry experience are treading some new ground ^^
Oohh, got it.
Now that I understand, I get it*
so... what is going on with this project
wanna know if anyone is still working on it
Holiday period ya'll, everyone has been busy doing life stuff ^^
As you may know, most active contributors moved to separate server for further discussion. But that doesn't mean we don't need new modders though. So if anyone wish to contribute, they can just start with posting/asking things here
The finished Peugeot 206 set of lights. Again with no shi-i-iny reflector, for internal showcase only. Also there's a big chance I picked the wrong light assembly for this car, but searching the exact numbers and refs is a pain sometimes
damn those look super complex, nice one
Do you need a Nvidia card to run this>
Any card that supports hardware raytracing
so a rx5700 should work
A rx5700 doesn't know how to hardware raytrace
path tracing still leaves a lot to be desired and at this point barely catches up with turing, and the rtx remix is just that, path tracing
seems I gotta switch to a rtx 3060ti
More like 4060ti cause youβll need frame gen, SER, OMM, etc.
They are the same price new anyway
And a 4060ti is faster in path tracing
bump
Netflix's Hitman looks very good
just dropped because i can
Remix logo by Filib (he left)
#1103377328530276403 message
if you want, use it
it might help reduce the amount of criticism a little
i hope
Hey guys, did you get sponsored by NVIDIA? I saw they posted something about NFSU2 RTX Remix on the HL2 RTX trailer
Where? π₯²
Love that the creator doesn't even know, thanks nvidia
I'm not following each and every post. Just small 3d generalist doing modelling all day π₯²
ahh you're a creator of things not THE creator
forgot this wasn't a dedicated server
I mean, Adam is creator. But Burrito is handling this communication staff
Adam being e-man?
The list of us
What I do?
I'm the creator?
Also no one in that list got sponsored
It's just a list of cool mods that show promise
yall making promo materials to show?
I recorded some stuff yesterday
i wouldn't be surprised of such behaviour from nvidia tho π
new video when
wow. i didn't know your name is Adam
Guess what? he is also a player btw!
I do play video games 
Dam no way. That's gotta be like illegal or something
woow
how
I have this flickering problem when driving. I remember there was a fix but dont know what the exact fix was.
What kind of flickering?
It seems to have kind of gone away but I am trying to get a good recording of it

Guys did anyone had problem like this: menu works fine, but when im trying to play it just fully freezes.
Is there any easy fix for it? (Not clean install) i already deleted .cfg, and reinstall remix it self.
Not sure if you can see the flickering. I did a before and after frame generation. It flickered on both
The lights flickering in and out?
I feel like its more than the lights flickering in and out. It looks more like objects I think
this?
Enable anti culling, it's somewhere on the button of list
You might be right on it just being the lights but not sure
I will try to enable that
Yeah anti culling won't fix that
It's a known issue
The problem is with unstable motion vectors
Small props around the map like lamps have jittery motion vectors for some reason
Alrighty thank you
Might be worth noting that it's best to report bugs with the rendering to Nvidia and not us
As there usually isn't really anything we can do about it
someone reported that this bug was fixed on the issue i have open for it. i'm assuming that was wrong
ah, it was E-man
Use this. It'll fix the flickering lights
At the cost of a lot of noise
Lower overall brightness
and smear
Increasing RIS Light Sample Count from 7 to 16 also works like a charm
I can't see the download links, only links to the code, how can I get the right links?
It just says expired
Check the pinned messages in this channel.
Do I just dopwn load the code?
I try to install the bridge and DVXK remixes, but it just doesn't have a download link for the .zip
π Sorry for being such a noob haha
Dam there's a thing that downloads the bridge and dvxk for you or always sends you to the right link. A shame it never got pinned though
#remix-beginners-guide message It's right here
Damn Kim
You beat me to it
π fast fingers
I knew I'd seen it somewhere
Thank you so much guys! Sorry for being such a noob haha
NFSU2 was my favourite game growing up, just a shame a legit remaster never happened, when I saw this I was starstruck aha
Okay so i've installed the files from the .exe
but the install video says to do from the bridge remix .zip
where do I found that?
