#Half-Life 2
7535 messages · Page 8 of 8 (latest)
I’ve always seen them mention GeForce GPUs
this is still worth opening an issue about imo. the end goal for most remix projects would be to pack it into the RTXIO format to reduce loading times and stuff
yeah it's not exclusive to them though
https://www.nvidia.com/en-us/geforce/news/rtx-io-for-geforce-gpus-available-now/
what i quoted came from here. there's more on the RTXIO developer page too
so this seems like an unintended thing
I really hate how Nvidia slaps "RTX" brand on many rendering technique and stuff. like RTX IO and RTX Skin
Those stuff makes needlessly confusing and makes hard to differenchate if it requires RTX card or not.
I know it says open sourced but where’s the GitHub for it? I can probably pass it to the Vanguard server
But yeah I’ll open an issue
no idea at all unfortunately
i think GDeflate is open source and RTX IO just implements it
Is there a fix for the gray textures?
manually patch the usda to not replace no asset materials
And how do you do it? 😭
Ye
i am so fucking smart
I should probably close my issue finding out it’s an missing extension on the AMD and Intel side
wow its like i said its very jank
He recently said it was a bust due to some depth issues
LMAO
But where is the answer
im not explaining to these crackhead half life fans how to decompilea all the portal rtx assets and half life assets and edit the gameinfo and merge the branch
i woke up to like 12 replies
shits crazy
It was revealed to me in a dream
Depends on your definition of good looking
Honestly the only thing I’m curious about is if portal rtx actually has gpu skinning support added in a later update or if it was always there
update
Ah ok ty
Also unironically I’ve never seen such a Reddit comments section before
Reddit is a radio active wasteland from the toxicity
Most friendly subreddit I’ve been on was Portal
(No hate on RTX IO btw, love the technology)
Hate rtx io btw, despise the technology 🗣️
RIP my storage
Also, using the render distance setting to place a cutoff outside the players view, because the whole map doesn't need to be constantly loaded
i'd leave it open, just mention it in there. it's still an issue
Yeah but it’s not really up to the Remix devs to solve, the technology is hardware agnostic, AMD and Intel just need to add support for the extensions
could you at least add that info onto the issue so anyone who has this issue can find the answer easily?
Sure
Hey To anyone wanting to know why the maps from base HL2 maps are messed up when put into HL2 RTX's demo its because HL2 RTX uses the pre aniversery build of HL2 so downgrade HL2 to the pre aniversery build using steam then put the maps in HL2 RTX's demo
@outer oriole 👆
but they do work and you don't need to copy any files
Just edit gameinfo.txt replace all hl2 lines with |all_source_engine_paths|..\Half-Life 2\hl2 and it will load from base HL2 if it's on the same drive
eg:
game_lv "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_lv.vpk"
game+mod "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_sound_vo_english.vpk"
game+mod "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_pak.vpk"
game "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_textures.vpk"
game "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_sound_misc.vpk"
game "|all_source_engine_paths|..\Half-Life 2\hl2/hl2_misc.vpk"
game "|all_source_engine_paths|..\Half-Life 2\hl2"```
thx
Anyone know how to port hl2 workshop mods into the hl2rtx custom folder?
???
they guy was wondering how to set up all the maps at the time, I saw you doing it, I don't know how to but you do, so I tagged you, cause your the only one I've seen using
yummers
tried without that (I have gamebanana trama)
lol
Yes. It's very playable
It runs better than portal rtx at many points
Thats crazy
Can someone please give me a full guide on how to install RTX Remix for Half Life 2
Check pins. If you mean the one that just came out, it's on the steam store
I gotchu bro
amazing, absolutely stunning
im crying right now
just absolutely beautiful
Will there be freeman's shadows and reflections in release version?
yes you will see this magnificent bastard
It took a lot of work
im sure it did, you deserve all the money in the world for doing this
a public service 🫡
tbh i feel like they should have a player model and have reflections
maybe it's just me
but i like how dat shit looks
If you’d like to see that stand in for the player model you can use cl_first_person_uses_world_model 1
Your viewmodels will disappear though
I think you can actually set that yourself no?
