#Half-Life 2
1 messages · Page 7 of 1
wdym what does it say?
it just wont work
Send me what you see in game
its just dark
its not transparent
well the windows arent transparent
so everything is dark
no
everything is dark
it looks as if the sun dissapeared
only artificial lighting sources are seen
this is the 6th time Ive changed configs
doesnt work
like the game won't work
hm
looks like this
whadya think?
thats what I thought
btw why do we never see hl2 at night
the only place we see at night is ravenholm
it all takes place over like 30 some odd hours
I think its more like 50 with the episodes
I'm gonna look through old issues, try to find something similar, or come up with something
well yeah
do i have a mod for you
Could also use FakeFactories CM, but, I think that only works on episodes
I'll be honset with you
I'm at a complete loss
the only possible thing I can reccomend
is trying it with regular portal rtx
or gmod
and seeing if those give the same result
just launching portal rtx?
ok so
I fixed by
categorixing sky box textures
as sky textures
but now
it lags a ton
and trees look messed up
ok now were back to the remix menu crashing
No setting up the whole thing in portal RTX
You see, this is why this is really weird
All of that
Should be part of the RTX conf
When you place it in
You are clicking replace
Right?
sky textures arent
only some are
and when I categorize something as a sky texture
it turns into pure white
also tree textures arent marked as cutout textures
thats why everything was messed up
Yeah that’s cause remix doesn’t have hdri’s
There’s a way to add them, I just don’t know it
Well, those are fixed via toolkit by disabling alpha bending
so
how do I fix the uncategorized textures?
It’s not that there uncatgorized, for the leaves atleast, it’s alpha bending shader that’s not present with the remix api
What you do is, in your mod
Click on the leaves
In toolkit
ok
Look for alphabending tab
And disable the bend
It’ll be a little check box
The uncatagorized textures should be categorized with the conf
It’s weird because it’s almost like the conf is resetting when you put it in
wheres the alphabending tab
When you click on the texture, go to the asset tab, and under the asset tab there will be a alpha tab
there isnt
Don’t mark it as transparent
Yeah basically
but thats in set remix categories
Not exactly
no?
that
might be one of the weirdest things I've ever seen
and you did click on the leaves in the toolkit
right
well I cant
?
I can only click on the tree
I
had that problem once
bassicly, just have to keep looking through trees until one of the leaves work
or delete and reinstall toolkit, but you'd have to update the thing syou did in your mod again
weird
if I set it to translucent
then
back to opaque
it appears
but then the texture is gone
that's just flat bizzar
also props to you for not giving up, casue ts do get hella annoying, and most of the people I tried to get it to work, like some of the people ik irl and in this server, gave up hella quick
Im a guy that doesnt give up on something he wants until he tries everything
that's a good thing
no
I have never seen anything really close to this
the only thing I could think of is uninstalling and re installing the toolkit
2024.5.1 right?
try installing with the new nvidia app, that would be the latest version
you mean omniverse?
no, the Nvidia app, like the one you use for drivers, you don't need to install with omniverse, the new app, because Nvidia released a new one
yeah got it
I dont get it even then why doesnt the rtx conf file work
any ideas?
I'm as lost as you are
@regal sphinx sorry to bother you but, have you seen anything like this
i have been keeping an eye on the chat, i have absolutely no idea
well
I guess I have to keep experimenting
what I dont get
is why textures arent categorized
they are
but for example tree leaves are set as particle textures
some completely arent
and some are properly categorized
because they have to be manually tagged
im about to try copying hl2 from the legacy branch to prelude rtx (using the same instructions pinned)
just to see if a update broke it
still works
use this rtx.conf
i've already tagged a bunch of textures
oh wow it is broken a bit lol
how broken?
very, mostly because prelude rtx uses a much older remix build
iirc copying portal rtx's dxvk-remix works
lemme try
yeah something aint right
getting a lot of untextured drawcalls which havent been a thing previously (the gray texture)
not sure, i dont see any official patch notes for hl2 legacy
still looking into it
ill update the pinned guide if i figure something out
oh lol it was the enhanced textures
nvm all is good
male 07 what happened to you
he got the drug addiction 🙀
He’s gonna hit the fent fold in a minute
probably detail textures you'll need to ignore
well
the train textures are pretty flickery when its moving
and the mantrap
and its dark life again
yea its not really stable lol, known issues
its better to play the maps in gmod rtx or wait for the official hl2 rtx release
10 dollars is a lot
when youre being ruled by a dictator who doesnt know what hes doing
especially when he claims interest increases inflation
pretty sure it does
as long as you're friends on steam
its denoxtronic
?
yep
added
you never accepted the friend request
for the gmod rtx stuff, follow the guide linked here
#1116089843479498782 message
Could use Portal RTX, that one “seems” to still mostly work, besides animations being broken
its based on alien swarm so it would need special handling like portal 2
so short answer is no, but if you're skilled at reverse engineering like xoxor4d, then yes
isnt it based on portal 2
ah yeah im wrong
in that case it might work if you adjust the engine offsets when compiling the p2rtx mod
I mean, 2016 may be a bit too new to have an Ff fallback
still would require some work though
well it doesnt have the best graphics
Still could have unsupported shaders
since its based on portal 2 it needs the same treatment lol
You could try doing what we’re doing here by dropping the portal RTX folder, the map folder, if it has it, hl2 and bin folder, and see what happens
it wont work trust me lol
you would need xoxor4d's p2-rtx mod as a base
and his mod specifically looks for engine offsets and also the window title name
but it can work
it could but it would take work to modify his mod to make it work
its not as easy as what we're doing here
so its easier to get xoxor4d to play INFRA lol
maybe lol, but he's working on l4d2 rn
ah well
one day he'll stumble on it and maybe like it
then
maybe make a mod for it
If I could figure out how to get api trace to work maybe I could get it done in a few months/years
i think i could probably figure it out, he's hooking onto static offsets in p2's engine to get interfaces and stuff
you'd just need to find it for infra and if we're lucky, everything hooks the same
depends on how much the engine is modified in infra
find what for INFRA?