Basically I've downloaded the github code, but can't find anywhere to download the bridge remix release folders
YouTube Video folders/Files
My files/folders
You downloaded the code, not the actual built release of the files.
You'll want to go first on bridge github page, on the "Actions" tab. Click the latest one with a green icon, scroll to the bottom, there should be 3 zip files, one will be release, other debug, and the last is the source zip similar to what u downloaded
Download the release zip file for bridge. Same for dxvk
Oh actually you're using the autodownloader, idk how it works exactly, but anyway, just download the latest action release zips for them and then proceed with the install instructions
Thanks dude
@jade briar was just looking at the unstable motion vectors bug you filed (issue 297). Could you try playing around with rtx.uniqueObjectDistance to see if any value of that dramatically improves the flickering? I'm thinking it may be set way too large
And that's in dxvk.conf?
its "Unique Object Search Distance" in the parameter tuning in the UI
ah
and it should get saved to rtx.conf
I'll check right now
great
Also this issue
might be the same. What I think you're seeing is instances being chosen wrong between frames - a new instance comes in and takes over an old instance, then that old instance has to take another old instance, and every instance that get swapped registers a fast movement. which would show up as a flicker.
That's supposed to be prevented by making a max movement distance between frames, but if that value is set too large then it won't work.
The ideal value probalby depends on your game units. If you go too small fast moving objects will flicker every frame, and if you go to big then I think it'll cause the behavior you're seeing
@zinc meteor
Take a look. There's also something really weird happening when you stay still. I have never tested it while staying still, so I guess that's a thing now.
well, it looks like turning it to 1 at least fixed the problems with the bridge cable link thingies, so it's an improvement.
Yeah
I'll test it out with the debug view disabled to see if it improves the light flickering
not sure what was going on with the sky or those trees, or with those full frame flickers
Like this
how low can you go before the car flickers every frame when driving around?
Lemme check
So what am I looking for exactly?
well does the car turn into a flickery blurry mess, or does it still look the same?
does the lighting on the car still look good, or does it get really blurry
Wait so
also does motion blur still work on it
(or just go into the debug view and check if the motion vectors are always black)
Is the car supposed to not have any motion vectors?
The car is moving, so it should have motion vectors
Oh flickering when staying still
if you turn the search distance down too low, then Remix will think it's a new instance every frame (when the car is moving) and it will lose the motion vectors
nah, you need to have the car moving to test if the instance matching is still working
basically, the objectSearchDistance is the distance in game units that an object can move in a single frame, and still be considered the same object.
right
Ideally we should be accounting for time as well, and in the future we might try to account for velocity, but so far position has worked well enough
Well, it looks like even setting it to one cm still causes flickering on certain objects. Not as many as before, but they are still there.
Also looks like 2.5 cm is the max I can do before the car disappears because it's going too fast
But that number is gonna be different since different cars go at different speeds
So a really fast car would require the number to be raised higher
It also looks like many other objects that aren't supposed to have motion vectors like the trees and the sky, also disappear when the car gets too fast
So are the trees and the sky tied to the car in some way?
Also these motion vectors that show up when the car is staying still are actually just mirror surfaces relecting the flickery sky
It occurs to me looking at that, that all of those trees should just be black. None of them are moving
Actually they are swaying VERY slowly
But the sky
so, turning it down from 10000000 to 1 looks like it fixes a lot of the flickering issues, and turning it down more than that doesn't really change anything
Yep
so may as well stick with 1 or something around there. maybe tune it later if you run into issues like this.
Separately, I'm guessing the sky is tied to your car somehow, it appears to move at the exact same rate.
And it'd be worth figuring out why the stop lights and trees have motion vectors at all
I have a relatively slow car, so setting it to 2.5 cm works best. However, I don't know how much I'll need to increase it with a much faster car
if there is a sway programmed into them, then I'd expect the motion vectors to change color as they sway back adn forth
You don't need to be super conservative with that
unless you have a bunch of matching instances all really close together that start flickering a bunch
(like right now the biggest problem I saw were the bridge cable links, which are probably a couple meters apart)
right. So I guess the sky and the trees are supposed to be moving. That leaves the very few objects that pop up every once a while
Would this be the same issue?