I remember its possible in portal
Etx
Rtx
no yeah i know
Freeman doesnt cast shadows either?
but i'd only use it if it was like a built in thing that the creators want
Unplayable
It also has a stable hash if that fits your fancy
Does casting more shadows even cost performance if every shadow is done by PT anyway
Fair yeah. Maybe you can suggest it to one of the devs
Ive always wondered this in Stalker 2. In early builds dynamic shadows for the flashlight of the player was disabled
But npcs was dynamic???? Wheres the sense?
that would make game PERFECT for me
Not bad for a 10GB 3080... I can still handle playing at 35-50fps
idk, it just looks extremely smeary when its upscaled from such a low resolution
The screenshots look sharp
They really are
Its pretty much DLSS Quality on those screens as initial res is 1080p and it shows that it upscales from 736p, which Quality does
YASKE
I don think remix can do that
Yet
yes
like thats the one thing about hl2 rtx i had a gripe with
maybe picky as FUCK
but like just flat glass aint it ngl
Ya I get ya, I feel there’s other ways to fix that then go all out parallax mapped windows
I wonder do y’all think it’d be viable if remix let you add parallax mapping directly on a mesh
So instead of it just being some trick where the details get like pulled in the texture
The details actually pop out around the mesh
Tesselation + Vertex displacement is what you're looking for.
Yes, it is possible, but it is a very specific feature, hardly something to prioritize, I think 
That Megageometry tech is hot stuff. If it was brought to remix, we could achieve both tesselation and nanite style LOD system, remaining only texture based displacement to implement (maybe as another option to POM in remix menu like, raymarching, quadtree and displacement
)
does remix have any sort of lod system or am i tweaking
Nope. You need to rely on the base game having different mesh_hashes to replace your lod levels
Problem is that it wouldn’t work with non rtx cards would it?
i feel like it should have like
atleast slight lod system
especially with textures if that doesn't already exist
Hmm yeah, but so does remix and raytracing in general 😅
Ahh, yes. Remix has a very neat texture streaming feature in 1.0.0 now, I imagine it might explore stuff like distance based texture loading 
ooh yeah i forgot they added that
i feel like theres some very needed performance shit like that
I don’t mean run slowly, I mean completely incompatible
I’m sure in the future amd and intel cards will be fast enough to run remix well with getting neural shader support and stuff
So designing a game in remix around mega geometry might be a waste if it doesn’t work on amd or intel
Ahh sorry, I thought you were talking about GTX cards, forgot about non-nvidia ones
NFSU2 Rem devs tried as i remember, don't really effective thing
Parallax, also called height mapping, is used to make a flat object have 3 dimensional qualities (to an extent)
So basically whats used in Fh
More info on that here
Idk I ain’t ever played forza
I managed to make HL2 RTX make use of FSR3.1
I think only a certain version of optiscaller works i'm unable to understand why
iirc only FSR2.1 ever worked, do you know the commit/release version that FSR 3.1 works for you?
i do not. though i can zip the files and send them if needed ?
and / or allowed ?
ask a mod like @last fog
alright
just to be clear, i'm currently rendering a video
it's... really poor quality-wise, but it's a proof of concept
it'll be on yt asap
Ain't clickbait.
That video took 10 minutes to make.
Uses an old version of optiscaller, the newest doesn't work somehow.
Have a good day. :)
does HL2 RTX have ability for Frame Generation?
hmm it seems to look like dogshit!
Can't you modify optiscaler to use fsr4 ?
Since it can be replaced on driver level on 3.1 compatible games and uses the same api
coudl work
or fsr4 is only for 9070s ??
fsr 4 is only for the most recent generation amd cards
Like Nvidia's Frame Generation
It's 1080p in ultra-performance mode
So it's actual 360p
Upscalled to 1080p
Lol, i just noticed you Junpei on PFP
I’ve been using 3.1 this whole time
💀
It’s been working for a long time now and 3.1 has improvements with low internal resolutions compared to 2.X
but what optiscaler version 
I don’t remember, maybe you can find it in my zip file in #1263976646441172993 message
That was the last version that worked fully with Remix
not my screenshot
Looks like stalker
i actually darkened Gregori's eyes
really sunny raven home
hl2 rtx looks great 👍
skybox is GC's sunny skybox
So you added it in through source modding?