The modified dxvk might even be able to get some of it done
nah none of that, im talking about the main module in his mod
no i mean quite literally in the source code of his mod
that config file aint it
Ik
if you know your way around ghidra and signature finding then yes
If it’s too much, there may be no Ff fallback
p2 doesnt have a ff fallback either
xorxor4d made his own ff backend for p2
you're essentialy translating vertex shader calls back into FF and having code that actually handles it, its a lot of work
so more brushes and entities can be used in a level
but I wonder what the infra_boss entity is
Yeah I checked the req the systems min is dx10 max so that’s shader support only, your right
iirc its still inside a dx9 container so it should be doable
i kinda wanna try it lmao
even though i dont really have the time to
Me too
Just gotta learn how ts all works
I’ve been running in circles trying for the past few weeks/ maybe around 1-2 months
Seeing kindness cheers me up. You're a cool person.
btw thanks for that appreciate it
The day I get Kane and Lynch to work I’ll try it
well Im gonna try now
nothing complicated
Good luck
just gonna try the portal 2 instuctions on INFRA
You’ll probably get the overlay
But no tracing
Still
Good luck
Open up a project thread if it works
And @ me
i modified xorxor4d's mod to look for the infra executable and remove the hash checks, crashes when trying to grab the shaderapidx9 and materialsystem hooks, which means the offsets are different yipeee
time to go into ghidra and pull my hair out
COMMON CR W COMMON CR W

especially u havent played infra before
ye
like 1 week ago lmao
ik I saw that
I suggest u complete it
i will, preferrably in its normal state
cloned his repo, changed the window title checks to look for INFRA and modify the launcher to open infra.exe instead with the same command arguments
also had to remove the game hash checks
oh
Using a .bat right?
nah the p2-rtx-launcher.exe
Really
yea
no
yea, it does it in two places. the launcher exe and actual p2-rtx.dll
i didnt bother changing their names, just the checks
here
in main.cpp in the root of the project dir
i did a search and replace for Portal 2 and replaced with INFRA lol
and removed any - D3D9 text as infra uses a older p2 engine which doesnt have that
ye the launcher and the mod hook is modified to look for anything named INFRA
its the perquisite stuff before messing with module offsets
What are you using to open it, cause .exe’s aren’t readable
the source code
https://github.com/xoxor4d/p2-rtx
im modifying his mod for INFRA using the source
That easy huh
that part is, the rest isnt 🙂
That’s how it usually is
any progress?
yes, as i have to go re-do every single binary offset in the mod 💀
ill make a infra project post if i get anywhere
k
ty discord for thinking ghidra is minecraft
its gonna be longer than that 💀
i got a life other than this stuff so it will be a while
with how big the macOS libs are, i think they left in debug headers 
not that i need them in this instance
hmm infra seems to be crashing in remix even before the module gets to load
gonna try a clean install
if you get infra working i'll be very happy
Is it possible to hook into hlmv and grab hashes? I'm having no luck, and I'm not sure if it's the same scenario as hammer.
there is so much to change lmao, im gonna start commenting out what i dont initially need
this is still gonna take a long ass while
might be ideal to start with a really early commit of p2-rtx to get the complex stuff out of the way
k
well
hows it going?

I'll check back in a few hours
I'm at work so I'm not touching it anytime soon atm lol
People have a life besides RTX remix projects, keep in mind that, tbh this is only made possible by just a bunch of people with PURE PASSION AND LOVE from the mod comunity
is it safe to update the HL2 Client ?
i mean, this probably will break the remix runtime
so i would have to re-patch the files using blueamulet fixes
Most likely not you may have to use the blue amulet fixes and then re add all of hl2s RTX mods
Out of fun
Cool
Is that the PS3 font?
Yeah, it has a name 1979 of somehting or whatever, but yeah, its pretty much it
is INFRA RTX still being worked on if it is take your time but just wondering
nah i havent touched it
any plans on getting it working or just abandoned for good?
Half-Life 2 RTX is around the corner so...
so?
crackhead
Who said it's around the corner
what?
Yes
idk i might pick it up sometime, but i got other stuff going on so no guarantees
might be easier to recompile the maps with gmod's or portal 2's hammer or something
hammer ++
I wonder if Half-Life 2 RTX thing will ship with AMD FSR Support.
I mean do they allowed to do with it? Idk, I didn't dig into RTX Remix's licencing and all of those stuff.
gatekeeping 🫣
Most likely not since there’s no proper implementation
And I doubt they’re taking the effort to implement it themselves
Nvidia owns it, so no FSR
I mean it’s a community project, I still doubt they’ll add FSR, but I won’t say it’s impossible
I know some people ported some maps to gmod but can you port the gameplay aspect?