These railings are all instanced from one mesh
So I assume since the game is relying so heavily on instanced meshes all lined up right next to each other, it confuses the renderer into thinking it's just one object that made a big jump
that does look exactly like the issue i experienced
yep, sounds likely. the problem should really only happen when the draw order changes and/or new instances load in.
so if those are 4 meters long (wild guess), you probably want the search distance to be less than half of that
When one captures a scene without setting the sky as sky texture, it shows a 15km wide sphere in USD composer which is moving with the camera
Maybe that is the reason why the sky has non-zero motion vecors
which means it's moving relative to the world, so the motion vectors check out. Not sure why it's flickering when still tho...
could be that we're normalizing the vectors when we display them, and normalizing a vector that's nearly 0 just gives us floating point error or something
Yeah, I figured
Also if you play the base game, you can see that the sky is not perfectly still
I've heard Barnyard has similar issues, could you try this out there too?
It's very common for old games to attach the skydomes to the camera as they couldn't render the meshes as infinitely huge
Distance fog usually hid this
rtx.uniqueObjectDistance, right? sure
yep. there's a slider for it in the parameter tuning UI
So that means this is a balancing act where I need to find a magic number that doesn't cause instanced, close by objects to be confused as one, and really fast moving objects to be considered as separate objects every frane
We do also know that the skydome currently suffers from vertex impresision jittering
which debug view are you using here?
yep. there should be a pretty decent range that will work well (like it sounds like NFSU2 should just need something between 2.5 cm and 2 meters), though I can think of some torture cases that would really need a more powerful system for it (like a vending maching spawning cans of soda that all fall into a pile, next to a fast moving train).
Virtual motion vectors
Or a skyrim player dropping cheese into a giant pile...
just for clarification, this is the issue present in Barnyard

I need to run, could yall update the github issues if this works out?
Sure
Thank you so much. This was one of the most annoying bugs in the game
I wonder if the search distance is affected by the scene scale property
i was about to mention that scene scale may play a part in this. so far, no values i've tried seem to help in Barnyard. 0 difference. but the game's captures are also insanely tiny (i have to change the camera speed in composer to 0.05 to move around it), so it may be an issue related to that
Yeah seems like it
You can get pretty granular with the search distance value, so go as low
Hell, start with 0
If everything is correct, then no objects should show up
Then you can start going up in tiny amount
no objects would show up in the normal view, without debug enabled?
yeah, i went up to 10000000 and it's exactly the same
Nono
correction:
yeah, i went from 0 to 10000000 and it's exactly the same. lots of values in between
Even at 0?
yep
scene scale made no difference btw. changed that quite a lot too
well, i'm glad progress was made here at least
Are you sure you also tested setting it all the way to 0?
Also do test out other games that are havin the same issue
lowest it goes is 0.010. i set it to 0 in the video, you can see it snap to 0.010
i'll see if i can do so
the other main one i saw it in was Skyrim
i can confirm that the fix above does not fix Skyrim either
So motion vectors got fixed?
Hey, we figured out a proper fix for the flickering issues
yes
@zinc meteor, I closed the issue report
thx again
well dang. was really hoping this would fix the other games π¦
glad this was an easy fix though. looks great now
I think it still might. it's definitely not multiplied by scene scale
i'm not sure what else to test with it. i used a very wide range of values and saw no improvement
are you set up to compile dxvk-remix?
sadly i'm not. last time i tried to compile it, i ran into many errors. i can give it another shot though
well, the 0.01 limit is only in the ui, so if you set it to 0.00001 in the rtx.conf then launch your game it should work (as long as you don't change it in the UI)
0... may break other things. we might divide by it at some point
ah, okay. i'll try it
turns out i had the wrong version of Meson, probably why building failed for me
Whats the least possible limit for scene scale
um, minimum value for a float? though I expect that would cause lots of rounding errors
i tried all the way down to 0.0000000000001 (started with the value you mentioned), and unfortunately there's still no difference
probably a different problem then, unfortunately
well, i appreciate the help regardless
WAIT HUH! This has been a blocker for me in SH2! I thought it didn't go lower! Let's goooo
Hey, back after about 2 months. Any major changes to UG2 since then?
it's all private now, but there's definitely progress being made
can't say when they'll come up with update news
Private? What do you mean?