2kliks made a great video which really helps contextualise remix:
https://www.youtube.com/watch?v=8AT_9C3oB8I
I commented on his video the day before that he could use the fallback light as a sun, so I'm going to take all the credit
Not so scary NOW! ...or is it more scary with a dull overcast setting? Could it be set in... England? Oh no
0:00 - Daytime Ravenholm
1:55 - Increasing brightness / contrast
2:49 - Father Gregori bit
3:31 - Indoors with DARK shadows
4:58 - Side room detour
6:40 - Importing other maps?
6:57 - Adjusting sun angles 1
7:34 - Indoor footage
7:58 - Adj...
Man it looks nice and he did some good video here, ppl are loving it
yeah i'd recommend doing the trick i did instead of using a blue fog for the sky, you get an actual sky texture
has anyone experimented with modded maps in HL2RTX yet? Vanilla maps work but all the triggers break and most become visible
Steam community:
Yes, they look really bad
Like you can see the spikes from the height map they used
on zombies too?
Nah it’s only surface bullet impact decals
Like smth you’d see onna concrete wall
Decals don’t work on props or skinned objects I believe.
For some reason the inward displacement looks so sharp with its peaks
Like the height map wasn’t properly blurred to get that natural look

thats a crazy downgrade
Maybe it’s some tech limitation thing
how i imagine the npc's would look like in HL2 RTX
this almost looks like hl2 rtx
this is HL2 Aniversary build
with workshop mods
Seeing how HL2 RTX demo looks with daytime lighting makes me think that doing a demo set in daytime level would have impressed people way more and would have resulted in less criticism.

someone get this man a medal
i think the games opening would've been 3 billion times more impressive but that's just me
it's also a lot more work
shadow of chernobyl
Yes
its a screenshot of crash, as i used Frame Generation and pressed Steam screenshot button (which is a deadly combo, without FG, Steam easily screenshots)
also fun fact: current DLSS4 (used in HL2 RTX and in currently in P2 RTX) has one funny problem, Ray Reconstruction blocks any presets resolution on Ultra-Perfomance's resolution, so even if you press Quality, you'll get Ultra-Perfomance image quiality
FOG on / FOG off
Fog gives a bit of depth
idk that there is much more to show other than ravenholm and nova prospekt, those are really all we've seen
How to adblock it
there is this weird fog if you disable volumetrics in nova prospect, doesn't happen with ravenholm
you can turn it off, but still wondering why it happens on nova prospect
It won't load on my GPU anymore after the update, gonna see if verifying the files work
Can confirm, it didn't work
HL2 RTX update is broken on my GPU
guh
That’s strange
Seems another AMD user is reporting crashing as well

I should try that as well
As a developer I’ll just let you know that it was not intentional 
Could a config be set that’s crashing
Seems like you just need an AMD guy on your team

Anyway, Same issue is happening on my Steam Deck but that might be related to the issue I reported already with the bridge
Hmmm strange
Oh, i see the server icon now
I think it's separate from the windows issue, on Steam Deck the bridge is crashing but on Windows it's not so indicates two separate things and the new action builds have worked before on Windows as I pushed the latest one recently
Steam deck was “working” previously. Have you had luck in the past to launch?
Yeah, I was even working on a Steam Deck mod for HL2 RTX
Oh ok so recent issue
ye
they finally fix the ambience colors
is it a actual full tonemapper?
idk but it looks FAR better than the previous hl2rtx release
ACES always looked weird in remix too
dayum
Yay
is this still Aces but just tweaked or some whole new tone mapper?
it is in the os version
wdym???
aces. the previous implementation was not working as intended
Out of curiousity what wasn't working correctly?
Seems like it was implemented incorrectly? Who can tell
oh I thought you were a hl2 rtx dev mb
I rarely talk on this server lol
Yo my guy can you send me internal hl2 rtx build frfr we close like that
Bro got a taste of fame
Excuse me, I've had my fair share of fame.
Like 2 years ago old man
Like I could make an update video rn and people would come flooding back

I could post a Portal 2 with RTX video to combat it
Try beating 50k views lil bro
i could do an everyone ping 😛

That's power abuse
That would just make people angry
powah

EAX but locked in NVIDIA RTX GPU, nice
i miss eax
What is eax?