I got a question what does the portal 2 rtx launcher do?
I forget, does remix work with the new hl2 update or just the legacy version? 
i believe @flint holly got it working with the anniversary update
we dont have an official guide for it but it does work after a bunch of patching
like what difference does it make if you just launch the game executable
Yes, but since the last Steam HL2 update I haven't run with remix and I don't know if it still works.
The game has fallbacks for Lower end GPUs and you have to force it into believing that it’s on one of those older GPUs
And that’s done through an executable file
Also you might wanna ask that here https://discord.com/channels/1028444667789967381/1293436441036325036 or here https://discord.com/channels/1028444667789967381/1289195427119501424
If the issue is crashing, is it possible this is because the game doesn’t support shader model 2, which the portal dxvk.conf has in it?
does portal 2 rtx run on directx 9 or 9c?
then shouldnt it use shader model 3?
oh right
exe file makes it fallback
I think
the launcher just sets some commandline arguments for the engine and also injects xoxor4d's asi/dll file to make the game remix friendly
yummers
because the engine offsets infra has are completely different from what p2-rtx.dll expects
oh
not to mention a wildly older version of p2's engine
whether its modifed or old, it wont match anything in modern p2
i already tried changing offsets before but it looks like that wasnt enough to get the game running
i dont have as much RE experience as xoxor4d so i cant really go any further
@regal sphinx what’s left for 0.6 before it’s ready for release?
Wait damn this ain’t the gmod channel sry
Relive the groundbreaking, critically acclaimed Half-Life 2 like never before, reimagined with RTX Remix. Demo with full ray tracing, remastered assets, and DLSS 4 with Multi Frame Generation coming to Steam on March 18th.
Learn More: https://www.nvidia.com/en-us/geforce/news/rtx-remix-half-life-2-rtx-demo-launching-march-18
Half-Life 2 RTX i...
wonder if the engine is 32-bit
and if the hashes are compatible with gmod
Thought they aren’t anymore because of the gmod exe
remix itself switched to a new hash system as well
Sounds like someone’s gonna have to change the hash names in the mod.usd
Or just move the textures
The real question is what part of the game will the demo be
Will it be like the original half life 2 demo
the demo will cover some of Ravenholm and some of Nova Prospekt 🙂
Cool, some of my favorite chapters
Are you still trying to work on the outside day area lighting looking good in remix (cause I’m guessing we’ve only seen indoor/night areas cause of how weird day lighting looks)
It’s so interesting really, when I look at the shots changing, between RTX on and off, it almost doesn’t look real, like in the sense of some uncanny valley feeling, it’s very realistic, but something about it, is just, off, maybe that’s cause I’m just used to regular half life, but that’s still really good, where it’s to the point where the brain struggles to believe what it’s seeing is real or fake
Any information about requirements? I need information for mate
A computer
You're looking at minimum RTX 3070 if you want decent experience at 1080p
Good to know.
That's still a computer
Unless someone makes a mod for Half Life 2 RTX without RTX
I love the Ravenholm chapter! Had to be one of its best imo. Idk if that's a controversial opinion
Someone most certainly will make a mod where you can just use new assets without path tracing
And it better be called half life 2 RTX without RTX
Half Life 2: No RTX Edition
That’s even better
Hello, some people including me are having concern regarding this scene:
I'm not sure if this is tonemapping issue or something else, but would be nice to make it a lot darker, like OG Hl2 intended.
tonemapping would play a big role here yeah
depends if they replaced the original game lights or not
Hopefully they will fix it, shouldn't be complicated
I’m sure even then it’ll be easy for people to modify the lighting of the scene
Considering this is heavily backed by nvidia, I feel they might feel pressured to find the perfect balance between fully showing off remix’s/path tracing’s capabilities while keeping things faithful, maybe leaning more towards showing off path tracing
And of course trying to make sure it doesn’t look exactly like the original cause at that point, why not just play the original
i hate how i cant try this once its out
oh wait
imma try it on the tesla T4 we found
i hope its gonna work
Eh, I think it looks good
And it will look even better, if room were darker 
Idk, I like it, I mean, realistically that much fire would be that bright, also, remember, you can turn off that fire, so it will get darker
True, but issue is mainly with the lamp brightness, or tonemapping, fire illumination is fine here
Ravenholm in general looks a lot brighter than in original version. I think these type of things are inevitable with path tracing mods. On the bright though you will gain 90% for 10% that you end up losing with artistic vision.
Ya sadly it’s pretty hard to get that fine balance between showing off path tracing and keeping the original look and feel of the game, and considering this mod is basically a tech demo for remix I feel they’d be more keen to lean on showing off path tracing more
U get what I mean?
Yeah 💯. RTX mod for original HL also makes the game look very different in certain places. There will always be purists complaining about atmosphere and artistic vision being lost that was originally intended, but the trade off is definitely worth it.
Ya there’s always the original, cause frankly imo why play the path traced version if it looks exactly the same as the original
totally agree, older games that dont use baked lighting benefit from remix much more
Ya with hl2 it was made with static lighting in mind, so the hl2 rtx devs definitely had to try find a way to keep that original feel while also having dynamic lighting in mind
It’s a really hard task
Everyone’s a critic 
I may have unpopular opinion, but for me, RTX mod for HL1 doesn't ruin artistic vision at all, but just expands it, like it was intended to look that way.