They don't share process acitvely here now, they've created separate private server where they disscusing things and etc. And only sometimes dropping their progress here
Flickery lighting got fixed
please 
u2 rtx is still under pandemics atm
also wondering how you guys review the new changes
Uh. After the changes have sat in the list for long enough, two people decide to just merge them because why not.
We're really not super organized right now
It's fine tho
We'll get serious after getting sponsored by nvidia
and when will that occur
Idk
idk how others in the team do it. I like to hop on the branch and first make sure it is up to date with whatever we have in the main branch before reviewing (rebasing with master, in git terms), and then open the game and check what is going on, if nothing is broken, and lastly I take a look at the USD(a) files, structure and such to see if there aren't inconsistencies that could cause a problem, or some deviations from our guidelines
But we do have plans to remake the mod USDA with the toolkit
But yeah, there isn't much of an organization, most of this is all eyeballed from the top of our heads 
I don't have eyeballs on the top of my head
I never recall that being a problem π
Wait, did you mean you improved the denoiser?
No lights would randomly flicker while driving
Yep
Dear god no
The steam deck runs an AMD gpu, an RTX card is basically a must have to get this to even remotely work
It supports ray tracing and doom with rt, metro and quake 2 rtx works well on it @surreal ruin
You have no idea lmao
If anyone is answering, make sure you have the knowledge
But I do know :/
The deck isn't capable of running the remix runtime
It's not about being able to use RT or not, RTXremix relies on very specific tech in order to hijack a games rendering and actually make this whole thing work
Even high end desktop NVIDIA gpu's currently struggle with preformance
Have you tested it or have you any proof
Plus the Deck is incredibly weak on the GPU. It's not even worth considering.
Okay ill try it out myself then
The deck runs on RDNA 2.0 too right?
These answers are unusually stupid
Ye
Yeah it's not built for RDNA 2.0
And just because you aren't hearing the answer you want, don't go calling people stupid
Who the heck are you to JUST join a server and instantly start throwing insults around?
The actual fuck mate
Its none of your business who i am
CDP's Steam Deck preset for The Witcher 3 doesn't enable a single RT feature, and the target there is 30fps.
Actually, let me double check that target.
Pardon is there a video that shows a tutorial on how to do rtx remix?
I never messed with this
I would've helped you if you weren't such a douche
We're building this mod on top of RTXremix, which is the same tools used to develop PortalRTX
So all you gotta do is check if PortalRTX runs
If it doesn't, this won't
The steamdecks GPU hasn't magically gained RTX tech that it didn't have before
Btw what's the minimum requirement?
Any kind of RTX gpu, 3060 is recommended for the lower tiers but even those won't get you far
Is the 4090 able to provide 1080p ultra?
Most people getting stable preformances are on 3070's and up
With these remixes
Impossible to really say, it depends entirely on the mod itself and what it does, if it's replacing all assets or just doing basic lighting etc
Our NFSU2 mod is still in extremely early development, we've not established any min specs yet
with more recent AMD drivers, performance with Remix does seem to have improved quite a bit
Yeah
but you'll definitely be using the very lowest settings + the smallest resolution possible on a Steam Deck for maybe 20 FPS
it's not gonna look good or play well
Why?
this is just due to AMD's lacking RT performance, lol. Nvidia didn't cause it
Because what they do is scam
But it's not
AMD falls behind in basically every game that utilizes RT
I'm so fucking sick of these newbies joining with these attitudes
Take it to #offtopic pls.
yeah, sorry
Anyway. Already interested in how the switch 2 running Linux via a jailbreak will run RTX stuff.
Im almost certain it will use the newest tech possible including frame gen
to #offtopic we go
All good. Just wanted to prevent it from spreading.
Yeah FCK nvidia, but cuz of the drivers for Linux, IM TALKING ABOUT YOU WAYLAND!