The Environmental Audio Extensions (or EAX) are a number of digital signal processing presets for audio, present in Creative Technology Sound Blaster sound cards starting with the Sound Blaster Live and the Creative NOMAD/Creative ZEN product lines. Due to the release of Windows Vista in 2007, which deprecated the DirectSound3D API that EAX was ...
something that i noticed right after the update #2.0 was the dead bodies are all in the same position
family guy bit
Meta has their own Raytraced Audio implementation
wdym
of source or vr
vr
Enhance immersion and social presence with Acoustic Ray Tracing and Audio SDK. These capabilities enable accurate room acoustics so you can increase realism, deepen engagement, and anchor players in...
boooooriiing
billie jean
I’m going to need an explanation of Ray Traced Audio
Basically just 3D audio that uses the in game environments for accuracy
Register your interest in Raytraced Audio here:
https://vercidium.com/audio
Source code, demos and animations are available here:
https://patreon.com/vercidium
More free demos are available here:
https://github.com/vercidium-patreon/
I spent the past 7 years creating a game engine, and I figured out a way to use raytracing to get realistic 3D...
its raytraced
like light
raytraced
Still weird, like, why not, wavetraced, cause you know, it’s sound not light
Wavetraced because it’s sound waves, yk, idk, even if, it sounds better, there’s gotta be a better name than raytraced audio
Idk man, still think they could of got more creative
?
"wave tracing" is absolutely a thing
https://youtu.be/pIzwo-MxCC8
Project Acoustics is now available for all game developers and sound designers to use. It employs the Triton technology developed in Microsoft Research for accurate sound propagation using wave physics.
Learn more about the research at aka.ms/Triton
Download Project Acoustics at aka.ms/Acoustics
Here's an example
I have this unity project but idk how to bake it for my own content.
It's really cool to play around with
🗣️ 🔥
idk if you can anymore since Microsoft discountinued it...
Microsoft Azure was used for baking iirc
Seems like it was a really cool tool
audio in games have stagnated since the early 2000s
this is the coolest audio related thing i've heard since... as far as i can remember!
HDRT doesnt even come close
.
...
Since BC2
Bc2?
Bad company 2
i dont remmber bad company 2 having anything special
using the coast map as a run around with the demo
because of the sun direction, this place doesn't look any better.
Although, that maybe because of the magic light source
What are you trying to do?
ah ok
Good enough. Push to release
lul 300 fps
HL2RTX team, are y'all using toolkit?
or usd composer.. or both.. or..
if using toolkit, are you getting slowdowns when there are many layers in the project
They’re probably not, syncing isn’t too too difficult
syncing?
You can kinda just drop mod usda files and the folded needed on top of each other and it all kinda just works
Sometimes
u mean like 1 project per level or something
Idk how they did it exactly, but yeah they could have done something like that, and then dropped all the mods together in one folder. And honestly based on how opening the modded files looks, that’s probably how they did it
no
Really, explain your reasoning
perhaps I will elaborate when I won't be stoned
That’s sounds good to me 👌🏼
does anyone know how to fix this error i found when following the pinned tutorial
This tutorial right
I know that happened with the old one
Hey yall, trying to run skurtyskirt's HL2 rtx mod, and have had weird issues where the lighting flickers in and out depending on where I'm looking. The menu also looks like this
ugh, tried looking through pins and trying different install scenarios all night but got nowhere. If anyone has any idea how to make this work, I'd appreciate the help
Enable Sky auto detection
I do not seem to have that option
this looks like a really old remix version
Jesus it is
use the latest release
https://github.com/NVIDIAGameWorks/rtx-remix/releases/tag/remix-1.1.0
For the full release notes for RTX Remix, please visit https://docs.omniverse.nvidia.com/kit/docs/rtx_remix/latest/docs/changelog/remix-releasenotes.html
RTX Remix Runtime 1.1.0 Release Notes:
Impr...