For example scenes where it is dark rooms/corridors with one-two light sources with red/green/blue colors looks majestic.
Unfortunately
That’s how it is
HL2 tech changes (like the VR mod) see very positive response, but big changes to the graphics will make it interesting to see what the reception is going to be like. I think P1 got flack for changes like to the textures that visually indicated where u could put portals on top of the usual opinion and hw footprint RT demands. It's hard to predict the reception but to me it's going to be amazing either way
I don't think that's an unpopular opinion, I think general reception for HL1 RTX was very positive and people enjoyed the horror vibe path tracing brought, but I have seen some fans say it's not their cup of tea and they prefer original. This will always happen.
HL1 RTX was also very limited in what it did and hasn't been updated since it's release
My only issue with it is a lack of good denoiser
pretty sure it still uses early DLSS 2 with no way of getting ray reconstruction
everyone bitching in the comments pisses me off sm
yea not surprised
Would that amount of fire have that amount of bounce lighting in real life?
its path traced so its about as realistic as it gets for that material
granted its a alpha card and makes it immediately not like real life lol
we'd need fire sims to model real world stuff
My brain immediately tells me the effect is exaggerated
they could've spawned a fake light behind the fire for greater effect
remix does support particle lights but they're not usually used in authoring assets
the amount of time needed to have correct settings for every light and fire in the game would make the demo release in 2030 probably so i'm fine with that
also could be exaggerated just for this screenshot to showcase nrc
I'm sure they're doing the best they can with the tech they have, but the effect would be much more subtle in real world like in the photo below. The way it lights up the surrounding area immediately sent alarm bells to my brain when watching the video.
Most fires in HL2 have a point light in them so it appears that the fire is casting light around the scene. If they didn't remove it that's probably why it's as bright as it is
My main criticism for HL2 RTX is that all light sources illuminate a much larger area as well as being much brighter than they should. Killing the original artistic vision as a result. It would be a huge service if they can tweak their lights to match the original in terms of brightness and distance of casting.
crap, i was thinking to try HL RTX some day, oh well
Don’t let that turn you away, it’s a great implementation.
you might be able to with profile inspector but you'll still get poor noise regardless
I bet with some time and dedication from people they could get HL1 Source to look 10x better but that is talking like years away, and thats even if people are interested enough to try working on it
One day, this will be in remix
Hello GPU!!!!
if unreal engine 12 can do it so can we
lets just port every unreal engine feature to remix
nanite here we come!
least, with a toolkit like this, it'll be easy and someone will probably tweak these things out
Honestly it's pretty lightweight for a path traced title. Depending on what resolution your setting and what GPU you have you might not even need to enable any kind of upscaling at all
hey how do i stop textures doing random blinking
I wonder do y’all think if the new animations were removed from the custom folder of hl2 rtx so the original animations return
That it’d keep the same mesh hash or have a different one
Since with source and people who make animation replacement mods, it’s not just replacing the animations but the entire model file with a different animation set Y’know?
They shouldn’t be doing that if you got the RTX conf #1103495588374401115 message
im talking about textures suddenly decide to become a light source for a split second
idk tbh but im talking like walls is one thing
Screenshot would help
thats the problem it dissapears nearly instantly
Then record your gameplay, then when it happens, take a screenshot of your recording
ok lemme boot it up but it could be the new rtx remix cus im using the newest version
I suppose that’s possible
wth it dosent even show up in the video
idk im not seeing it thats the weird part it appeared on the wall
its in slow mo
lmao the audio
ik lmfao
my rtx 2080 when i enable NRC
it happens at 7 seconds look closely at the wall
Yeah I saw it
Idk, that was a pretty weird shadow
ik dlss4 does not work well its constant dithering man omg
for some reason
in the new gameplay video
the player model shit isnt configured correctly
the weapons clip into the walls and other shit
"lebron reportedly caught not adjusting the viewmodel scale slider!!!"
someone pls make that
Will do, make it into a gif and get it on discord, or if Kim accepts, a server emoji, or just smth, idk, you’ll most definitely see it tho
Lmao
My GPU is Laptop 3060
What resolution are you running?
Yeah, a RTX 2060 can run it at 1080p60 with Quality DLSS.
Laptop's res is 1920x1080 (can force 4K through HDMI + TV thing)
how do i fix the damn light dithering its driving me insane
There's been a lot of discussion online about HL2 demo, specifically with how path traced lighting betrays the original vision and how it destroys atmosphere in a level like Ravenholm.
Personally I dont mind if path traced mod betrays original vision as long as it's accurate lighting, but upon further analysis I find the biggest problem with RTX demo is how path traced lighting behaves inaccurately. If it actually behaved more accurately then it would be a lot closer to original version.
Not particularly true. Take the fire for example. Fire is extremely bright. Especially big ones. If a small candle is able to light up a whole room then large fires in raven would make things very bright
This is how you would expect a street lamp or light to eliminate in a darker environment outside where there isn't corresponding light right next to it.
We don't know much about how the images are color graded, the ambient light intensity, or the general brightness values of those lamps.
Now look how much less subtle light behaves in RTX demo, it has way too much light exposure and makes the level too bright. It loses the subtlety of how light would naturally behave and bounce.
Notice how in the above image the original non RTX version seems more accurate compared to RTX one that is creating way too much light from light source.