But other than that, I like it
They're doing a rly good job fr
With newest updates, they bring Wayland closer and closer to the usable state
And the games performance is rly good in the last years
Still some performance issue with ray tracing, but in rasterization almost the same
I do on 3080, even on Linux
Sorry, I just screwed into the conversation randomly
But if the scene has a lot of polygons, fps will drop significantly ( does not happen on windows lol )
Linux has other logic as i see
No it doesn't
It translates into windows "logic" anyway
It's more of a translation issue than anything else
More of an #offtopic sorta thing 
im a little lost on the installation, do you need to compile bridge-remix yourself? (sorry if this is a dumb question lol)
no
Use this
Thanks!
is this reshade?
yes
is there any way that i can use my gtx 1650 or do i specificly need an rtx GPU
an rtx gpu is required
aight thats what i thought thank you
heres what i got the game to without RTX Remix still happy with the outcome hopefully i can get an RTX GPU here soon
pretty solid from this scerenshot tbh, whats the mod name?
Can a 6950 xt run nfsu2 with the remix mod?
AMD seems to have improved performance through drivers, so maybe. a 7600 XT can get ~30-40 FPS apparently on Medium in Portal RTX
I thinks its the NFS UNDERGROUND 2 - UNREAL MOD 2023 v1.0
yeah but 7000 series have newer rt cores
So I guess il have to try it out myself
rt works decently in most games but idk about path tracing
I was thinking about recreating the NFSU2 textures using the source textures, just for preservation
Like RoSA from GTA SA
at the moment I'm doing this with the textures from Silent Hill 2, It looks pretty cool... it doesn't compare to the RTX Remix, but maybe for entry-level PCs...
i have quite a few but the main one came from here go to free mods and pinned messages
https://discord.gg/cuP8vYER
ah, gametest xD
didnt he want to charge for it?
mostly using other mods compiled into a modpack
with slight changes
he was here before and it turned into a huge mess. please just don't discuss their packs here
yeah most are but there is a free one
aight
ill stop
Hi, new here. I'm getting too low fps with a RTX3060 12GB
try dlss ultra perfomance
Ah. Gametest. Annoying mf.
This is expected result though
hi guys ,where i can get dxvk remix please ? i tried this github link https://github.com/NVIDIAGameWorks/dxvk-remix/ but i didn't find the release to download
you get it from this: #remix-beginners-guide message
found it! thank you
Just wanted to say that I appreciate the work you guys are putting into NFSU2 Remix, as I silently lurk and await eventual completion π
You gotta wait long π More modders will be super helpful
off topic but what is that filter button near the map?
Absolutely no clue!
i've played the game for so long but i haven't even seen that text appear near my mini map screen
iirc is when you open the map menu "M" and filter which kind of shops/events you want to show
Hey is pathtracing dlss 3.5 out in rtx remix?
sadly no
what is the latest version for the game in rtx? i used the stick messages and have the 0.3 version i think
from 4 5 months ago
is there a new one with frame generation in it?
You can just update remix itself
how can i do that? and it will add frame generation in the game too?
thank you so much as always my friend
Just download this and drop the files in the game directory
thank you
I see Hachiroku, I show up
It's a civic

I'm gonna shingo you so hard
Can't with a civic
Shingo drives a civic you goon
You're missing out β€οΈ Initial D is so damned good
Yeah but like, I didn't mean THAT kind of goon!
A goon just used to be like, a hooligan!
Fair enough, I admit defeat
Initial D but with trains

Wait, densha de D: lightning stage only uses shader model 2.0, has anyone tested it? π€
Glad the work is being done, but got a question:
When will the next build update be released for UG2? I don't have any headlights and it's hard to see
enable auto exposure in settings
it'll come up with okay-ish result
You better crank up sky brightness instead of using AE
I know but I honestly did not find that option
It is the Dev tab I believe
Aight, I'll do those. Thanks
or Game setup
Gotcha!
Yeah. Start with 50
but this kinda ruined the night racing feel to the game though
updated yesterday the NFS in 0.4 remix version and got the DLSS frame generation working fine got over 80fps with dlss quality at 3440x1440 with a 4070ti. but i got a lot of crashing mostly in the menu
is something i need to do to fix these crashes?
That might be frame gen related. Play the game in fullscreen and disable any overlays that you might have open
Hellow somebody know something about play on Xbox setup?