Downloaded it from the nvidia app, but it didn't seem to update within the game. Should I do a clean install of the game?
nvm I figured out how to update it with the github version, ty ty
well, fixed the skybox being weird, but now I got this shit
Tried chasing some threads with similar issues with the trees, but no one seemed to have found an answer?
last time i tested this i didnt have that issue. Though if you're planning to use remix with hl2, its easier to use the existing hl2rtx engine or the portal rtx games
and just copy the rest of the hl2 content to those
Gotcha, so same install setup, but for the HL RTX game instead?
minus installing remix
so you'd install the hl2 rtx demo on steam, and then copy the hl2 folder from your vanilla half life 2 install to Half-Life 2 RTX/hl2rtx and not replace anything
Should I still be doing Pre-20th anniversary or just go with the current HL2?
good question, probably pre-20th as i believe hl2rtx's engine is based on source sdk 2013 sp
I'll give it a go and give an update
lmk what happens, i havent tried using the hl2rtx engine, only portal rtx/prelude rtx, curious to see how it goes
so maybe I'm dumb, but the game is starting up as HL2RTX and not HL2
oh wait
I forgot the command code
nooooooooo
also lol it won't let me start a new game
seems busted
weird, did you replace everything or skip when it asked to replace?
I skipped
you might need to start it as hl2rtx, if that's where you copied the contents to
because hl2rtx has its own client.dll that has a lot of remix-related fixes
so I should scrap the "-game hl2" line?
yeah
try to load any map through console
sv_cheats 1 then map d1_trainstation_02
is cheats really needed?
i think so
pretty sure its not, but i guess we'll see
lmao?
ummm well i dont know
disable enhancements in the remix menu, alt + x
you might need to enable the developer menu first to reach this
Better, the normal textures loaded in but...
this is where the fun part begins
that GI looking PEAK tho
its all PT so no GI shenanigans
well skurtyy enchantments doesnt work
well, the trees are better....
I actually havent loaded his in, lemme try]
... ok
but first delete hl2rtx enchantments
yarp
you'll have to manually tag almost every texture to ensure it renders correctly
i dont think orbifold has tagged everything already
oh lmao
nah i think skurtyy check them all correctly
right but we're not using his rtx.conf or mods
its straight up hl2rtx with hl2 content
should I add his rtx.conf in?
ye
ohhhhhh
you can do the same by tagging it as a World UI Texture
yep, make sure to save often
also i would back up the file between sessions, steam might override the file if it ever validates the game files
Do I have to tag them through the game or can I do it outside of it?
ingame, unless you know what the texture hashes are ahead of time
but i havent seen anything like the latter before
lol Breen's just gone
render target textures should work fine, im not sure if skurtty's rtx.conf disabled these
Would I just go into his conf and check?
Hmmm, none of the video screens seem to work
do you see anything like this under raytraced render target?
sorry which section is that in? I'm having trouble finding it
under categorize textures, make sure only show assigned textures in category lists is unchecked
it's greyed out 😦
gotta do the 2nd part of my message
hmm yep its just missng
re-enable only show assigned textures in category lists and see if its under Ignore Texture
ill try messing with this myself, where did yall get skurtyy's rtx.conf?
ur good, it seems like at least hl2rtx's engine, the render targets dont work?
i dont see them at all on my end, but they work fine in gmod and portal prelude rtx
I could try portal again, but the trees weren't working at that point
i think those require a specific remix build, you can grab the remix build from portal rtx since its a lot newer than prelude's
or dont update it, it should work fine as-is
I think I gotta update the remix version, because we're back to this again:
do r_3dsky 0 in the console
Should I try doing it through Portal with RTX?
you can, but i would recommend moving over portal rtx's remix build to prelude, as prelude has working NPC eyes, and other stuff.
copy the d3d9.dll from PortalRTX/bin/.trex/ to prelude's
ty sir
Talked to Skurty, and he recommended I just try playing the game through GmodRTX, which he says would be the more stable version compared to regular HL2
yeah that's the easiest way, follow the pinned guide here
#1116089843479498782 message
Was able to get it mostly working, but it's still pretty jank at the moment. I'ma wait until either the official HL2:RTX comes out, or someone is able to make something a bit more stable.
is it possible to load other maps in hl2 rtx?
I’ll start off, with the 3rd image, on the bottom right, it simply looks as if the PortalRTX mod is still in RTX-Remix/mods folder. The whole gman instance is fucked out the ass no matter what, but since the anniversary update, the RTX conf file has been fucked, I may try to take some time to fix most of it at some point and get back to ya