Hmm. I have a feeling that in game lightmaps are just single bounce. Remix lights are multi bounce so they spread a lot. So it's not inaccurate. The issue is that the lights are set to be way too bright.
Like much brighter than what it should have been.
The light sources in RTX demo expose to much light, which ends being less realistic and less true to artistic intention.
Hopefully this can be tweaked.
I think you're comparing it to other games. The problem is that when you're so used to unrealistic lighting, the realistic and physically accurate games end up looking wrong. Like you expect to see hard shadows everywhere but now you're seeing shadows that get softer and softer the farther away they go from a light source and it just ends up feeling wrong.
Afaik, remix does use physically based rendering (not PBR textures. PBR lighting. Something that respects the law of conservation of energy.) so it is pretty accurate.
All being said, you can, however make a mod for the original to tweak the light values and make them less bright if you're willing to put like 2 or 3 hours into it
Im comparing it to how light behaves in real world, which in many parts of Ravenholm was closer to reality in original game than in the demo. The exposure from lot of the light sources is just too much and eliminates too much light. You're free to do your own observation.
I'm aware. I know it's an issue. The devs turned the light values to 11
What I'm trying to say is that it's not that the rendering is inaccurate. It's that the lighting is setup incorrectly
I think this is a valid criticism from community.
It is. I agree
But devs have done unbelievable job otherwise.
Or, or. I have a better idea. Instead of messing with the lights, you can set the camera exposure down and it'll give you the same effect
And I also suspect that whatever you do, once you change the lighting to be dimmer, visibility will become a big issue.
Believe me or not, The lighting in the original game is very inaccurate. So even in a dim environment, objects stand out
Now that they have physically based rendering, all of a sudden, all the objects blend into each other
The lighting choices might be a necessity instead of a bad design choice
Perhaps they couldn't find a solution yet. I'm almost certain community will get involved and figure this out.
It's not very hard to go in and fix the stuff yourself. Remix is an open platform so you can just go in and edit any mod, share your edits, etc
As I said above, it'll take you like 2 or 3 hours to change all the lights
2 minutes if you go the camera exposure route
I would love to get involved, will just need to make time for it. I think HL community is too big and awesome to rely on simpleton like me though 😄.
My idea is to dim all of the lights and brighten up the flashlight to be 2 or 3 times brighter. It'll make the flashlight more useful and the level scarier in general.
VRAD can do up to 100 bounces but it usually does 8-20 with static lights and 0 bounces with "dynamic" static lights (like a flickering fire light). Plus I'd suspect VRAD heavily trims light rays each bounce to not destroy your CPU while compiling. The issue with Source is that all textures are 100% rough and the only way light gets bounced is via the color of a material iirc. So the lights brightness could be set properly but since everything is using PBR in Remix the light is bouncing way more than it used to.
VRAD also has no light attenuation
I was about to mention that the original bakes are very inaccurate but I don't know much about source so I didn't say it.
That explains why the bounce is so strong.
Yep.
Because I know it when I see non PBR rendering
But yeah I agree they should definitely turn down the lights so it looks closer to the original. I guess we'll see what they do though
The light bounce in the RTX version is ridiculous, like no way is that light bulb projecting that much light.
It's really just the intensity of the light imo
I don't think it's hard to understand that it's not the light bouncing that's wrong. It's the light itself
The lighting is wayyy overblown
It's going to bounce that much if it's that intense

You can just turn the light intensity down and it won't bounce as much...
Well, technically it'll bounce the same but the later bounces will be so weak that you won't see them
The volumetrics make it a bit hard to tell exactly how bright it is though. It looks to be overblowing the entire image to me
Not 100% sure
I mean it should. Realtime rendering needs all the performance
Ik it cuts rays out occasionally from bouncing to save on resources
So terminating insignificant rays is a good idea
I think a bug chunk of it is how intense the volumetrics are in every scene. I feel like everything is blown out all the time. I think if they dialed back the volumetrics a bit that'd help aswell
Okay I know what's going on.
The circled wall here is not receiving much light. There's fog between the wall and the camera which is being illuminated by the light so it appears as if the wall itself is being lit up.
Exactly my point
I bet if you disable the fog, the lighting will look more or less in line with the original bakes
It definitely seems still a bit bright on the ground in front of the camera but it'd probably get you most of the way there. I think just making the volumetrics subtler would work honestly
That, and lowering the exposure on the camera will help a lot too
Yup
`yeah it looks like the mist setting
it's way too dense. i had this issue in just about every game i tested with the new volumetrics
really hard to tweak it properly. esp if it's for the whole game and not a single level or area
a problem of GTA V Enhanced's RTX Shadows to which people complains because of their softness
Just saw this post and was wondering what John means? https://bsky.app/profile/dark1x.bsky.social/post/3lkfzfh62wk2b
By the way, if you saw the video and thought "gee, it looks good but the lights are too bright" there are settings there now to fully adjust this. You can massively tone it down or tweak hundreds of other variables to dial it in as you like. It's very flexible!
Digital Foundry (@digitalfoundry.bsky.social)
Today on Digital Foundry, we're hands-on with the phenomenal Half-Life 2 RTX demo, playing through the Ravenholm level with an added bonus - a side-by-side playthrough on the 2004 original launch code. youtu.be/QHRS0TO89UI
178
Can you tweak lights placed in the remix editor while in game?