Not possible
Hey guys, did u get access to the beta rtx remix before it got officially launched?
Huh
rtx remix you're referring is probably the runtime which is around for over a year now
the one launched recently is the toolkit
so i have installed everything in order but all the roads,trees are greyed out and cars are completely red. Seems custom assets arent loading properly
Yes sorry, that's the one I meant
all good i figured it out
I won't speak for anyone else, but yes, I had the toolkit early access
I see, makes sense
Will try thank you.
because i have msi afterburner open
@sacred yarrow Can you use your reverse engineering expertise to help a little?
When I become a RE expert lol
I no reverse engineer
Adam is
xoxor4d is
I've seen you do crazy stuff with cod 2, chess, and others
Wondering if you're able to get rid of some functions
Sorry but as I said, I have no RE experience. CoD 2 was scripting, what I do with chess titans is fairly basic
There is BlueAmulet who made the culling + crash fix patches for hl2 and gmod
Haven't seen him around for some time tho
what are you trying to do?
Just patch some culling and lod related stuff.
What I did for gmod was attempt to find what newly added/modified convars in portal rtx did and replicate the change to gmod. The structured nature of the source engine made that easy.
I doubt I'll be able to do anything for this game
Hi,
I tried to get Remix working in NFSU2 using both the instructions from here https://github.com/Ekozmaster/NFSU2-RTX-Remix, and also with the newer remix-0.4.0. Without any rtx.conf, the game starts, but no raytracing. With the rtx.conf from the mentioned repo, the game starts and is stuck at a black screen. All tries have the error "info: [RTX-Compatibility-Info] Trying to raytrace but not detecting a valid camera." in "speed2_d3d9.log". Any ideas?
Just wait a day or two
Working on an update
Installing should be much easier
Nice, Thanks
Damn you still work on it
Thought RTX Remix would be overcooked by now
We never stopped, we just had to get a little more organized and are doing dev in a private server.
Having one single discord channel to do all all our work in just wasn't really working
once in a while, yeah
Greenhouse
I know it isn't supposed to be green
Also the game crashed in the end because frame gen is garbage
let me be clear on this, was the video lagging ?
Enabling FG is causing the game to crash, which wasn't happening before. I'm not sure what's causing this issue.
so it's just my internet being shit XDDDDD
probably
Man you need to stop cooking
Let burrito cook become hes best chef on this project
He can make NFS u2 very delicious
is underground files removed in this place?
#1103377328530276403 message
this doesnt lead to anywhere or discord is broken again
discord's fault
Hi
Any updates?
When it be playable?
I like the old school design, but i always wanted modern and high graphics, also high framerates.
I'm 3060 Ti Ryzen 5700X future 5800X3D
No one knows
I seen the github up, and it is installable nowm
Lmao
Next step, download NFSU2
A Dream come True
It would be nice to live up to a working runtime and toolkit first
Well, it's not an indicator of playability or readiness
Mmmm but i want it to try
It IS playable and people CAN download it right now.
The toolkit and runtime is working awesome, and no it's nowhere near done, but we are releasing builds from time to time for people to test.
These are community made projects created by hobbyists, stop being so darned negative all the time.
I wasn't talking about any kind of end. I'm saying that the current state is more like a game for an enthusiast, but not for the average player with the paradigm of "download, set the right settings in the simplified menu and go from start to finish without artifacts and bugs" (or at least 1 level or race in our case). At the moment, no community project has reached such a state, and that's okay, because there is beta testing of everything, from the runtime to the toolkit
Regarding the work of the toolkit and runtime - yes, there is progress and it is very significant, but the final stage is still a long way off
So I'm more looking to dispel inflated expectations than trying to be negative
By the way, I forgot, playability is not the absence of bugs, but also completeness of content. In our case, it's the complete replacement of all the assets we wanted to replace
Playability has nothing to do with whether we've completed the new art assets or not, playability refers to how playable something is, it's in the name.
I can make a new game and make it 100 % playable with just placeholder dev assets.
You don't need the remix app to just play the mod, you just start the game normally
If that doesn't work then you haven't installed the mod correctly
Great!
You kind of can't
ah rats