I got early access to the HL2 RTX demo and I'm just confused by what he's talking about
Because normally I have to do a capture in the scene I want to tweak, add lights, etc
Yes, you can be in the game with the mod loaded and have the toolkit up. Any adjustments you do like adding or moving lights, once you save the mod, it will reflect in-game 🙂
i think they mean purely using the runtime
i'm pretty sure John is referring to a brightness slider that was added
Yeah that was my point of confusion. I know you can adjust stuff in the editor and have it update automatically in game. I just assumed John wasn't talking about that since his post didn't mention the editor itself.
hey what time does the demo come out
good question lowk
id ask whats his face
krawlich
I'm a noob when it comes to how these remix projects go. What's the process look like to contribute to the project?
Half-Life 2 RTX has a application
If you wanna contribute to other projects there’s #team-project-requests
Ok
Who performed black magic on this project???
I have 24 fps
AND ZERO INPUT LATENCY.
how is this even possible????
It’s amazing innit
0 input and 24 fps, try adjusting DLSS, should fix things
I have a dumb question im pretty sure i know the answer to but i still would like to know for sure, so if someone made a custom HL2 map/campaign and they wanted to add remix to it could they use the remix programme to replace the models they use and inject new custom models in?
Sure, if the game works with remix anything modded in it can work, so it's possible yeah
will the released HL2 Remix be able to do this or would it take loading another version of Remix into the default HL2 install?
it would work with the existing demo
which is preferred as all of the hard engine and remix runtime installation is done for you
Some beautiful soul clipped this literally one HMU step between the tile and the ground holy shit. This whole demo is magnificently clipped, including every first step as well!
to be fair it would be better waiting for full release so all possibly remade assets are already available so you just have to model anything new yourself
so, the demo is cool and all, but I'd rather wait for full rtx overhaul
I don't get people that whine regarding new lighting, the dark scenes are fuckin gorgeus and more spooky than in OG version
Brightness setting was added to remix and is set to 50
So it’s now darker overall
some screenshots of hl2 rtx demo, nice to see 3080 still holding up
some weird emission texture
Yeah
It's really weird to see everyone with working eye textures again. I'm so used to seeing Breen without eyes on gmod rtx
just dropped in the maps
or by copy/paste hl2 maps to hl2rtx remix
ok then
Do you have RTX Skin and Neural Radiance Cache in game on your GPU?
both of them are working, yeah why?
I was wondering if they will be available not only on 50-series, thanks
this is looking pretty neat on 4k ultra-performance, but only at 40 fps on my 3080 lol
wich map is that?
d2_prison_05
That’s in retail hl2 as well
why does the steam overlay turn off when playing 😭
say thx to e-man
Btw,is there a way to import those textures to the rtx remix version of the game?
omg is that famous fortnite leaker pequ?
yes
at last we meet again
Do u still have that phone with the missing sim that has discord stuck in a 2021 time capsule
i think i factory reset it
💔
Dayvenholm
Oh shit I haven’t even tried out this mod yet for hl2 rtx
Made a guide to get some graphical improvements and fixes for Half-Life 2 RTX. Before and after shot. Spread the word 🙂
https://steamcommunity.com/sharedfiles/filedetails/?id=3447468237
siiiick
Anyway, Since loading maps is fine, how would one fixes the odd texture issues?
Like glowing red combine, and extremely glossy walls
uhh it's a replacement issue i think
huh
Guess manual work is needed
It's kinda surreal, because running Canals
It doesn't look that far off from me importing the map into Blender and let Cycles rip through it
My review of Ravenholm, absolutley stunning, I just got done and man, there's absolutely nothing wrong, I saw peoples reviews saying the preformace is terrible, is a blurry mess with all the dlss they need to use, I CAN RUN 1440p DLAA at a stable 40 fps, there are some visual bugs with the gravity gun, and occasionally shifting textures, and sometimes there's 2 models in one spot
here's that light if anyone else saw it, with the 2 lights on one model
yeah
idk what peoples problems with this was, there's one guy who was getting 20 fps on a 4080 dlss preformance
1080p
they must have faulty cards or smth man
cpu bottleneck
or temu cards

Some models are invisible or not there
like the train
in Canals I mean
maybe I didn't copy over some folder
for the most part, it work just fine with enhanced material off
Apparently there are copyright concerns about the conf or something like that?
Just to clarify, you can modify the conf and redistribute as you fancy, we encourage people to mod Hl2rtx and start tapping into those inherent benefits of a remix project this scale being out
Just please make some effort to credit the contributions of our amazing team and artists 🙂
While PT is intensive idk how big bottlenecked you actually have to be for this to be bad
A r5 3600 like they recommend is fine
Amazing work from the HL2RTX Team! Thank you all 🙏
Not the conf. The assets.
Why would the conf be copyrighted? Lmao
Literally the only thing I can think of, there’s no way a bottle neck on a 4080 is so bad you can’t run 1080p, unless your on a athlon
looks better but it would be so nice if the fog was tuned down
you can turn it down or off quite easily:
Alt+X > Developer settings > Volumetric
I think you mean the smoke particles. They catch way too much light imo but I can’t find a way to adjust that
yeah i dont completely understand how the smoke works, but just tuning down the fog makes everything more readable in my opinion
I get where you are coming from!
It's pretty tricky to match non-physical light transport using a physically based system however 0.0
I think it's because a lot of the smoke particles have not been replaced by the artists, they're still the original assets which are not physically based
Don't worry, they're chippin' away at it
Good feeback for sure though
Also might be true but I hate how a ragdoll can cause a glowing spot from smoke being too visible
there was this "haze" setting in volumetric lighting i picked
Back in my day, we had days per frame not frames per second, for pathtracing 😄 and even then it looked worse than current tech
still kind of at awe we're running path tracing in real time
but i do want this to look closer and as readable as OG
nova prospekt doesnt suffer from this as much as ravenholm
there is a staggering amount of research built upon and built upon on the hardware, software, algorithms to achieve what we have today, and i'm excited for the future
Completely agree. I kind of feel like the demo got rushed a bit which is why there are so many technical issues
The mods I wanna see is people getting HL2 maps running in HL2RTX
Even without the Enhanced Materials
just better models is enough for me
im mostly impressed by rtgi more than anything else
global illumination really makes a difference
I was able to get Canals working, but some models just....invisible
and i couldn't wrap my head around...why
Lighting wise, it works just fine, but the models disappearing confuses me
You can change how much light influences volumetrics
maybe I am missing something
In the toolkit afair
likely because the original assets have been replaced with higher resolution ones, and the original ones therefore hidden. But, the high res models are not in the demo, so you get invisible (only collision)
you can edit the usda files to get the original back
Amma see if disabling the enhanced model would bring them back
I think what the Half-Life 2 RTX team, Orbifold has done is amazing, all from passion for the game and tech.
Of course not everyone's tastes will be satisfied.
I am confused as to why a few are so hostile and negative though.
It's strange to me, you get something you didn't have before, for free!
It's a shame many don't realise that the more things you like, the more things you like 😉
If you choose to dislike many things then you are simply limiting your enjoyment of life
😉
you have to undo the hiding of the original model, disabling the enhanced probably will not work afaik
what you could do is (after backing everything up)
using notepad++
open all of the usdas at once by selecting all and right click > edit with notepad++
search and replace with blank all open documents for
references = None
well at least for all of the levels with invisible stuff.
I'm tempted to use Nvidia Omniverse and check it myself
Although, not sure HL2RTX have capture ability
of course that restores ALL hidden models, including the ones which DO have replacement meshes
it does afaik
you can just use the rtx remix toolkit
usda explorer or whatever its called from omniverse is also good though
ie grey?
probably same reason, the texture asset which the original has been replaced with does not exist in the demo folder
most likely easiest way to rectify these things would actually be to use a script to parse the log for all failed loads of textures and models and use that info to modify the usdas accordingly to remove those overrides
then the original assets will be loaded
could probably bust out a py script for that in an hour or so
but im not gonna 😛
oh nice
didnt expect that
then the same should work for the materials/textures
of course that means u loose all enhanced, so still better to do it selectively
I'll continue go through Canals
see if any graphical bug even when I turn those off
Because, Half Life 2, being baked RT already, real time RT still has that same art style
Just..better
Enhanced by PT alone
oh woops
I noticed in nova prospect, the Vorts textures haven’t changed
That doesn't look good
I’m guessing cause from an outsider’s perspective it seems like a massive company made a slop rushed remaster to promote rtx and use hl2 shamelessly
And I mean no one really has sympathy for faceless corporations
When in reality it’s just nvidia brought together a bunch of modders who done amazing work with hl2 mods to form this studio for hl2 rtx as a way to show off how rtx remix can remaster a game with path tracing without even adding support for it on an engine level
And how most of the work and assets are done for free out of passion
Tho I’m sure high level/original orbifold devs are at least sponsored through being paid and having an office workspace with high end equipment
btw has anyone taken a look at father grigori's eyes if they are static?
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sorry to ask this out of nowhere but, have you seen what father grigori's eyes look like? since I'm curious if they used a static eyes on him for now
he can blink aswell
oh was thinking if his eyes weren't rotating since I don't know if they manage to fix the eye shader or did some alternatives
but still thank you for the screenshots
bluish atmosphere
welp gonna try it out for myself even though my PC won't probably run it
oh and the specs are in my bio 
welp had to sacrifice CS2 for storage reasons 
How did you enable DLAA?
So, because for some reason it isn’t in graphics settings, you have to open the dev settings on remix, and in the DLSS type, select full resolution
That’s DLAA
linux b like
kaboom!
I wish they’d enable the toggle to turn raytracing on/off, I think that’d be a cool feature. Kinda like those halo remasters, maybe like bind it to a key like P or something for pathtracing
tad bit annoying that transparency isn't applying correctly
Me too
The easiest way to do that would be to open the alpha bending tab, click disable alpha bend legacy, then I think there’s value somewhere that has an option named “greater than or equal too” choose that one
thanks
If that greater than or equal to thing is wrong, just mess with the alpha bending tab till things work
not possible, the game is running in fixed function mode basically in DX8 mode with most of the graphics stripped out, you have to run the normal version of the game separately for comparisons that mean anything
i am the first person to complete the entire campaign in hl2rtx
i think
im onto episode 1 now
Congrats
It is but aight
Read again but slower
Technically possible, but completely useless because the game is running with a bunch of the rendering disabled due to fixed function pipeline
Holy
💀
spam emotes when you can't respond
I’ll be real man, I was kinda thinking like you, before, so as a recommendation, so you don’t end up as dumb as I was, and have to look back like “what the fuck was I on about” if everyone who has been doing this for a minute is disagreeing with what your saying, your probably wrong
thanks for the unsolicited advice, those people decided to reply like trolls and still haven't explained how I am wrong, so I don't particularly care until then
In the beginning I worded myself poorly by stating that it's "impossible", later I explained more exactly what I meant. I am genuinely curious how they're going to argue with the fact that Remix runs the game with all shaders disabled, and possibly other compatibility hacks I am unaware of which would further mess with the vanilla graphics, thus making this sort of an A/B toggle useless since it doesn't properly represent the original visuals you get by normally playing the game with full DX9 featureset
with all materials?
So no, you can't actually have a proper original/remaster toggle like Halo MCC
you need to copy hlep1 and episodic?
Base remix an option to disable itself entirely, with the ray tracing button, this wasn’t in older versions, that’s why portal RTX, so this button already exists, it has the occasional bug like with the textures on dragon age, but more often than not it works
it doesn't offer you a proper original/Remix toggle, because the game has to be running in fixed function mode to start with
i legit just copied the entire aniversary build
dont replace anything
then add this to hl2rtx
The thing is, it does, here, I’ll give you an example of something I threw together in like 10 mins, so it is kinda ass
It completely sets the game to default
If you look closely, it had pbr textures, and everything, and the moment you hit the “Ray Tracing” button, it all goes away
It really is a remaster on
Remaster off
Button
get a gpu that supports it
can i somehow work my way aroound it to enable it
no
i know its capable
whats the gpu
rtx
damn
Cyberpunk was probably using FSR FG, which can be used on all cards, it probably defaulted cause your card doesn’t support it
those dlss mods still use fs3 underneath
those same mods do not work with remix due to it being based on vulkan and not dx12
its a little more complicated than that but i believe Nukem explained it more a while ago on this server
So in short, you need things in your hardware like an OFA, and Ai Acceleration tech built into your GPU in order to use frame generation on your card, and OFA, so to be exact, 40 and 50 series cards use an OFA. While fsr frame gen creates frames between frames, essentially filling the gaps, won’t preform as well as DLSS FG, but it works on all cards, that’s the advantage
your only option is lossless FG if u wanna use frame gen in remix games, idk if anyone else has made FSR FG wrk in remix
nah it still doesnt
nukem made some progress with his FSR3 mod but its still very jank on remix
is the bitrate low cause of how taxing rtx remix already is on ur system?
nah vid compression messed it up in the processing and then YT further messed it up 😅
otherwise it was fine looking in the raw video
u compressed the video before uploading to youtube?
can you turn off rtx remix features completely not only like enhancements to do comparisons in just hl2rtx? I don't want to switch between the two games
It wouldn’t be a proper comparison anyways since alot of graphics options had to be disabled/heavily altered to work properly with remix
What you can do is record an ingame demo and play it back in both games
yea I thought about that, but there are also some small level changes, so I thought it might be better to do it in just the RTX version, but I guess you can just load hl2rtx without remix injected and it would work
Make sure you remove the auto exec cfg file since that’s what initiates the graphics changes on launch
yep, thank you 😉
nevertheless this would be neat
#1103495588374401115 message
Download loseless scaling
turning off volumetrics makes it much more like the original (even darker in some areas, but that is needed to compensate for not playing on CRTs anymore) 😄
this WILL be halflife in 209
half-light
Tried to play the demo from the anniversary build in HL2RTX
COM_CheckGameDirectory: game directories don't match (hl2rtx / hl2_complete)```
I really wonder, how they did their comparisons?
the previous build...?
probably still will give a mismatch of the directories, but I haven't tested it
Wasn't there a driver update that brought it to 30 series?
no
That actually won't give you a proper HL2 experience. There are some changes to the Source engine rendering code to get it to work better with Remix, and I don't think we were putting any effort into keeping the non-Remixed version looking proper.
Oh I see, that makes sense. Guess I'll do it the old school way then. Thanks for the heads up.
What the fuck
it took so fucking long
that'd require unpacking all of the assets by default afaik
what issue are you having with it anyway?
It’s running through the CPU fallback since AMD GPUs don’t support GPU decoding
Which leads to sudden drops in the singe digits
:p
Thanks to @outer oriole I was able to remove it from the assets and while textures do load slower, it fixed the single digits
i'm wondering if this is a remix specific issue
looking through the documentation for RTXIO, it doesn't seem like it should be behaving that way?
maybe open an issue for it, since this is an issue for all of Remix
RTX IO was only meant for NVIDIA GPUs and looking through the RTX.options documentation, they implemented a CPU decode sometime recently
And if I try disabling RTX IO, it breaks the assets showing it’s a dependency
But yeah, RTX IO hardware decode isn’t intended to run on anything not NVIDIA so forcing it breaks the hardware
it shouldn't be falling back to a CPU based decoding method though. the RTXIO documentation claims to run on all modern GPUs
While RTX IO is supported on all modern DirectX 12 GPUs, it is designed to run on as many parallel cores in the GPU as possible, so in cases where the IO throughput is not the bottleneck, the more compute cores available, the more performant it is. Essentially, load times are fastest on more powerful GPUs and SSDs; specific speed ups will vary based on the game, scene, and your particular combination of GPU and disk drive.
that mode may be limited to DX12 though?

